advised statistics:
19 combat skill (there aren't many fights, but they can be draining, especialy the 2nd in the 1st book where you are low on supply), 24 endurance (this helps in the later installments, but you have a chance even with minimal stat), 8+ medikit at the start (you WILL be harmed)
rules of transition: I picked up new extra equipment from the list, just like with the skill bonuses. Also full heal between books.
Highway Holocaust:
skills: +3 stealth, +1 perception
tárgyak:
1. binocular, 2. solar torch (don't ask), meal
weapon: rifle
note on ammo: later in the series you might need 6*9mm ammo, so pack them along your 7.62mmm
note on medikits: as you can't breach your maximum, only use when necessary
walkthrough
------------
duck
hold fire
get into the shop
test stealth
test shooting + stealth + perception, -1 ammo
test field craft + perception -> if 13+ you'll use the binocular to avoid a fight
back to the convoy
66% chance on a ranged fight. It is advantageous to fight. Lost 2 water to this point. -1 ammo if fighting (doesn't matter wether it hits or not).
if fight happened: loot: water, medikit, 1 food
search the university
keep searching
check the crate: this is a hard random, very convenient if succeed
if crate is open you get salt. If not, you'll loose 4 HP (very inconvenient at that point). Get back to the convoy.
choose the bridge
investigate the bus
test: driving + perception. If fail: -4 HP and test driving. If that fails: game over.
go for loot. To the storehouse. It has ammo.
-1 meal
explore
item: CB radio
loot: medikit
throw away the CB radio and the binocular
test stealth
run there
fight: 16/25
test stealth: 0-5 means game over. You probably loose 3 HP.
you have torch
take on his offer
-1 meal (-3 HP if you don't have), -2 water
choose the alley
search the shop
fight: 14/28
-2 ammo
-1 medikit
head Cross Plains
-1 water, - salt
test stealth + perception: make this roll 13+ or you loose all your weapons, what is very inconvenient
jump behind the counter
33% that it is game over, 33% for -3 HP, 33% you passed without harm
pick up the shotgun (do not keep it - I'm not sure you could anyway)
-1 water
item: CB rádió
head east (this way our 4 perception will make us avoid a fight)
-all meal
throw away solar torch
test: driving + stealth (yes, this has a lethal factor)
test: driving + stealth (yes, this has a lethal factor)
random roll, no consequence
you don't have rope
test stealth
you have ranged weapon. Make sue shoting + endurance is 8+
-1 ammo
loot: water medikit (watch out to not breach yourlimit), meal, grenade
if you didn't yet, throw away the CB radio. Also throw away your rifle. Trust me. This is because game mechanics.
north
test: field craft + perception. If fail: -1 medikit, -2 water, -1 HP after another roll which if you don't make, it is game over.
slowly get back
-1 water
you don't have ranged weapon
rifle + 3 ammo
head tothe factory
test shooting: -1 ammo. If fail: test stealth. Patch up to make endurance + stealth 12+.
Patch up after the above test that endurabce + perception be between 15-19. If that's not possible, still have 9+ or it is game over. At this point it is best if you don't have the CB-radio, but have a grenade.
loot: medikit, water, ammo, fire extinguisher,
-1 water
rnd
stealth + endurance + rnd should be as high as possible. 23+ is perfect. If you fail, you loose HP, and have to test endurance for 15+ or it is game over.
fight: 17/25
-1 ammo (indifferent wether it hits)
random: 33% -6 HP, 66% -2 HP
you have fire extinguisher
if endurance + stealth < 9 you loose 7 HP
-1 ammo
-------------------
-------------------
Slaughter Mountain Run
skills: +1 perception, +2 driving, +1 shooting
items: pick a signal flare and a meal and binocular
walkthrough
-------------
accelerate
test: driving (automatic success with 5)
stop
search the hardware store
stay
loot: 6*7.62mm, plastic tube
-1 water
rnd: 0-4: -2 water
you have binocular
wait
-1 water
investigate. Drop binocular.
make a detour
investigate -> item: CB-radio
-1 water
you have CB-radio
test: perception (automatic success with 5)
-1 meal
left
test perception, if fail: test stealth
you use ranged weapon: -1 ammo
loot: medikit, water, grenade, meatcleaver (3), decanter (this is optional, but being able to hold more water is relaxing)
hike ion the truck
use signalflare
use ranged weapon: -1 ammo
fight: 19/26
You'll likely win in 7 rounds too. Before continuing, stealth + endurance shall be 15+
youdon't have anything to light with
keep going
get in the car. endurance +stealth shall be 17+
field craft + perception is under 9 -> loot: water, medikit
search
loot: medikit (don't forget you have a maximum), firestarter axe (3). Now you have two (3) melee wepaon.
use ranged weapon: -1 ammo
-1 water
you don't have binocular/telescope -> 33% to pass. If fail endurance + stealth shall be 29+. If fail, give 6*9mm to the girl.
rest
rnd: 33% ok, if fail: endurance + perception 23+, if fail: field craft + perception 8+ -> rnd 66% ok, 33% loose 8 HP
test driving + perception, if fail -2 HP
you throw some dices, finaly you make a shot: -1 ammo (make sure it hits)
loot: medikit
-3 water
north
loot: not in the storehouse is a medikit if you need that. Other places are useless.
