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Fallout 1 Cheesed Builds: Braindead Psychic Chem Fiend (Part 1) 

TactaGhoul
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Acquire magic superpower sauce - 3:00
Acquire pew-pew machine - 9:20
Kill experience-lizards - 10:30
Kill flesh glob man - 24:30
Blow up mountain dew factory - 34:00
This build is focused around killing stuff quickly, relying entirely on alien technology and drugs. No perks required, of course. Possibly the most powerfully cheesed build ever created in Fallout 1. If you noticed, I never got the water chip in the playthrough, yet I still saved the vault. The developers obviously didn't take into account a build such as this one, a person so stupid and so lucky that they bumble their way into killing the endgame boss as one of the first things they do after leaving the vault and thus sequence-breaking reality.
The strategy is very simple. Luck 10 automatically grants you an extremely high chance of getting special encounters, so getting the blaster and lots of caps is only a matter of going on a drug-fueled spirit journey vision quest into the desert and wandering around for several weeks until you stumble onto the crashed flying saucer. Through many hours of experience, I have determined that the outdoorsman skill has basically no influence on special encounter frequency in this game, it's all based on luck, so don't believe what the wiki says. However, the gambling skill can be used to cheese the tables at the Maltese Falcon to give you lots of caps for buying drugs by spamming 1 and 4 repeatedly. Lockpick is good for breaking into the cathedral and getting the tesla armor. Perception 10, skilled, one-hander, and energy weapons tagged are super important for accuracy since we'll be shooting stuff in the eyes for an automatic 70% chance to crit. Endurance is necessary to get our total HP up with minimal level-ups, because even though we'll be ignoring 90% of all physical and energy damage from psycho and the tesla armor, enemies' criticals still bypass DR and will kill you just as quick as you can kill them with the blaster if you don't have a good amount of HP. Charisma is useless for this build, and intelligence is only useful for gambling and getting into the cathedral, as well as skill points on level-up. We can buff ourselves into INT 10 super geniuses with mentats, so intelligence is a dump stat. Agility is of course very important for getting two shots off per turn, building up weapon stats, and running away from stuff. Even though it can be increased with both psycho and buffout, it's too much hassle to pop drugs every time you need to run away from a hostile encounter. We could certainly get away with a 1 AGI build buffed up to 10 with chems and put the rest of the points into endurance and strength for extra HP, but I'll save that for another video.

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31 июл 2021

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@brucetungsten5714
@brucetungsten5714 2 месяца назад
Really interesting - will have to replay this one... again. THX
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