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Can You Beat Fallout 4 Without A Pip-Boy? - YouTube
Channel: Mitten Squad
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I’ve beaten Fallout 3 as a baby.
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I’ve beaten Fallout New Vegas by only moving
backwards.
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I’ve beaten Fallout 3 without taking any
damage.
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But today, we take it up a notch.
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Can You Beat Fallout 4 Without A Pip-Boy?
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The first thing to think about is SPECIAL
stats.
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It takes time to level up and assign more
points into SPECIAL down the line to get access
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to certain perks.
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And this is where I first fucked up.
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I assumed I’d be stuck with my fists as
my only weapons, so I put 9 points into Strength
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and Agility, and put the rest in Endurance.
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The Great War began, I rushed to the vault,
got frozen, then thawed out, then froze again
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before waking up and beginning the adventure
of a lifetime.
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I got the 10mm Pistol and it was automatically
equipped, something I forgot about.
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Putting all those points into Strength may
have been a mistake.
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Oh well, I’m not going back.
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There it is, the vault door.
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You might be thinking that I’m going to
use console commands to just remove the Pip-Boy
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after escaping the vault.
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I got 2 words for ya: Fuck.
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That.
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We don’t need the Pip-Boy to escape.
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We just need our old friend cone.
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Pick up an object, back yourself into a wall,
look down, and start jumping.
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If you do it right, you’ll start sliding
up the wall.
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It took me about 30 minutes to do this.
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Eventually, you’ll line up just right and
will clip over the vault door.
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After that, you’re home free.
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Fresh out of the vault, my first stop was
at Sanctuary to use the You’re Special book
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and talk to Codsworth.
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Before I left the vault, I noticed a few things.
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1) You don’t need a Pip-Boy to use Stimpaks
or Radaway.
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They’re set to specific keys.
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Bring up your Pip-Boyless arm, press a button,
and you’re healed.
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2) The 10mm Pistol is automatically favorited,
so you can swap between unarmed and the Pistol
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on the fly.
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By now, I found Dogmeat, who will be my item
mule for the foreseeable future, and moseyed
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my way to Concord, where the Minutemen were
being picked off like fish in a barrel.
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I dealt with the Raiders, picked up the Fusion
Core, and went up to the roof.
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I used the Power Armor to pick up the Minigun,
then exited the Power Armor.
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With the Minigun automatically equipped, I
could use it to make quick work of the remaining
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Raiders as well as the Deathclaw.
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Dogmeat went and made a mess of himself, but
he recovered.
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I spoke to Preston and made sure the Minutemen
would be at Sanctuary Hills.
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You might be wondering why the game looks
a little barren.
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It’s not a mod.
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The only mod I have increases the amount of
blood.
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Several months ago, I was playing around with
Fallout 4’s .ini file.
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One of the things I did while in that file
was disable grass.
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So, that’s why it looks the way it does.
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Moving on, without a map, I made an educated
guess as to where Diamond City was.
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I was actually looking for Park Street Station
so I could rescue Nick Valentine.
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I’d have settled for either of them.
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Well, I took a wrong turn or something because
I wound up in the Glowing Sea.
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Don’t waste your time asking how the hell
I got so far off track, because I have no
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idea.
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A not insignificant amount of time later,
I was inside the city proper.
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Not Diamond City.
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Heavens no, that’s still a ways off.
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I encountered Brother Simon, who led me into
a trap.
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I wasn’t about to hand over all my stuff,
so I killed him and all of his followers,
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expending all of my ammo in the process.
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The good news is that, unlike Fallout New
Vegas, you can bash people with your gun,
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which sometimes gives a really satisfying
animation.
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Oh yeah, that’s the good shit right there.
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Several Raider deaths later, I found myself
at Bunker Hill.
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Not exactly where I wanted to be, but I could
buy some ammo and sell other weapons to get
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a few caps for the road.
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After consulting the map that came with my
Limited Edition Fallout 4 guide book, I figured
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out what direction to go and finally made
it to Diamond City.
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I used the old cone trick to try and sneak
over the door, which didn’t work.
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Inside Diamond City, I sold more stuff, bought
more ammo, swapped out Dogmeat for Piper,
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and started searching for Nick Valentine.
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It took quite a while, but we made it to Park
Street Station.
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I upgraded my Pistol along the way, increasing
its damage a bit and giving it a scope.
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The Triggermen in the station weren’t particularly
tough, most could be taken out with one or
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two headshots.
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Many of them were using 10mm Pistols as well,
so I got quite a bit of ammo.
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I also picked up as many Submachine Guns as
a I could to sell later on.
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The next obstacle was the Vault door.
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You need a Pip-Boy to open it, and I don’t
have a Pip-Boy.
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Turns out, that’s a lie.
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Because this is what happened.
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I can assure you that I was as surprised and
confused as you are.
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As I recovered from the mind-fucking I had
just received, Piper and I cleared out the
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Triggermen and rescued Nick Valentine.
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Skinny Malone and his gang were no more.
