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However, if you play the easy one and still can't manage it then something must be wrong with your bulid. You don't have to play with a melee-oriented character, but those 5, 6 points of strength are worth having. The best thing to do is to save the game before each fight (the f6 key is qick save, and f7 is qick load). If you continue to fail then try to run as fast as possible.
You are correct in your assumptions; this game is actually very poorly designed even for its time and yes, there are ideal builds (Agility and Luck are necessary, Charisma and Endurance are virtually useless, etc.). There are a lot of advanced features for the time but none of that matters because the core experience is trash. The fans will get salty but it's the truth.
Now that that's said: Temple of Trials IS the baby things - nowhere else in the game will you find enemies that weak. ^.^ But ya, it's pretty ♥♥♥♥♥. Far as I know, it was not supposed to be there at all and the original intent was to just start you in he village, but a suit decided the game must have a tutorial level so it was quickly thrown together.
Just remember you don't have to kill everything, and any sane build will let you punch once and retreat repeatedly from the ants and scorpions - which might be slow, but it'll get you through safely.
So the tutorial looks like this: you walk forward until you reach a closed door. You open it with the lockpic skill and move on. You avoid the traps (just run quickly) and go left. In the jug you will find an explosive that you use on the next door. You keep going and after a while you turn left again. Along the way you kill ants, which are quite easy to defeat, and if you encounter radscorpions, it means you took the wrong turn. You open another door and meet the "boss". You have three ways to "defeat" him:
- you fight him (if you don't develop hand-to-hand combat, I don't recommend it)
- you convince him to let go by using "speak",
- you steal his key,
You open the last door and you see a short cutscene in which you receive a Pip-Boy and a Vault Dweller outfit (the same one that belonged to your grandfather/grandmother, the main character of F1).
Lol I'm absolutely not trolling. I just got to the Horrigan fight rn and apparently you need at least 100 science to use the keycard to disable the turrets or the game is softlocked according to the wiki lmao.
So OP, if you listen to the fanboys of this poorly designed game, make sure you have at least 100 science and good NCR reputation or you won't be completing this game. I made the grievous mistake of not investing in science (because it was useless in FO1) so the game decided I'm ♥♥♥♥♥♥ I guess. gl OP
Although good "science" can be useful, it is not a requirement to finish the game. It is enough to have a presidential card.
Good karma in the NCR is also not necessary. You simply won't be allowed into Shady Sands, but you'll complete the main quest anyway.
Yes. At least some of them. Now most of them advance to higher levels, which increases their effectiveness, you can easily change their weapons and armor, and determine their behavior during combat in more detail.
If you have completed F1, you more or less know what and how. Dexterity is the most important attribute. Intelligence is also useful regardless of the bulid you choose. Charisma is the least useful because it only affects the number of companions and sometimes (very rarely) the reactions of NPCs and dialogue options. However, "speak" is VERY useful.
I don't remember if it takes 100 science or not for the turrets tbh, but it makes sense it would - it's a science resolution to the final fight since the turrets solo him easily, thus it should require an investment... especially considering you get to 91% without spending a single skill point.
Charisma itself only unlocks very few conversation options and allows taking companions (one per 2 points). You can have 1 charisma, and between drugs and sunglasses still drag 2 companions around since the game only checks your CHA the moment you take someone with you. What you need to convince people in quests is usually the Speech skill, and for that charisma is only the starter point.
As for stats... First, take Gifted if you don't mind unbalanced traits - it's ♥♥♥♥♥♥♥ OP. You definitely need intelligence and agility. Gimmick runs aside, the former governs skill points per level and the latter your AP, and both are vital. I usually take 9 of each and increase them later. EN is a bit of a dump stat, the same for ST and CH. You need SOME, but even weapon ST requirements can be overpowered by having a lot of skill points - and later power armour will help with those too. LK enables the best perk for ranged weapons in the game - with 10 literally every shot is guarateed to crit once you take Sniper. This is also the ONLY real practical use it has. If you're interested in that you also need to reach a minimum of 8 PE - there is a number of ways to do it and you can start with as low as 1 and get to 9 with drugs and other ♥♥♥♥, but since it also governs your range penalty to hit you definitely want more than that.
Regarding attributes:
- strength: not less than 5, because it is required to use weapons and you don't want to take drugs before each fight, but also not more than 6, because the best armor in the game gives +4 to the attribute,
- perception: depends on the bulid, between 6 and 8, snipers require high perception, stormtroopers less
- endurance: here, depending on whether you plan to fight a lot at close range, give an even number 4, 6 or 8, because an odd number will not help you and is just a waste of points,
- charisma, only affects the number of companions, so at least 4 is enough and you have two companions without any tricks,
- intelligence, very important, not less than 7, preferably more,
- agility: the most important, not less than 9, and preferably 10,
- luck: quite useful, but you can get by, it gives access to several interesting perks, including the "sniper" perk at level 24, which is op, if you are interested, the minimum attribute height at the beginning is 5, and it is even better to have once 6.