The Unarmed Sneak Guide for the Fallout 2 Restoration Project

About

This is an in-depth guide for a stealth HtH playthrough for the Fallout 2 Restoration Project.

This build uses a Mega Power Fist and the Sneak skill (and a Stealth Boy) to remain almost completely invisible while dismantling your opponents one by one in close combat and then vanishing back into the shadows.

Table of Contents

  1. SPECIAL
  2. Traits
  3. Tagged skills
  4. Starting skills
  5. Developed skills
  6. Perks
  7. Special Perks
  8. Weapon Progression
  9. Armor Progression
  10. Chem Usage
  11. Sneak Mechanics
  12. Grenades
  13. Combat
  14. Routing

SPECIAL

Starting Developed
ST 5 6
PE 6 7
EN 4 4
CH 1 1
IN 9 10
AG 9 10
LK 6 8

Traits

Tagged skills

Starting skills

Skill Hard Normal Easy
Unarmed 78 78 78
Sneak 42 52 72
Speech 15 25 45
Lockpick 15 25 45
Throwing 36 36 36
Science 26 36 56
Repair 17 27 47

Developed skills

Skill Points Bonuses Notes
Unarmed 180 +20 One Hander 95% + 60% Aimed + 45AC = 200
Sneak 121 +20 Stealth Boy
Speech 105 Pip Boy Lingual Enhancer
Lockpick 105 +40 Lockpicks
Throwing 120 +20 One Hander
Science 105 Big Book of Science
Repair 105 +20 Tool Deans Electronics

Perks

Level Perk Description
6 Bonus Move +2 AP for movement
6 Silent Running Running while in Sneak mode
9 Better Criticals +20 to critical hit table
12 Lifegiver +4 HP each level
15 Bonus HtH Attacks Unarmed attacks cost 1 less AP
18 Action Boy +1 AP
21 Action Boy +1 AP
24 Slayer All Unarmed attacks cause critical hits
27 Bonus Move +2 AP for movement

Special Perks

Location Perk Description
New Reno Prizefighter +5 DR [normal]
Vault City → Redding Dermal Impact Assault Enhancement +10 DR [normal/explosive] / CH-1
Vault City → Redding Phoenix Assault Enhancement +10 DR [fire/laser/plasma] / CH-1

Weapon Progression

Location Weapon Damange AP Bonuses
1 Klamath Spiked Knuckles 4-12 3 One Hander
2 Broken Hills Power Fist 12-24 3 One Hander, Weapon Penetrate
3 New Reno Mega Power Fist 20-40 3 One Hander, Weapon Penetrate

Armor Progression

Location Armor AC DR DT
1 Klamath Leather Armor 15 25 2
2 Vault City Metal Armor 10 30 4
3 Toxic Caves Combat Armor MkII 25 40 6
4 San Francisco Brotherhood Armor 20 40 8

Feel free to pickup the Power Armor in Navarro if you'd like.

Chem Usage

Buffout is needed to reach certain ST/EN requirements during the game:

Location Details Benefits
1 Vault City Open stuck door in Vault 8 Metal Armor, ST+1 Memory Module
2 Broken Hills Arm wrestle Francis Power Fist
3 New Reno Sleep with Mrs. Bishop Pip Boy Lingual Enhancer
4 N/A Level 24 Slayer

Psycho is not strictly required but can help with some of the more difficult combat encounters (i.e. vs Miniguns and Gauss weapons).

Sneak Mechanics

Sneak skill

The cornerstone of this build is the Sneak skill and its interaction with the singular Stealth Boy you can find as part of the Restoration Project.

The Sneak skill has a couple of interesting breakpoints. The most important one by far is Sneak 121 that lowers the perception range of NPCs by 1 (one hex).
Beside that, Sneak has breakpoints that lowers the Sneak retry timer after an unsuccessful Sneak; although it could be argued it's efficacy is limited as you should not fail many sneak checks at Sneak 121. See the Sneak retry table for details.

The Stealth Boy grants a +20 bonus to Sneak when active which could be used to reach certain Sneak breakpoints, but more importantly it allows for sneaking in front of NPCs at much closer ranges than without one.

When combined with knowledge about the NPC perception range you can plan your combat in such a way that you'll be able to exit combat while sneaking when you normally wouldn't be able to (i.e. with active threats still in your vicinity). This is extremely helpful in random encounters.

The map illumination level has no effect on sneaking, so you won't be able to sneak more successfully during the night.