+3 endurance
you have fire extinguisher
obey
+2 endurance
use ranged wepaon: -2 ammo
loot: ammo. At this point your case start to fill up.
use grenade
loot: 8*7.62 ammo, water, medikit
-1 water
do whatever you want
test perception + stealth (has almost no effect)
don't treat
hereis some test of stealth + driving. Before doing it throw away the binocular if you have. Try to hold on to the fire extinguisher, plastic tube, and decanter.
+3 endurance, ammo
use ranged weapon: -2 ammo
loot: leviathan
item: signal flare
use signalflare + leviathan
-------------------
-------------------
Omega Zone
skills: +1 field craft, +2 driving, +1 shooting
items: a CB-radio and 3 meal
walkthrough
------------
go west, and meddle until you get some loot: 2 medikit, water, and 2 items
rnd: if fail: shout
-1 meal
item: timed bomb
there's barely any difference, but choose the first vehicle.
-timed bomb
rnd
test stealth 10+: fail: -2 endurance, -2 item, -2 medikit, -6 ammo. This is highly probable loss, but if it doesn't happen, throw away the two items fromabove.
test shoot 12+, -1 ammo, if fail: -X HP (at this point minor injuries are negligable)
get in the trashcan
duck
-1 mael
Make the detour. Actualy, you should try the other way, because that way you can't die, but there's an 50% chance you'll pick this route anyway. There's a 1:10 chance for instant death,but aside that this is the simpler solution.
don't shoot
loot: screwdriver
stay
-1 water
you have CB-radio (you'll drink 1 less water)
follow the trail
-1 water
endurance + stealth be 23+ if possible. Not mandatory.
don't shoot
if your stealth + endurance is 22+, volunteer
6*7.62mm
let him drive
test: shooting
test: driving + stealth
endurance + driving shall be 19+
-1 water
head east
check the post office
-1 water
-3 endurance
rnd
do not risk it
endurance + stealth be 21+
-1 endurance
test field craft, if fail: -2 endurance
you have 4 field craft
+4 endurance, max. water
-1 endurance, -1 item (make that be the CB-radio)
don't want to use
get out
try to door in fron of
make endurance + stealth 20+
eather shoot the door (-1 ammo) or break it (-1 endurance)
you have 4 perception
endurance + stealth be 14+
-1 ammo
run to the far side
rnd: if fail: -2 endurance
-1 mael
walk the road
item: meal
lookaorund the village
the drug store has medikit, hardware store has ammo and stuff if you need either
stay n the motorcycle
test drive: if fail you get hurt (who cares at this point for injury)
-1 water
ascend. endurance + stealth + shoot be 21+. Watch out for negatives on stealth.
-1 water
loot: medikit, water, ammo, combatviewer
test: drive: if 0-6: game over
break. And make endurance + drive be 22+
The testrolls are theonly obstacle in book 2-3, face it.
-------------------
-------------------
California countdown
brought items: combat viewer, plastic tube, screwdriver, fire extinguisher, and if you wanned to be sure: machinegun
skills: +4 field craft
items: solar torch, 3*meal
walkthrough
-------------
go into the city (the other way has a chance of instant death)
hold fire
loot: medikit
-1 water
search wahetever building. Too bad this place has no machinegun.
test: stealth (you get a +4 bonus from the axe)
do whatever
rnd: it is advantageous to fail and fight here
if fough: loot: machinegun. water, 9mm ammo (you only need 6 to have)
drive away
Casa Grande (if you trust your endurance you could go to Aja. I didn't)
-1 water, -1 meal
youhave combat viewer
stop
don't need anything
left
switch on the lamp
keep going
you have screwdriver and field craft. Congratulation, you spared 2 endurance.
28
atropin
wait
-2 endurance, -1 water
do whatever. In the meantime you gain 3 endurance. Makeyour stealth + endurance be 18+
stop
you have combat viewer
explore
-1 water
you have fire extinguisher (otherwise loose 4 endurance)
Rex
use ranged weapon: -2 ammo (if any is missed, melee combat)
-1 meal
go Mohawk
stop
you have combat viewer
talk with him
obey
try to make driving + endurance 28+, otherwise risk of game over
you have plastic tube
3 endurance, max. water
-1 mael
make driving + endurance 31+. If not can, make 25+. If not can, itis game over (this is why you should have 24 maximum endurance)
test stealth: 6+/10+. For this to make easier throw away everything except the machingun (and the rifle), and the combat viewer.
stop
use ranged weapon, you have machinegun. teststealth + perception 10+.
-1 water
rnd: 0-4: fight, 5-9: use ranged weapon
-1 water
stealth + endurance be 26+/30+
-2 endurance
stop
head north. Stealth + perception 11 needed.
shoot (make sure it hits)
loot (indifferent at this point)
+2 endurance
youhave combat viewer
go to the bycicle shop
loot
you have combat viewer
goaway
test driving: if fail -2 endurance
-2 endurance
-1 water
item: ammo
shoot (make sure it hits)
test: shooting + stealth, if fail: -2/-4 endurance
you have rifle, but don't try to shoot
Testshooting. If fail, duck,and test stealth + endurance 23+. If fail: -10 endurance.
throw at him a melee weapon. You don't loose anything if it does not connect (field craft test), but he'llbe weaker if it does. Remember, you have 2 melee weapon, both (3).
The End