Can You Beat Fallout 4 Without A Pip-Boy?

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I’ve beaten Fallout 3 as a baby. I’ve beaten Fallout New Vegas by only moving backwards. I’ve beaten Fallout 3 without taking any damage. But today, we take it up a notch. Can You Beat Fallout 4 Without A Pip-Boy? The first thing to think about is SPECIAL stats. It takes time to level up and assign more points into SPECIAL down the line to get access to certain perks. And this is where I first fucked up. I assumed I’d be stuck with my fists as my only weapons, so I put 9 points into Strength and Agility, and put the rest in Endurance. The Great War began, I rushed to the vault, got frozen, then thawed out, then froze again before waking up and beginning the adventure of a lifetime. I got the 10mm Pistol and it was automatically equipped, something I forgot about. Putting all those points into Strength may have been a mistake. Oh well, I’m not going back. There it is, the vault door. You might be thinking that I’m going to use console commands to just remove the Pip-Boy after escaping the vault. I got 2 words for ya: Fuck. That. We don’t need the Pip-Boy to escape. We just need our old friend cone. Pick up an object, back yourself into a wall, look down, and start jumping. If you do it right, you’ll start sliding up the wall. It took me about 30 minutes to do this. Eventually, you’ll line up just right and will clip over the vault door. After that, you’re home free. Fresh out of the vault, my first stop was at Sanctuary to use the You’re Special book and talk to Codsworth. Before I left the vault, I noticed a few things. 1) You don’t need a Pip-Boy to use Stimpaks or Radaway. They’re set to specific keys. Bring up your Pip-Boyless arm, press a button, and you’re healed. 2) The 10mm Pistol is automatically favorited, so you can swap between unarmed and the Pistol on the fly. By now, I found Dogmeat, who will be my item mule for the foreseeable future, and moseyed my way to Concord, where the Minutemen were being picked off like fish in a barrel. I dealt with the Raiders, picked up the Fusion Core, and went up to the roof. I used the Power Armor to pick up the Minigun, then exited the Power Armor. With the Minigun automatically equipped, I could use it to make quick work of the remaining Raiders as well as the Deathclaw. Dogmeat went and made a mess of himself, but he recovered. I spoke to Preston and made sure the Minutemen would be at Sanctuary Hills. You might be wondering why the game looks a little barren. It’s not a mod. The only mod I have increases the amount of blood. Several months ago, I was playing around with Fallout 4’s .ini file. One of the things I did while in that file was disable grass. So, that’s why it looks the way it does. Moving on, without a map, I made an educated guess as to where Diamond City was. I was actually looking for Park Street Station so I could rescue Nick Valentine. I’d have settled for either of them. Well, I took a wrong turn or something because I wound up in the Glowing Sea. Don’t waste your time asking how the hell I got so far off track, because I have no idea. A not insignificant amount of time later, I was inside the city proper. Not Diamond City. Heavens no, that’s still a ways off. I encountered Brother Simon, who led me into a trap. I wasn’t about to hand over all my stuff, so I killed him and all of his followers, expending all of my ammo in the process. The good news is that, unlike Fallout New Vegas, you can bash people with your gun, which sometimes gives a really satisfying animation. Oh yeah, that’s the good shit right there. Several Raider deaths later, I found myself at Bunker Hill. Not exactly where I wanted to be, but I could buy some ammo and sell other weapons to get a few caps for the road. After consulting the map that came with my Limited Edition Fallout 4 guide book, I figured out what direction to go and finally made it to Diamond City. I used the old cone trick to try and sneak over the door, which didn’t work. Inside Diamond City, I sold more stuff, bought more ammo, swapped out Dogmeat for Piper, and started searching for Nick Valentine. It took quite a while, but we made it to Park Street Station. I upgraded my Pistol along the way, increasing its damage a bit and giving it a scope. The Triggermen in the station weren’t particularly tough, most could be taken out with one or two headshots. Many of them were using 10mm Pistols as well, so I got quite a bit of ammo. I also picked up as many Submachine Guns as a I could to sell later on. The next obstacle was the Vault door. You need a Pip-Boy to open it, and I don’t have a Pip-Boy. Turns out, that’s a lie. Because this is what happened. I can assure you that I was as surprised and confused as you are. As I recovered from the mind-fucking I had just received, Piper and I cleared out the Triggermen and rescued Nick Valentine. Skinny Malone and his gang were no more. I followed Nick back to Diamond City because I didn’t want to get lost again, leveled up again, and answered his questions. After some convincing, I got Kellog’s house key from the Mayor’s assistant. Then I forgot the key and had to go back up to his office to get it. Once inside, Nick, Piper, and I did some snooping