📖 OPEN THE EXTENDED RUN GUIDE (Arroyo → Navarro, step by step) ▶
Get from Arroyo to Navarro and out again wearing Advanced Power Armor — before the wasteland kills you. The single obstacle that matters is the Enclave patrols (and deathclaws) roaming the far southwest: power armor, Gauss rifles, instant death to a low-level puncher. This build is tuned around one number — Outdoorsman — so you avoid those encounters entirely and never have to fight them.
Navarro stays hidden until you reveal it — you must accept the vertibird-plans job from Matthew (Brotherhood) in San Francisco first (see the heist steps); walking to the empty tile does nothing. ST is dumped to 4 on purpose; the stolen APA (+4 ST) restores it to 8 and turns you into a tank.
Total = 48 points. ST dumped to 4 — APA's +4 restores it to 8 (also clearing Slayer's ST gate later).
| Stat | Val | Why |
|---|---|---|
| ST | 4 | Dumped; APA +4 → 8 (PA +3 → 7) |
| PE | 6 | Feeds Cautious Nature; Awareness/Better Crit later |
| EN | 8 | Big Outdoorsman base + HP to survive a caught patrol |
| CH | 2 | Solo — companions trip encounters & break Sneak |
| IN | 10 | 20 skill pts/lvl + max Outdoorsman base |
| AG | 10 | Sneak, AP to flee the encounter map, combat later |
| LK | 8 | Special encounters & crit table — trimmed to fund EN/IN |
85 lb carry (ST 4 + Small Frame) is feeble until the armor lands — travel light.
On the world map every travel tick can roll a random encounter; a high Outdoorsman gives you a check to slip away before it loads. The Navarro approach is dense with Enclave patrols and deathclaws, so you want Outdoorsman as close to the ceiling as possible before you head southwest. Stack it like this:
| Source | Effect |
|---|---|
| Tag Outdoorsman | +20% now, and every skill point counts double |
| Scout Handbook (Klamath) | Free permanent Outdoorsman — read it early, before the skill passes the book cutoff (~91%) or it's wasted |
| Skill points | 20/level — dump into Outdoorsman first, Sneak second |
| Survivalist perk (L3) | +25% Outdoorsman — needs EN 6, IN 6, Outdoorsman 40% (all easy here) |
| Ranger perk (L6) | +15% Outdoorsman |
| Cautious Nature perk (L3) | +3 PE in encounters — if one does trigger, enemies spawn farther, so you can run off the map edge |
| Pathfinder perk (L6) | −25% travel time = fewer encounter rolls total |
Extra safety on the road: travel along roads where possible (fewer rolls), grab the Highwayman car if you can (faster travel = fewer ticks exposed), and save before every leg. If a patrol still loads, don't fight — sprint to the encounter-map edge and exit; AG 10 gives you the AP to do it.
Outdoorsman the run lives or dies here — avoid the patrols.
Sneak slip past the power-armored guards inside Navarro (and flee encounters).
Steal lift the Advanced Power Armor from the locker — and steal Cameron's key in the Temple for 600 XP.
Not Unarmed: base 30 + 2×(ST+AG) = 58% at AG 10 / ST 4, and free trainers (Sullivan, Sierra bags, Prizefighter, Lo Pan) push it past Slayer's 80% with no tag. Once armored, top it up with level-up points.
Reveal vs. entrance: whichever entrance you use, Navarro only appears on your map after Matthew's SF vertibird-plans job (step 3). This table is only about getting inside once you're standing there.
| Route | Needs SF quest? | Needs Blue Pass Key? | Notes |
|---|---|---|---|
| Trap door behind Chris | No | No | Talk past or kill Chris, then the shed trap door. Easiest. |
| Vent shaft | No | Yes (Gecko) | Stealthy but trapped + a deathclaw; forces a Gecko detour. |
| Frontal assault | No | No | Suicidal at low level — not for this build. |
| Password "Sheepshead" | Yes | No | The Brotherhood infiltration route — the trap door is simpler once you're there. |
| Armor | ST bonus | Result on ST 4 base | Notes |
|---|---|---|---|
| Power Armor | +3 | ST 7 | +30% radiation resist, strong DR |
| Advanced Power Armor | +4 | ST 8 | Best DR in game; meets Slayer's ST 8 |
Because the armor's Strength counts toward perk requirements, wearing APA early unlocks your ST-8 melee perks (up to Slayer) the moment it's on — no Buffout, no Gain Strength needed. Note: Navarro has no melee/H2H weapon to loot — bring your Sharpened Spear / Spiked Knuckles. See the run guide.
Two phases: survival perks to reach Navarro alive, then the melee line once the armor's on. Gifted (not Skilled) keeps you at a perk every 3 levels.
| Lvl | Perk | Req | Purpose |
|---|---|---|---|
| 3 | Survivalist | EN 6, IN 6, Outdoorsman 40% | +25% Outdoorsman — survive the trek |
| 6 | Ranger | PE 6 | +15% Outdoorsman (or Pathfinder, −25% travel time) |
| 9 | Bonus HtH Damage | ST 6*, AG 6 | +2 melee dmg — APA now gives ST 8 (take x3 over time) |
| 12 | Action Boy | AG 5 | +1 AP |
| 15 | Bonus HtH Attacks | AG 6 | −1 AP per attack — build-defining |
| 18 | Toughness | EN 6, LK 6 | +10% damage resistance/rank |
| 21 | Living Anatomy | Doctor 60% | +5 dmg vs living (raise Doctor with points), or Action Boy II |
| 24 | Slayer | ST 8*, AG 8, Unarmed 80% | every HtH hit is a critical |
| 27+ | Better Criticals • HtH Evade • Lifegiver | — | crit quality & survivability |
*ST 6/8 met by Advanced Power Armor (ST 4 base + 4 = 8). Unarmed 80% comes free from trainers (Sullivan, Sierra bags, Prizefighter, Lo Pan) — no tag needed.
Stop taking Outdoorsman perks and converge with The Fist: Bonus HtH Damage, Bonus HtH Attacks, Living Anatomy, and eventually Slayer (your APA already meets ST 8). You spent act one as a sneak-thief; you finish as a top-tier melee monster — and Luck 8 still gives you solid special encounters across all that map travel.
Every build starts here in Arroyo. A melee character breezes through it — save often.
| Step | What to do |
|---|---|
| Don't hit Klint | Never attack Klint at the entrance (or any Arroyo tribal) — it can turn the village hostile later. |
| Chapel — fight | Kill the giant ants & radscorpions with your starting Spear (good early XP). Trick: attack once, then use leftover AP to run 3 hexes — they can't reach you. |
| Locked door out | Open it with Lockpick — any value works, just retry. |
| Passage traps | Disarm the spear/dart plates with Traps for 25 XP each (save first — a crit-fail locks that trap), or hug the right-hand wall to avoid them. |
| Sanctuary door | Only plastic explosives (in a nearby pot) open it. "Use" one, set the 10-second timer, place it, run. |
| Cameron (final test) | Talk him down (needs IN 4+ and Speech tagged) = 600 XP; steal his key (Steal) = 600 XP; or fight unarmed = 300 XP (drop then re-grab your weapon; he yields after ~20 damage but can still kill you — save). |
| Exit | Leave via the top grid: +15 Karma, and you step into Arroyo with the Pip-Boy 2000. |