pacifist run
7 years ago

Is there currently a record for a pacifist speed run? Is that even possible? After watching the fallout 4 speed run on SGDQ the idea of a pacifist run came to mind and I really want to try it but I've been trying to find the record for it but I can't seem to find one!

Edited by the author 7 years ago
Xouma likes this
Belgium

Well, you need to get everyone killed in and out of Museum of Freedom, so take a companion like dogmeat and let him kill everyone. Companion kills Kellogg, Lure enemies to tenpine bluffs to get them killed or do the quest and let a companion kill the enemies. I believe that's the only killing that needs to be done. No-one had done a speedrun of it because it is just any% but with inconveniences the death of enemies are required in the any%.

England

There is a completely pacifist run possible, but it just takes too long due to having to level up a lot before actually doing anything, as far as I know. I can look into it though. The pacifist run did intrigue me before i started speedrunning this game, so maybe.

England

Ok so it is possible... But I'd say over an hour or so would be added to the normal any% route in order to deal with 2 sections of the game; the minutemen (who i still think we need, because mama murphy makes courser easier) and Kellogg (who has two methods to kill him but both are unreliable and take forever), not to mention that in order to do both of these a long time has to be wasted to get to lvl 21 for wasteland whisperer II.

j00lsn likes this
England

Jsha wheres my meme run, what happened?

Oh wow, yeah it'll definitely take a lot longer then any%. Do you really need wasteland whisperer II? Also, you could give a companion something like a mini gun, that might make them killing things more reliable? Or even a fat man.

England

Using a companion will still add a kill to your counter in the combat data. It depends what you set the rules of pacifist as, but I'd say that keeping that counter at 0 would be pacifist, personally. I don't know I guess it could be debated. If not the run would be really easy.

Yeah I agree, I wouldn't consider it a pacifist run with a kill counter anything more then 0 in my opinion.

England

So I have a few more ideas, but i cant test rn cos I screwed up my 1.1.30 backup. I do really like the idea of this run though.

I do too! When you get to test them I'd love to hear your results. Is it necessary to play on that patch? Because I play on ps4 so my game has the latest patch.

Norway

Many of the glitches we use only work on pre 1.2 patch, so a run on current patch would be 1hour 30minutes probably.

I've done pacifist runs of Fallout 4, but not as a speed run.

The main difficulty is that lots of things have to die, and you can't kill them, and your companion can't kill them or these kills count as yours. Also, in the rescue Valentine quest, Valentine can't kill anything, or this counts as your kill. And Valentine will try to kill every triggerman he sees, and you can't tell him to stop.

Normally in a no kill run, your tools are pacify and incite, and the Pax syringe which pacifies enemies and turns them non hostile. You can also dismiss a companion, who will then turn around and walk home, but if they happen to encounter an enemy along the way, they will attack and kill them, and their kill won't count as yours now. So, dismiss the dog in the middle of the Concord museum, for example, and let the dog kill all the raiders.

The big problem for a speed run is that you need to be level 21 to incite creatures to attack things and level 23 to incite humans to attack things.

Another thing to keep in mind is that a no kill run can ONLY be done using the minuteman quest line. Each of the other quest lines have at least one quest that simply cannot be done without kills. (For example, killing everyone in the Railroad. They are all flagged so that only you can kill them. They can't kill themselves or each other and companions can't kill them)

So, you gotta rescue the minutemen, get the deathclaw killed, rescue valentine, kill kellogg, get a bunch of settlements, take the castle, do old guns, defend the castle, and assault the institute. Because Preston gives you random settlements, every single playthrough will involve you doing different settlements in a different order, so that kills any chance of planning this part out.

You have to spend most of your time without a companion, because your companions will attack everything they see and then their kills count as yours and you fail the playthrough.

It's either gonna be a super slow speed run, or you're gonna just be halfassing your way through the whole thing, by constantly dismissing and reacquiring your companion and watching them get kills which don't count as yours, which is a pretty cheap way of doing this run but it's the only way you can do it without getting to level 23 and doing it properly.

A no kill playthrough is actually a fun and interesting way of playing the game, because it's so completely different from everything you normally do and you have to come up with new ways of handling all the game's challenges. But I'm not sure it's really compatible with a speed run. Then again, I haven't tried it, maybe someone can find a reasonable way.