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I followed Nick back to Diamond City because
I didn’t want to get lost again, leveled
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up again, and answered his questions.
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After some convincing, I got Kellog’s house
key from the Mayor’s assistant.
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Then I forgot the key and had to go back up
to his office to get it.
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Once inside, Nick, Piper, and I did some snooping
around and found a few clues.
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The hunt is on.
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I somehow managed to lose Dogmeat several
times while he tracked down Kellog to Fort
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Hagen.
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Inside the Fort, we cleared out the synths,
picked up a bunch of junk, and confronted
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Kellog.
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Fighting someone who’s using a Stealth Boy
is a real pain in the ass, so I VATS’d his
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ass before he could say a word.
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I pocketed his brain, watched as the Brotherhood
blimp arrived in the Commonwealth, and made
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a be-line straight for Goodneighbor.
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That was a waste of time because you need
to speak to Nick Valentine again, before you
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can enter Kellog’s brain.
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So I dragged myself to Diamond City, spoke
to Nick, then returned to the Memory Den.
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Just to be clear, I’m leaving out a lot
of small things.
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Telling you about the 15th time I fought Raiders
while going somewhere would get boring real
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quick.
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I convinced Doctor Amari to send me into Kellog’s
memories, skipped almost all of them, learned
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about Virgil out in the Glowing Sea, checked
up on Nick, and prepared to journey south.
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I bought a hazmat suit and then remembered
that I couldn’t even use it, but I kept
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it anyway.
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With a solid stockpile of Stimpaks and Radaway,
I began traveling southwest.
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Surprisingly, the radiation wasn’t that
bad.
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There were a few spikes here and there, but
it was at about 1 rad per second for most
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of the way.
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I had also taken a perk that grants me +10
Radiation Resistance, which probably helped.
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As I neared Virgil’s cave, I stopped inside
Sentinel Site which was boring and disappointing,
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almost as much as Fallout 76.
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I left Piper to deal with a Deathclaw and
arrived at Virgil’s cave.
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He explained that I would need the kill a
Courser before I could get into the Institute,
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which is exactly what I did, though I did
spend far longer than I should have trying
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to throw a bowling ball into some pins.
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I geared up, entered Greentech Genetics, and
took the fight to the Courser.
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I killed the Synth girl he had, because no
loose ends.
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From there, it was back to Goodneighbor to
sell everything I picked up and upgrade my
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Pistol again.
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Then more science mumbo jumbo from Doctor
Amari.
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She pretty much told me that I needed to exterminate
the Railroad.
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And who am I to argue with a Doctor.
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I figured out the Railroad’s password, hint:
It’s not a reference to Thomas the Tank
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Engine, and wasted little time.
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I fired randomly into the darkness, striking
Desdamona with a bullet.
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Glory, Deacon, and other Railroad members
all fell before me.
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Before moving into Railroad HQ proper, I gave
Piper some better, more fashionable armor.
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When all the screaming stopped, I was able
to decode the Courser Chip.
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And…
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I had to return to Virgil.
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Great.
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Back through the Glowing Sea.
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The inability to fast travel was really starting
to get annoying.
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But, this is the only way to move the main
quest line forward, so I did what had to be
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done and lied to Virgil about getting his
serum.
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I had no intention of helping him in any way.
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From there, I returned to Sanctuary Hills.
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I read a guide which said that siding with
the Minutemen is the fastest way to complete
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the game.
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But, in order to reach the end-game with them,
you’ve got to enlist 8 different settlements
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to join the Minutemen.
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So that’s what I did.
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Well, I started it, at least.
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I went to Tenpines Bluffs and dealt with them.
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Unfortunately, they decided against joining
the Minutemen.
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The rest of the settlements could wait, it
was time to get building.
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I’d been hoarding junk in preparation of
this quest.
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I had everything I’d need to build the signal
interceptor.
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I built it, powered it up, stored what I could
in a footlocker, gave my Pistol a new name,
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and teleported into the Institute.
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With the network holotape ready to be returned
to Sturges, I could confront Father.
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I listened to him talk for a while before
stealthily killing him.
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I wouldn’t return to the Institute again,
so I decided to kill.
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As.
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Many.
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Innocent.
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People.
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And Synths.
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In.
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The.
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Institute.
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As.
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I.
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Could.
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So I decided to kill as many innocent people
and synths in the Institute as I could.
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It went pretty well, until it didn’t.
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I made my escape and was greeted by, uh, these
fine gentlemen.
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Let me tell you, I was not at all prepared
for this kind of a fight.
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Even with a perk that increased Pistol damage
and increased my damage resistance significantly
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while standing or sprinting, I was in over
my head.
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I landed headshot after headshot after headshot.
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I went through nearly 70 Stimpaks.
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But they just kept coming.
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Eventually, after burning through all my ammo,
I made it to the last elevator.
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Guess what was waiting for me.
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With no ammo left, I tried as best I could
to make it past them.
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All I had to do was sprint to the teleporter
and I’d be home free.
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But, there were just to many.
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I physically could not make it through them
all.
