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You don't even need to invest any into sneak, or use Turbo, you simply need a stealth boy.
First you activate security when destroy the turrets. Then you confront Elijah on the computer and lure him down.
Now you exit the vault and go immediately to the right, and hide behind the generator. If you destroyed all the turrets, then Elijah will walk into the room and go straight for the computer next to the vault.
As he walks by, you hug the generator and stay out of line of sight on the opposite side of the generator (also you have a stealth boy activated now).
Now this is the tricky part, and recommend you quick save in case you screw up.
So if you try to go for the exit where Elijah came from, regardless whether you're seen or not, a force field will block the door before you can get through, except for in a window or about 3 seconds when Elijah is busy activating the computer.
So what you do here is turn around and watch Elijah, wait until he reaches his hand out to touch the computer. When he does, you stop sneaking and run for the door (and by run I mean walk really slowly cus you're over encumbered.
Because Elijah is busy, he can't spawn the force field in those 3 seconds. So this gives you just enough time to make it through the doorway before he gets it up. From there you simply walk towards the exit, he will try to activate your bomb collar but you got enough time to make it to the elevator.
I've done this multiple Times with characters with ♥♥♥♥♥♥ sneak skill, using just a stealth boy to avoid detection as Elijah passes the generator.
Where did you find a Stealth Boy? I had to do it without one, because I didn't find a single one in DM. I almost got an alternate route to work, but missed it by half a second, then during reloads, for some odd reason, it would never work again. I had to do it the same route everyone uses, which you mentioned.
Lofty,
Yeah man, I waddled out with every piece of loot and crafting supply in all of Dead Money. Thousands of pounds of crap, which was worth 553,763, not counting what I planned to keep.
edited, looked up actual value
The problem is that the story and moral is undercut in so many different ways via gameplay that it's a question of not if you get greedy, but when.
It's a tough sell for a DLC to put forward the notion of "letting go" when the player is showered with enough loot to make it a worthwhile investment, not counting all the ways the plot can be broken from a monetary standpoint. Have a Luck stat above 7? Congratulations, you've just broken the bank in the SM Casino. Went to the trouble of hoarding junk? You can either convert it to stacks of items or trade it all for stacks of Pre-War Money, which weighs nothing. You get numerous suits of armor and weapons that are all great in their own way.
And then there's the various ways players can escape the vault with all the gold, which can be as easy as bumrushing Elijah, pushing his corpse into the security fence near the entrance and grabbing what you need from the other side.
I tend to put off playing DM until last in the DLC list -- it's more annoying than anything, the level design and wayfinding is outright horrendous, the plotline is obnoxious with how much it tries to pound certain statements into the player (BEGIN AGAIN!) and the dumb gameplay mechanics just make it a chore more than anything else.
Seriously?! The weapon repair kits alone are worth doing the DLC for!
No more valuable crafting supplies wasted on weapon repair kits. :D
Weapon Repair Kits are overrated, Jury rigging does the same job but with all your gear rather than just your weapons and doesn't require you to use inventory space hauling a pile of stuff around as you can just take the random trash gear off the enemies you just killed.
We also have Raul's full maintenance perk and since he has the guns skill tagged just like Boone or Cass, he can be just as good with any of the gun class of weapons.