NPC perception range

You need to stay outside of the NPC perception range in order to stay undetected. What complicates things is we don't know the PE value of a given NPC and the best we can do is make educated guesses (outside of looking up every enemy you encounter on the wiki).

Perception range of NPC with PE 1-10 with Sneak skill >120 on successful Sneak

Location PE 1 PE 2 PE 3 PE 4 PE 5 PE 6 PE 7 PE 8 PE 9 PE 10
In front of NPC 0 1 2 4 5 6 7 9 10 11
In front of NPC using Stealth Boy 0 0 0 1 2 2 3 4 4 5
Behind NPC in combat 0 0 0 1 1 2 2 3 3 4
Behind NPC not in combat 0 0 0 0 0 0 0 1 1 1

Perception range formula

PerceptionRange = NPC Perception x Location x Sneakiness - SneakLevel

Value Description
Location 5 In front of NPC
2,5 In front of NPC using Stealth Boy
2 Behind NPC in combat
1 Behind NPC not in combat
Sneakiness ¼ Sneaking successfully
Sneaking unsuccessfully
SneakLevel 1 Sneaking successfully and Sneak >120
0 Sneaking unsuccessfully or Sneak ≤120

Sneak failure retry time

Sneak skill seconds
0-80 60
81-100 40
101-135 30
136-170 20
171-200 15
201-250 12
251-300 10

Successful Sneak lasts 60 seconds.

Grenades

Grenades are used to supplement the build in situations where HtH combat could be disadvantageous. See Battles.

Some of those situations involve robots and/or defence turrets, both of which are extremely susceptible to Pulse grenades.

Plasma grenades can be useful in tight places where (non power-armored) enemies tend to clump together and for baiting enemies into a more advantageous position for you to fight them in; or better yet just kill them outright (i.e. Melchior the Magnificent).

Chance to Hit

ChanceToHit = Throwing skill + One Hander Bonus + (PE-2)*8 - Range*4

Throwing skill Perception Range ChanceToHit
120 7 5 160 - Target AC
120 7 10 140 - Target AC
120 7 15 120 - Target AC

Chance To Hit is capped at 95% after target AC and other modifiers have been subtracted.

Damage

Grenade Damage AP Damage Type
Plasma grenade 40-90 4 Plasma
Pulse grenade 100-150 4 EMP

Combat

Fighting Style

The general fighting style of this build is to sneak up on your enemies one at a time and eye-punch them to death, preferably without being detected by other enemies.

Familiarize yourselves with the NPC perception range table to get a feel for how close you can generally get to enemies and from which direction to approach them from (front vs. back). You'll want to use your Bonus Move AP to close the last hex or two of distance before you initiate combat.

Against ranged humanoid enemies, especially in groups you should be using the Stealth Boy, then sneak behind each one and eye-punch them to death. If you have additional AP after each kill you should move away from the nearest enemies to maximize then chance at getting out if their perception range. If no other enemies detect you then you'll be able to end combat after each kill and move on to the next one.

Against creatures (everything from Ants to Wanamingos and Deathclaws) use your Sneak skill to get moderately close to them and attempt to have them initiate combat (i.e. toggle Sneak on and off) only to have them spend all their AP closing the distance towards you. Then due to our high Sequence we get two turns in a row which we can spend using aimed punches to their eyes — or whatever eye-equivalent they might have.

Against robots and defence turrets the most effective strategy is frying them with Pulse Grenades.

Random Encounters

Always keep your Stealth Boy in one of your two active slots when traveling on the world map so you can initiate Stealth Boy Sneak for only 2 AP. Once sneaking you should use all of your remaining AP to get as far away from the enemies as you can and try to end combat. If you can't end combat on your first turn, then you'll be able to on your second combat round after you put additional distance between you and your enemies.

After you end combat you are free to sneak around the map and take care of all the enemies one by one. Again, familiarize yourselves with the NPC perception range table.