Edited by the author 7 years ago
IzunaTan, JshaKhajiit and 2 others like this
England

Yeah, I've looked at the pacifist play-throughs that are on youtube, as far as Nick goes, we have a skip that completely removes the possibility of killing anyone, and in all fairness for most areas where being pacifist would be a huge problem we also already have skips in place to help. The only two places that will cause problems are museum of freedom and Kellogg, and seeing as though this can take a ridiculously long time, I'm trying to work out the fastest way of doing this. But it would be great to have your input as someone who's done a pacifist playthrough yourself.

England

oh and tenpines i guess.

The concord museum basically can only be done by having a companion kill at least one of the raiders. You can't get the raiders to zone out of the museum, or any ferals or supermutants or anything else to zone in. They can't kill themselves, as even if you pickpocket a fat man and mininuke onto them and they shoot you at point blank range, this just drops them down to 1 health point, they don't die. You can use the berserk syringe, or pacify and incite, to get the raiders to kill each other, but that will still leave 1 left who has to be killed.

Companion kills count as yours, so the way around this is to dismiss the companion (usually the dog, so you can do this quest first) while they're in the museum, and then they start walking home, but you make sure to dismiss them with 1 or more of the raiders between them and their path to the exit. The dog kills the raiders, the kills don't count as yours since he's not your companion at the moment. If needed, you reacquire them as a companion and then dismiss them again to get the next group of raiders. Once the dog starts attacking raiders, it tends to run around trying to kill them all, so this is pretty easy to do, as long as you don't screw up and have the dog attack a raider when he's still your companion.

For tenpines bluff (or sometimes other places you get sent to during The First Step), you are likely to be sent to the Corvega assembly plant to kill the raiders. Or you might possibly get sent somewhere else to kill raiders. If it's an indoor location, like Corvega, the good thing is that you only really need to get one raider to die, which will be the one with the name at the end. Your quest marker will point to him.

At corvega, it's Jared who must be killed. There's a protectron close to him with a novice terminal that can easily be hacked. Often the protectron will kill Jared, but often it fails and other raiders kill it first. You can also shoot Jared with a berserk syringe as long as you're not a very high level, this makes him hostile to everything in the plant and everything else will kill him. Jared is about the only named boss in the entire game who is actually susceptible to the berserk syringe, most of them are too high level for it to work, as it doesn't work on enemies over level 19 or so. The berserk syringe is the easiest most certain way of getting him killed... as long as you have one. You have to get the syringer gun, and then make the berserk syringe out of anti freeze, bourbon, dirty water, and steel.

You can also bring a companion, dismiss them in just the right spot, and have them kill Jared. There's a chained exit door basically right by Jared. Run through the plant, get to the exit door, unchain it and run out, come back in with a companion and you're conveniently just in the right spot now.

If you have to kill raiders outdoors, then you really have to kill all of them. The advantage here is that since they're outdoors, it's easy to get supermutants or whatever to follow you to kill them all. Or to dismiss your companion nearby them, and have the ex companion take them out. Note that dismissed companions never run out of ammo (at least for ballistic weapons), so you can give a companion a minigun and 1 bullet for it, and they fire with it non stop while not actually your companion.

For kellogg, you're either going to have a dismissed companion kill him, or pickpocket a fat man onto one of the synths and then pacify and incite it into nuking Kellogg. Except in a speedrun, you won't be high enough level to do any inciting, so this won't work. I can't remember whether berserk syringes work on synths, but I have a strong feeling that they don't. So a companion is going to have to do it.

The difficulty is getting the companion to Kellogg without them killing anything along the way. You can have the companion skip most of fort hagen by running through most of it and unchaining an exit door to bring the companion in, but you still have to get the companion past 2 turrets and about 10 synths. Once again, you'll have to dismiss them at just the right moment, have them kill some turrets/synths, then reacquire them.

Out of curiousity, are you going to have to take 8 settlements, or do you have skips that do away with that?

levelskip likes this
England

Ok, so I'm having trouble getting valentine skip to work after getting Kellogg's synths to kill Kellogg...

levelskip likes this
England

stupid question but are you getting his brain thing and the task?

Belgium

For tenpine bluff, cant you just dismiss Dogmeat, punch a settler, let dogmeat kill the settlers?

Petite_Miku, I'm afraid not.

Settlers are flagged as "only killable by the player", just as members of the Railroad are. I assume this is to make sure that they don't accidentally get killed by wandering supermutants or in some other accidental way, which would break settlement quests.

They just get knocked to the ground for a while and then get back up.

Belgium

Oh well that sucks :(