Extended Field Manual

THE GHOST — RUN GUIDEARROYO → NAVARRO • STEAL THE ADVANCED POWER ARMOR

The run in one line: Temple → Arroyo → Klamath (grab the Scout Handbook, cap Outdoorsman & Sneak) → south to the coast → San Francisco: accept Matthew's vertibird-plans job (this reveals Navarro) → travel to Navarro (~15 sq. south of Arroyo) → talk past Chris → trap door behind him → NW locker room → Advanced Power Armor. San Francisco is mandatory to reveal Navarro; Gecko and the Blue Pass Key are not.

🗺 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.

Fallout 2 world map (Fallout Wiki)

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.

PACIFIC / WEST COAST ARROYO (START) far NW corner ~15 squares DUE SOUTH ↓ NAVARRO Enclave coastal outpost San Francisco (reveal Navarro here first!) (rest of New California — east)
Read this first: Navarro's marker only appears after you accept the San Francisco vertibird-plans job — walking to the empty tile does nothing (that's the mistake to avoid; full fix in the next section). The map above shows where Navarro lands once revealed: ~15 squares due south of Arroyo.

⚠ Step 0 — reveal Navarro first (mandatory)

This is the bit that traps everyone — including an earlier version of this guide. Navarro is a small "base"-size location, and the game does not place it on the world map until a quest reveals it. Walking onto the empty tile does nothing. There is no workaround; you must trigger the reveal once.

Fastest reveal — Matthew (Brotherhood of Steel), San Francisco. He stands out in the open on the SW side of SF's Chinatown. Talk to him and accept "Get the vertibird plans" — no faction to join, no prerequisite, no combat, no skill check. The instant you accept, Navarro appears 15 squares south of Arroyo. (The Shi's Ken Lee gives the same quest as a backup; the Hubologists' version makes you join first, so it's slower. Bonus: handing the plans back to the Brotherhood later is worth ~20,000 XP + the Pulse Rifle.)

Reaching San Francisco is the easy part. SF is a big "town"-size location, so its green circle appears on its own as soon as you travel down to the south-west coast — you do not discover it through a chain of towns. Just head south / south-east from Arroyo to the coast, dodging encounters with your maxed Outdoorsman, and SF shows up. No car needed; the whole trip is doable at level 1–3 with almost no forced combat — the only real threat is the random Enclave patrols you're avoiding.

Corrected route: Arroyo → south to the SW coast → San Francisco (talk to Matthew, accept the job) → Navarro is now on the map → travel to it (~15 sq. south of Arroyo). San Francisco is the one unavoidable stop, but it's a 30-second conversation — you don't have to do anything else there.

⚑ Before you leave: character readiness

Full sheet on The Ghost stat page. Quick check before the trek:

🏠 Village-by-village prep

1 • Temple of Trials

2 • Arroyo

3 • Klamath — the key stop

4 • Optional detours (skip for pure speed)

PlaceWhy you might stopVerdict 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 DenBuy Stimpaks/Super Stimpaks, maybe a Power Fist from a merchant; free Vic for Repair.Optional supplies
GeckoBlue 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

🔐 Navarro — the heist, precisely

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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:

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.

🛍 Shopping in San Francisco (do it while you're there)

You're in San Francisco anyway to reveal Navarro (Step 0), and Navarro itself has no melee weapon to loot — so this is where you kit out. SF's Chinatown has the best-stocked shops in the game. Bring caps: sell whatever you looted on the way down first, because your Small-Frame carry weight is tight at this level.

MerchantWhereUseful stock for a melee Ghost
Red 888 Guns — Mai Da ChiangChinatown (SW building)Power Fist & Mega Power Fist, Super Sledge, Spiked Knuckles; Combat Armor, Metal Armor, Combat/Metal Armor Mk II. Steep prices, restocks every 2–4 days.
Flying Dragon 8 — Lao ChouChinatown (general store)Stimpaks, Super Stimpaks, Buffout, Mentats, RadAway/Rad-X, Healing Powder, First Aid/Doctor's Bags, skill books.
Brotherhood Outpost — MattSW ChinatownEnergy weapons & power-armor-tier gear — but the stock only opens after you hand in the vertibird plans. Nothing melee-specific.

What to buy for the Ghost (unarmed)

Heads-up: caps are tight at this level, so sell loot to afford the Power Fist. The Brotherhood stock only unlocks after you turn in the vertibird plans. The Ripper and Wakizashi Blade are not sold in SF (the Ripper is a New Reno buy; the Wakizashi is a rare random-encounter find). And the Dragon / Lo Pan gyms here train Unarmed (+5%/session) rather than sell — see "Training Unarmed for free" below.

✦ Optional Navarro extras (only if you want them)

ExtraHowCost
Vertibird plansGet 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 FOBFrom 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 companionGet 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.

💪 Training Unarmed for free (quests & dialogues)

This is exactly why you don't tag Unarmed: its 30 + 2×(ST+AG) base is already high, and the wasteland is full of people who raise it for nothing. Following the trail south from Arroyo:

WhereWho / howGain
Klamath (early)John L. Sullivan — the drunk in the Buckner House bar; talk to him+10% Unarmed (+10% Melee), no Agility cap
Sierra Army Depot (mid)The punching bags in the training room — use each+5% each (+4% if tagged) — two bags = +10%
New Reno (mid)Win the boxing circuit to become Prizefighter+5% Unarmed
San Francisco (late)Lo Pan / the Dragon — help one in the duel, then take training4 sessions × +5% = +20% (up to 100%)
Arroyo / Temple (AG≤6 only)Cameron and Lucas also train Unarmed — but only at Agility ≤ 6 and no combat skill taggedYour AG-10 build can't use these
The math: base 58% (AG 10 / ST 4) + Sullivan (+10) + Sierra bags (+10) + Prizefighter (+5) = 83% — already past Slayer's 80% gate with zero skill points spent, and rising further as power armor lifts your Strength. That's the whole case for tagging Steal / Speech / Doctor instead of Unarmed.

▶ 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.