around and found a few clues. The hunt is on. I somehow managed to lose Dogmeat several times while he tracked down Kellog to Fort Hagen. Inside the Fort, we cleared out the synths, picked up a bunch of junk, and confronted Kellog. Fighting someone who’s using a Stealth Boy is a real pain in the ass, so I VATS’d his ass before he could say a word. I pocketed his brain, watched as the Brotherhood blimp arrived in the Commonwealth, and made a be-line straight for Goodneighbor. That was a waste of time because you need to speak to Nick Valentine again, before you can enter Kellog’s brain. So I dragged myself to Diamond City, spoke to Nick, then returned to the Memory Den. Just to be clear, I’m leaving out a lot of small things. Telling you about the 15th time I fought Raiders while going somewhere would get boring real quick. I convinced Doctor Amari to send me into Kellog’s memories, skipped almost all of them, learned about Virgil out in the Glowing Sea, checked up on Nick, and prepared to journey south. I bought a hazmat suit and then remembered that I couldn’t even use it, but I kept it anyway. With a solid stockpile of Stimpaks and Radaway, I began traveling southwest. Surprisingly, the radiation wasn’t that bad. There were a few spikes here and there, but it was at about 1 rad per second for most of the way. I had also taken a perk that grants me +10 Radiation Resistance, which probably helped. As I neared Virgil’s cave, I stopped inside Sentinel Site which was boring and disappointing, almost as much as Fallout 76. I left Piper to deal with a Deathclaw and arrived at Virgil’s cave. He explained that I would need the kill a Courser before I could get into the Institute, which is exactly what I did, though I did spend far longer than I should have trying to throw a bowling ball into some pins. I geared up, entered Greentech Genetics, and took the fight to the Courser. I killed the Synth girl he had, because no loose ends. From there, it was back to Goodneighbor to sell everything I picked up and upgrade my Pistol again. Then more science mumbo jumbo from Doctor Amari. She pretty much told me that I needed to exterminate the Railroad. And who am I to argue with a Doctor. I figured out the Railroad’s password, hint: It’s not a reference to Thomas the Tank Engine, and wasted little time. I fired randomly into the darkness, striking Desdamona with a bullet. Glory, Deacon, and other Railroad members all fell before me. Before moving into Railroad HQ proper, I gave Piper some better, more fashionable armor. When all the screaming stopped, I was able to decode the Courser Chip. And… I had to return to Virgil. Great. Back through the Glowing Sea. The inability to fast travel was really starting to get annoying. But, this is the only way to move the main quest line forward, so I did what had to be done and lied to Virgil about getting his serum. I had no intention of helping him in any way. From there, I returned to Sanctuary Hills. I read a guide which said that siding with the Minutemen is the fastest way to complete the game. But, in order to reach the end-game with them, you’ve got to enlist 8 different settlements to join the Minutemen. So that’s what I did. Well, I started it, at least. I went to Tenpines Bluffs and dealt with them. Unfortunately, they decided against joining the Minutemen. The rest of the settlements could wait, it was time to get building. I’d been hoarding junk in preparation of this quest. I had everything I’d need to build the signal interceptor. I built it, powered it up, stored what I could in a footlocker, gave my Pistol a new name, and teleported into the Institute. With the network holotape ready to be returned to Sturges, I could confront Father. I listened to him talk for a while before stealthily killing him. I wouldn’t return to the Institute again, so I decided to kill. As. Many. Innocent. People. And Synths. In. The. Institute. As. I. Could. So I decided to kill as many innocent people and synths in the Institute as I could. It went pretty well, until it didn’t. I made my escape and was greeted by, uh, these fine gentlemen. Let me tell you, I was not at all prepared for this kind of a fight. Even with a perk that increased Pistol damage and increased my damage resistance significantly while standing or sprinting, I was in over my head. I landed headshot after headshot after headshot. I went through nearly 70 Stimpaks. But they just kept coming. Eventually, after burning through all my ammo, I made it to the last elevator. Guess what was waiting for me. With no ammo left, I tried as best I could to make it past them. All I had to do was sprint to the teleporter and I’d be home free. But, there were just to many. I physically could not make it through them all. So, I reloaded an old save, offed Father, and left. After returning to Sanctuary, I decided to help out a few settlements. As I swam through a river, I pulled up the perk chart to distribute a few perk points. Wait… did you see that? When I pull up my arm, I can change the hotkeys. Good lord, I can use the Pip-Boy even if it’s not there. This changes everything. I made it to land, got a Combat Rifle from Piper, and, for the first time in almost 10 hours, equipped a weapon that wasn’t a 10mm Pistol. This is