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If you go full stealth character with a high sneak level and eventually a stealth device known as "Stealth Boy", I'm pretty sure you can complete the entire game without shooting/fighting once.
Sometimes these games will unexpectedly exit Sneak mode. The games consider the character to be running without Silent Running. Therefore, do not end a turn with a long range movement that depletes APs; leave one point and manually pass turn (after ensuring that Sneak is still active). Otherwise, your character might get caught. Sneak only has to be active during the start of enemy turn. Alternatives? Creep forward on that last AP, finish with other actions, or get the SR perk.
Sneak is practical from roughly 85%, but it becomes quite reliable at 121-131%. If yours seems too low for current enemy and lighting, try to only have one enemy within LOS and kill it in one turn, even move out of LOS of others, as needed (Bonus Move).
Bonus Move is invaluable, since even higher Sneak levels won't allow the character to stand adjacent to enemies upon passing a turn. Stand ~4 tiles behind, pass turn, use BM to conserve AP's and move in for the kill. Distance and the need to break LOS varies with Sneak level, enemy, lighting.
Some NPCs cannot trigger dialogue if Sneak is high enough; if it is too low, just enter combat mode and move through their detection range, then walk away. Similarly, enemies do not seem as perceptive during combat as they are during real-time.
Sneak may be most valuable to a shooter; like CombatMist, I term this "stalking". Basically the character can creep into range, shoot to kill, and never get detected, even inside the robber cave with 28 enemies (Fallout 2). What's the catch? Never wound one and let it live, always kill in one turn. Misses are okay, no one cares. It is a good idea to keep one shot in reserve, instead of risking it and only wounding with the final shot. As always, pay attention to: Sneak level, facing, lighting, range, LOS, and enemy.
These games do not have interupts or overwatch features, like one might expect for turn-based combat. So, even if taking fire, just sprint behind the enemy, then activate Sneak, and attack so that Silent Death activates... sort of silly, but it works. Furthermore, there is no difference in AP costs for sneaking, walking, and running, which makes Silent Running virtually pointless.
Noise? These games don't care. We don't have to rely on unarmed combat, since a loud weapon is ignored.
If caught and breaking LOS doesn't alleviate aggro, transition out of map and back in, if possible. This is a great solution when facing an overwhelming swarm.
Flares? They are a pain, since they only target enemies, not terrain. But, if the enemy is too strong and some ranged damage is warranted at night, sneak in and drop flares, then retreat to LOS cover/corner, then shoot... finish with melee when it gets close. Think of it as a kill-zone corridor, where the player-character's chance to hit will be better than enememies. Explosives could also be dropped to soften target, but beware of save corruptions (as reported online).
Conservation of Super Stimpaks:
Use enough to drain enemy, so that they can be killed with an explosive. Do not let the explosive detonate until after SS are finished, or it will interupt and negate further SS damage. If placing explosives on the ground, put them in a bag, but this is not necessary if reverse-pickpocketed. NEVER save the game while explosive timer is active, there are plenty of reports online about save game corruptions when doing this.