Dead Money and higher skills...

Post » Sat Sep 03, 2011 8:14 am

I'm just curious, since I'm a heavily exploration-focused individual: am I missing anything actually important (as in, item or challenge-wise) by not having super-high lockpick, science, or speech skills? All three skills are in the 60 range right now, but I've already run across hard-locked safes, chests, and terminals, and wondering if they contain anything important, such as items relevant to the 'For History's Sake' challenge, or unique items I'll never be able to get again.
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Toby Green
 
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Post » Sat Sep 03, 2011 10:51 am

Nope. only unique weapons are the base weapons found throughout the sm. you might be able to get 1 more police pistol or auto. rifle if you get with lockpick. The very hard locked doors and safes usually dont have anything worthwhile. Science isnt too important since all for history's sake terminals dont need to be hacked.
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Sheila Esmailka
 
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Post » Sat Sep 03, 2011 11:15 am

you need a 75 science for one of the vendor codes. other than that all codes and dlc weapons/armor can be acquired with no skills. if you want the complete story from companions, you need a high speech. and for history's sake i think you need a high science for a terminal, but i'm not sure so don't quote me. i usually play dead money at about level 10-15 on my playthrough's, and it's been a while since i went in at high level, so i don't remember exactly what you need for what.
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мistrєss
 
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Post » Sat Sep 03, 2011 8:04 am

Which vendor's code is that? I've got a programmer's digest now, so I could go back and do it, and I have a couple of Meeting People, so I'm not overly worried about speech checks.
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LuCY sCoTT
 
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Post » Sat Sep 03, 2011 12:23 pm

I came across 3 places that required 100% Lockpick. One of them, had a locker, has a key you can find. The other places were a desk and a safe. With the key and 2 magazines I checked them all and found nothing of note or that you’d absolutely have to have to complete the DLC.
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jessica Villacis
 
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Post » Sat Sep 03, 2011 4:04 am

Which vendor's code is that? I've got a programmer's digest now, so I could go back and do it, and I have a couple of Meeting People, so I'm not overly worried about speech checks.


The code is for .357 Magnum Ammo.
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Scared humanity
 
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Post » Sat Sep 03, 2011 11:44 am

The code is for .357 Magnum Ammo.


It's in the police station.
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jasminε
 
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Post » Sat Sep 03, 2011 4:04 am

Without speech you'll miss quite a bit of ending choices, if you care about that.
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Add Me
 
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Post » Fri Sep 02, 2011 11:46 pm

Like Snowy said, having a high Speech (85 minimum required) is nice in this DLC but not required.
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BethanyRhain
 
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Post » Fri Sep 02, 2011 10:25 pm

You need Sci at 75 to get all the History of the SM challenge notes (police Station Terminal)
You need Sci/Speech/Lockpick/Explosives/ or Barter at 75 to be able to lure Elijah into the vault for the achievement (otherwise you have to kill him)

There is nothing in the locked boxes/ containers that is unique or necessary (from what I can remember)

I think the only 'useful' perks (Dean's Martini and Christine's Chip-Forging) need Int/Per rolls, not Speech/Sci.
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sarah
 
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Post » Sat Sep 03, 2011 2:50 am

A repair of 100 never hurts if you want to disable the Holograms. I found shooting the emitters on makes them hostile.
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Niisha
 
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Post » Sat Sep 03, 2011 5:35 am

A repair of 100 never hurts if you want to disable the Holograms. I found shooting the emitters on makes them hostile.
But...but 20 hologram alerts gets you a challenge .. :shocking:
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Isabell Hoffmann
 
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