Battles

Location Battle Notes
1 Klamath Rat caves
2 The Den Tyler's Gang
3 Toxic caves Sentry bot Pulse Grenades
4 The Den Slavers Guild (Metzger and crew) Stealth Boy
5 Slaver's Camp Slavers Stealth Boy
6 Redding Frog Morton's Gang Stealth Boy
7 Redding Wanamingo Mine
8 EPA Wanamingos
9 Sierra Army Depot Auto-cannon turrets Stealth Boy, Pulse Grenades
10 Raider Cave Mercenaries Stealth Boy
11 NCR Slavers (Vortis and crew)
12 Vault 15 New Khan Raiders Stealth Boy
13 Military Base Super Mutants Stealth Boy, Plasma Grenades, Psycho
14 Military Base Melchior and Deathclaws Plasma Grenades
15 Navarro Enclave Soldiers and Gun Turrets Stealth Boy, Pulse Grenades
16 San Francisco Wanamingos, Centaurs and Floaters
17 San Francisco Hubologists
18 San Francisco Dr. Shen and his Plant Zombies Stealth Boy
19 Oil Rig Enclave Soldiers, Auto-cannon turrets and Sentry bots Mark II Stealth Boy, Pulse Grenades, Psycho
20 Oil Rig Frank Horrigan

Routing

Generally speaking, do all quests at each location unless otherwise noted.

The Nearly Ultimate Fallout 2 Guide is a fantastic resource for a detailed walkthrought of the game, including all of the quests in the original Fallout 2 release.
The Fallout 2 Restoration Project Supplementary Guide is a similar resource that covers quests added by the Restoration Project and are not included in the Nearly Ultimate Fallout 2 Guide.

You should be between level 27 and 30 when you enter the Enclave Oil Rig (unless your grinding random encounters for XP). The screenshot shows the stats, skills and inventory after just arriving on the Enclave Oil Rig.

Location Notes Requirements
Arroyo Shovel
Klamath +10 Unarmed, Leather Armor, Spiked Knuckles, Crowbar, Tool, Fuel Cell Regulator, Rubber Boots, Skip Toxic Caves for now
Den Buffout, Do everything except killing the Slavers Guild 120 Unarmed, 80 Speech
Modoc Buffout
Ghost Farm
Vault City Metal Armor, ST+1 Memory Module, Computer Voice Module, Motion Sensor, Wrench, Super Toolkit 65 Lockpick, Buffout, Tool, Wrench
Gecko Fuel Cell Controller, Lockpicks, Tool Super Toolkit
Abbey Stealth Boy
Den Highwayman and Fuel Cell Regulator upgrade $2750, Fuel Cell Controller, Fuel Cell Regulator
Broken Hills Radscorpion Glasses, Power Fist, Buffout Buffout
New Reno +5 Unarmed, +10 Doctor, +10 Speech, Electronic Lockpick, Pulse Grenades, Mirrored Shades, Buffout, Upgrade Power Fist, Discover SAD location, Discover Raider Cave location 140 Unarmed, Shovel, Buffout
Stables Jet cure dialog, Discover EPA location 76 Science
Toxic Caves Combat Armor MkII 65 Repair, 85 Throwing, Electronic Lockpick, Pulse Grenades, Rubber Boots
Den Kill the Slavers Guild Better Criticals, 101 Sneak, 150 Unarmed
Redding 160 Unarmed
EPA AG+1 Special Syringe, +10 Sneak, +10 Lockpick, Electronic Lockpick MKII Rope
Sierra Army Depot IN+1 Memory Module, +8 Unarmed Pulse Grenades
Raider Cave Kill everyone Bonus HtH attacks, 121 Sneak, 50 Outdoorsman, Motion Sensor
Vault City Bring Jet sample, Jet cure dialog, Learn about Combat Implants, Get Jet Antidote, Raiders dialog 75 Doctor, Jet
NCR LK+2 Zeta Scan, Highwayman Blower Upgrade
Vault 15 Kill the Khans, Vault 15 computer parts, NCR Spy Holodisk, Don't turn the quest in at NCR yet
Vault 13 G.E.C.K, NavCom parts Computer Voice Module
Military Base Just grab PE+1 Memory Module and leave
Navarro CH+1 Memory Module, Vertibird Plans, Expanded Lockpick Set
San Francisco Just grab the Brotherhood Armor and use ACE ST+1, PE+1, CH+1 and IN+1 Memory Modules, Vertibird Plans
Vault 13 Learn about the Deathclaws' demise
NCR Hand in Vault 15 quest and sell Vault 13 location information for $20000 Vault 15 computer parts, NCR Spy Holodisk
Redding Get all 4 Combat Implants, Turn in Jet Antidote $91000, 4x Combat Armor, Jet Antidote
Military Base Kill everyone Slayer
Navarro Tanker FOB, Kill everyone Pulse Grenades
San Francisco Tanker FOB, NavCom parts
Oil Rig Kill everyone 180 Unarmed, Pulse Grenades