gonna sound melodramatic, but I can’t describe how amazing it felt to be able to use other weapons. I went back to Sanctuary to upgrade my arsenal. A double barrel shotgun, a combat rifle, and a hunting rifle were all specced out to the best of my abilities. Also a missile launcher. I fumbled around with the non-existent Pip-Boy and was able to assign them to my favorites bar/menu/thing. I felt like a God among insects. The next few hours were filled with a lot of walking to and from various locations, with firefights sprinkled in there. Even with all these new toys, I found myself still using Larry’s Revenge for many of the encounters. Probably because it was silenced and, with a sneak bonus, was capable of taking out Raiders with one or two shots. After helping out 3 or 4 settlements, it was time to take back the Castle. With my missile launcher and new array of weaponry, the Mirelurk Queen didn’t stand a chance. Ignore the fact that it killed me a few times. Then, more settlements. It was kinda boring, until I ran into a problem. Not a game problem, a system problem. I use an iMac to make these videos and OBS to record everything. Well, somehow an image from the OBS preview window got burned into the screen and started flickering. Going from Windows to MacOS didn’t fix it. Resetting the System Management Controller didn’t fix it. Resetting PRAM didn’t fix it. Luckily, after leaving it off and unplugged for 12 hours, the problem resolved itself. Back in the game, I was in the home stretch. I helped out the last few settlements, met up with Ronnie Shaw at the Castle, set up the artillery, and prepared to defend the Castle. This was a little rough. Probably because I just set up a bunch of turrets in a single spot. We lost many Minutemen. What’s worse was that went through so much ammo taking out all those Synths and Coursers. But, when the fighting stopped, I finally got it. The Nuclear Option. The last quest in the main quest line. We’re in the end-game now. Sturges explained the plan. What I heard was that I get to play in the sewer system again. I began the walk to the C.I.T Ruins. Knowing that this was essentially a one way trip, because I wouldn’t playing after this quest is over, I ignored all the enemies and creatures along the way until I made it to the ruins, and entered the pipe. With Larry’s Revenge firmly in my grasp, Piper and I eliminated the few Synths that stood in our way and entered the Institute. I loaded the holotape into the terminal and teleported my backup inside to fight by my side. And of course, when I talked to Preston about our game plan, another quest took precedence and he thanked me for helping out a settlement. From there, we made the final push into the Institute. Turrets, Synths, and Coursers all stood in our way, and one by one they all fell before me. Not even the fake gorillas stood a chance. An upgraded 4-crank Laser Musket named Sandy was an effective killing machine. I passed by Father’s corpse, which was still as fresh as the day I killed him, and did as I was instructed by Sturges. A wave of Synths coming from all directions put up a valiant fight, but it was not enough. We reached the reactor core. In my preparations, I dug out an old friend from Piper’s ass, or wherever she puts things, equipped it, and fired away. I had saved every Mini Nuke I found for this occasion. There were a few stragglers, but they didn’t stop me from placing the charge on the reactor. Sturges teleported us to a safe distance, I obliterated the Institute, and beat Fallout 4 without a Pip-Boy. Holy hell, this took way longer than I expected, which is part of why I’ve been avoiding Fallout 4 for a while. The funny part is that there wasn’t really any part of the game that was too challenging. With my Agility so high, I was able to sprint passed Radscorpions and Deathclaws in the Glowing Sea. I could still use Stimpaks. And my 10mm Pistol was effective against all but the toughest of enemies, like Super Mutant Butchers or Deathclaws. Really, the challenge isn’t even a challenge, it’s an annoyance. The inability to Fast Travel was the thing that sucked. But even that wasn’t hard, it was just monotonous. And that, at long last, is going to do it for this video about whether or not you can beat Fallout 4 without a Pip-Boy. If you enjoyed the video or learned anything, leave a Like. Leave a Dislike if you didn’t enjoy the video or didn’t learn anything. Follow me on Twitter @MittenSquad. My name is Paul of Mitten Squad. Have a wonderful day.
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Channel: Mitten Squad
Views: 5,025,299
Rating: 4.8235869 out of 5
Keywords: can you beat fallout 4 without a pip-boy, can you beat fallout 4 without a pip boy, can you beat fallout 4 without a pipboy, fallout 4 no pipboy, fallout 4 no pipboy glitch, fallout 4 leave the vault without a pipboy. fallout 4 no pip boy, fallout 4 pip boy glitch, fallout 4 pipboy glitch, fallout 4 no fast travel, fallout 4 no pipboy bug, can you beat fallout, iammitten, mittensquad, mitten squad, fallout 4, fallout 4 without pipboy
Id: k0GamZYQwvA
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Length: 14min 57sec (897 seconds)
Published: Fri Nov 23 2018
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