THE GHOST — RUN GUIDEARROYO → NAVARRO • STEAL THE ADVANCED POWER ARMOR
The run in one line: Temple → Arroyo (sharpen spear, free heals, cash) → Klamath (grab the Scout Handbook, cap Outdoorsman & Sneak) → drive ~15 squares due south to Navarro → talk past Chris → trap door behind him → northwest locker room → Advanced Power Armor → leave a tank. No San Francisco, no Gecko, no Blue Pass Key required.
🗺 Where is Navarro? (map directions)
Navarro sits fifteen squares due south of Arroyo, on the far west coast. Arroyo is already pinned to the northwest edge of the world map, so the trip is essentially straight down — hug the left (western) coastline and keep heading south. No meaningful left/right drift; if you slide west you hit ocean, if you drift too far east you leave the coast road.
The Fallout 2 world map (local copy). Arroyo sits top-left; Navarro is on the west coast to the south. The schematic below shows the straight-south line.
Marker caveat: on a fresh install Navarro's icon only lights up after the San Francisco vertibird-plans job. You've done this before, so your setup clearly lets you land on the tile from memory — steer to that spot. If a given version refuses to let you enter, a 60-second word with Matthew in SF flips it on; everything else below is unchanged.
Traits: Gifted + Small Frame • SPECIAL ST 4 / PE 6 / EN 8 / CH 2 / IN 10 / AG 10 / LK 8
Tag skills:OutdoorsmanSneakUnarmed
Target before heading south: Outdoorsman as high as possible (90%+ ideal), Sneak ~80%+. Take Survivalist (+25% Outdoorsman) at level 3.
Melee weapon in hand: Sharpened Spear (Arroyo) and/or Spiked/Brass Knuckles — Navarro has none to loot (see the loot section).
Consumables: Stimpaks, Healing Powder, a few Rad-X; rubber boots if you dip into the Toxic Caves.
🏠 Village-by-village prep
1 • Temple of Trials
Save constantly — before scorpion packs, before disarming traps, before Cameron.
An Unarmed/Melee character clears this easily. Grab the spear and any loot.
Cameron (final test) — three options: talk past him, sneak/lockpick past, or fight him unarmed for 300 XP. The fight is free XP for a puncher.
Bug note: get Cameron's training before you talk to Hakunin at all, or you lose it.
2 • Arroyo
Talk to the Elder for your quests, Vic's Water Flask, and $152 (only if Intelligence ≥ 4 — you have 10, so you're fine).
Sharpen your spear: ask Mynoc at the bridge about his spear (needs PE 6 — you have 6) → he sends you for Flint. Get it from aunt Morlis for 3 Healing Powder (or barter/Speech). Tip: drop all your spears first, then Mynoc hands you a fresh one and sharpens it — you end up with two. The Sharpened Spear is a solid early melee weapon.
Hakunin heals you to full and cures poison for free, any time — as long as your karma isn't negative. Do not use Steal on the wandering villagers (even a successful check with nothing taken tanks karma and can lock you out of Hakunin's heals).
Free XP/cash: fix Feargus's well (Repair, 100 XP, works at any skill), grab the $100 in aunt Morlis' hut, and clear Hakunin's garden plants / find Nagor's dog Smoke.
3 • Klamath — the key stop
Scout Handbook — a kid in Trapper Town (east Klamath) carries one. Steal it (no penalty even if caught) and read it early to bump Outdoorsman — books stop helping once the skill passes ~91%, so don't wait.
Grind a few levels on rats, geckos and scorpions so your tagged Outdoorsman & Sneak skill-points land and you hit level 3 for Survivalist. Dump points: Outdoorsman first, Sneak second.
Pick up cheap Brass / Spiked Knuckles from local merchants as your unarmed sidearm.
Optional companion: Sulik is great melee muscle, but a low-level companion trips encounters and dies to patrols — skip him for the stealth rush (recruit later).