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So, I reloaded an old save, offed Father,
and left.
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After returning to Sanctuary, I decided to
help out a few settlements.
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As I swam through a river, I pulled up the
perk chart to distribute a few perk points.
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Wait… did you see that?
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When I pull up my arm, I can change the hotkeys.
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Good lord, I can use the Pip-Boy even if it’s
not there.
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This changes everything.
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I made it to land, got a Combat Rifle from
Piper, and, for the first time in almost 10
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hours, equipped a weapon that wasn’t a 10mm
Pistol.
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This is gonna sound melodramatic, but I can’t
describe how amazing it felt to be able to
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use other weapons.
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I went back to Sanctuary to upgrade my arsenal.
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A double barrel shotgun, a combat rifle, and
a hunting rifle were all specced out to the
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best of my abilities.
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Also a missile launcher.
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I fumbled around with the non-existent Pip-Boy
and was able to assign them to my favorites
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bar/menu/thing.
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I felt like a God among insects.
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The next few hours were filled with a lot
of walking to and from various locations,
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with firefights sprinkled in there.
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Even with all these new toys, I found myself
still using Larry’s Revenge for many of
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the encounters.
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Probably because it was silenced and, with
a sneak bonus, was capable of taking out Raiders
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with one or two shots.
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After helping out 3 or 4 settlements, it was
time to take back the Castle.
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With my missile launcher and new array of
weaponry, the Mirelurk Queen didn’t stand
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a chance.
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Ignore the fact that it killed me a few times.
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Then, more settlements.
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It was kinda boring, until I ran into a problem.
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Not a game problem, a system problem.
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I use an iMac to make these videos and OBS
to record everything.
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Well, somehow an image from the OBS preview
window got burned into the screen and started
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flickering.
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Going from Windows to MacOS didn’t fix it.
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Resetting the System Management Controller
didn’t fix it.
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Resetting PRAM didn’t fix it.
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Luckily, after leaving it off and unplugged
for 12 hours, the problem resolved itself.
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Back in the game, I was in the home stretch.
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I helped out the last few settlements, met
up with Ronnie Shaw at the Castle, set up
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the artillery, and prepared to defend the
Castle.
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This was a little rough.
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Probably because I just set up a bunch of
turrets in a single spot.
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We lost many Minutemen.
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What’s worse was that went through so much
ammo taking out all those Synths and Coursers.
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But, when the fighting stopped, I finally
got it.
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The Nuclear Option.
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The last quest in the main quest line.
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We’re in the end-game now.
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Sturges explained the plan.
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What I heard was that I get to play in the
sewer system again.
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I began the walk to the C.I.T Ruins.
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Knowing that this was essentially a one way
trip, because I wouldn’t playing after this
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quest is over, I ignored all the enemies and
creatures along the way until I made it to
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the ruins, and entered the pipe.
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With Larry’s Revenge firmly in my grasp,
Piper and I eliminated the few Synths that
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stood in our way and entered the Institute.
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I loaded the holotape into the terminal and
teleported my backup inside to fight by my
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side.
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And of course, when I talked to Preston about
our game plan, another quest took precedence
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and he thanked me for helping out a settlement.
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From there, we made the final push into the
Institute.
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Turrets, Synths, and Coursers all stood in
our way, and one by one they all fell before
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me.
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Not even the fake gorillas stood a chance.
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An upgraded 4-crank Laser Musket named Sandy
was an effective killing machine.
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I passed by Father’s corpse, which was still
as fresh as the day I killed him, and did
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as I was instructed by Sturges.
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A wave of Synths coming from all directions
put up a valiant fight, but it was not enough.
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We reached the reactor core.
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In my preparations, I dug out an old friend
from Piper’s ass, or wherever she puts things,
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equipped it, and fired away.
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I had saved every Mini Nuke I found for this
occasion.
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There were a few stragglers, but they didn’t
stop me from placing the charge on the reactor.
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Sturges teleported us to a safe distance,
I obliterated the Institute, and beat Fallout
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4 without a Pip-Boy.
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Holy hell, this took way longer than I expected,
which is part of why I’ve been avoiding
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Fallout 4 for a while.
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The funny part is that there wasn’t really
any part of the game that was too challenging.
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With my Agility so high, I was able to sprint
passed Radscorpions and Deathclaws in the
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Glowing Sea.
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I could still use Stimpaks.
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And my 10mm Pistol was effective against all
but the toughest of enemies, like Super Mutant
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Butchers or Deathclaws.
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Really, the challenge isn’t even a challenge,
it’s an annoyance.
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The inability to Fast Travel was the thing
that sucked.
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But even that wasn’t hard, it was just monotonous.
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And that, at long last, is going to do it
for this video about whether or not you can
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beat Fallout 4 without a Pip-Boy.
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If you enjoyed the video or learned anything,
leave a Like.
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Leave a Dislike if you didn’t enjoy the
video or didn’t learn anything.
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Follow me on Twitter @MittenSquad.
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My name is Paul of Mitten Squad.
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Have a wonderful day.
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