4 • Optional detours (skip for pure speed)
Place
Why you might stop
Verdict for the rush
Toxic caves (N of Klamath)
Gecko XP + Gecko Skinning cash (rescue Smiley). Needs rubber boots for the sludge. The deep bunker is late-game (50 Lockpick / 60 Repair) — no early Power Fist here.
Optional XP/cash
The Den
Buy Stimpaks/Super Stimpaks, maybe a Power Fist from a merchant; free Vic for Repair.
Optional supplies
Gecko
Blue Pass Key in the power plant (shelf by the yellow key).
Skip — the trap door needs no key
The trap-door entrance behind Chris means you do not need the Blue Pass Key, so Gecko is entirely optional. Only fetch the key if you specifically want the deathclaw-door or vent-shaft routes.
☠ The trek south — dodging Enclave patrols
With Outdoorsman high, most world-map encounters auto-avoid. Save before every leg.
If a patrol or deathclaw loads anyway, do not fight — run to the encounter-map edge and exit (AG 10 gives you the movement). Cautious Nature makes enemies spawn farther, buying escape room.
Travel is faster (fewer encounter rolls) with the Highwayman car and along roads — both optional.
🔐 Navarro — the heist, precisely
At the gas station, defuse Chris. Tell him you're "just looking around" and he lets you pass. Do NOT ask about the Brotherhood or vertibird plans, and do NOT bring party members — either makes him suspicious. If he turns hostile, kill him fast before he alerts the base.
Take the trap door. Inside the shed behind Chris is a trap door straight to the underground — the easiest entrance, and it needs no Blue Pass Key.
Go to the northwest locker room. Underground, head northwest into the locker room. Inside: Advanced Power Armor plus a pile of goodies including the Blue Memory Module, stimpaks and ammo. If you look like a recruit (no party, didn't spook Chris), the staff ignore you.
Suit up immediately. Equip the Advanced Power Armor: +4 ST (your ST 4 → 8), the best damage resistance in the game, and heavy radiation resist. You are now a tank — and ST 8 means Slayer is unlocked later just by wearing this.
Leave. Sneak back to the trap door and exit. Mission complete — you're armored decades ahead of schedule.
⚔ About that "good melee/H2H weapon" at Navarro
Navarro will not give you a melee weapon. It's an Enclave base — the arsenal is energy weapons and power armor, not fists and blades. What's actually here:
Advanced Power Armor — the real prize. Grab it.
Blue Memory Module + stimpaks, ammo, misc gear in the locker room.
The legendary YK42B Pulse Rifle is an energy weapon and is not looted here — it's the Brotherhood's reward in San Francisco for handing in the vertibird plans (optional, and off-route for a melee run).
So bring your own H2H weapon: the Sharpened Spear (Melee) or Spiked Knuckles (Unarmed) you picked up early. Once you're in APA with ST 8, even those hit hard; upgrade to a Power Fist → Mega Power Fist afterward (New Reno, Sierra Army Depot, San Francisco) as you push toward Slayer.
✦ Optional Navarro extras (only if you want them)
Extra
How
Cost
Vertibird plans
Get the plan quest, ask a tech who holds them, then tell Quincy "a tech sent me" (blame Raul for their rivalry) → he opens the locker.
Turn in to BoS in SF → Pulse Rifle + stat upgrades + ~25k XP
Tanker FOB
From the base Commander — Speech past his guard ("securing the tanker key"), or use the "cleaning crew" timing trick, then loot his locker.
Needed only for the endgame Oil Rig
K-9 companion
Get the quest from Dr. Schreber; take the K-9 Motivator behind Raul; use it on the dog.
A loyal robo-dog that won't alert the base
These pull you toward the San Francisco / full-game loop. For a clean armor heist, skip them — just take the APA and go.
▶ After the heist
Stop taking Outdoorsman perks. With APA on and ST 8, converge into the melee monster: Bonus HtH Damage, Bonus HtH Attacks, Living Anatomy, then Slayer at 24. Go buy a Power Fist / Mega Power Fist, recruit companions (Mentats to bump Charisma if needed), and the rest of the wasteland is trivial — you skipped forty levels of gear progression in one afternoon.