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I suggest posting any inquires you may have there. While I do generally remember the story and lore, the details of quests and minor NPCs' however may be inaccurate or nonexistent in my memory. It's been admittedly quite some time since I played the game.
I see you have commissioned more water supply from the merchants in the Hub. That buys you plenty of time to explore the locations (there aren't that many) and finish quests. I suggest finishing quests as-you-go and the side quests before returning the chip to your vault. Still, it is vital to do so before you run out of time. If I remember correctly that opens up an end-game quest where you have to kill the super mutants' Master and destroy their base. Or else they will destroy your vault.
The cult you mentioned has ties to the Master. They're not Children of Atom (Atom was established by different founders, at a different time and in a different location; the capital wasteland - not California). These cult members are called Children of the Cathedral and they're a religious movement lead by Morpheus, within the Master's organization (Unity). Though the cult shares many similarities with the Children of Atom, like considering nuclear weapons to be holy, celebration around the rebirth of a new world and the death of the old one which is considered corrupted, with fanatical tendencies to cleanse the unfaithful and possessing superiority complexes. Their purpose is however different from Atom's. Their goals is to infiltrate other organizations, spread their influence, convert the populace, recruit followers and cover up Unity's operations. The Master is experimenting with early strains of the Forced Evolutionary Virus and intends to forcibly evolve humans into a single "perfect" race and is planning an invasion.
The Necropolis is obviously a city of the dead or you know home to a ghoul population. The majority of which originate from the vault 12 inhabitants. The Enclave is responsible for that vault's experiment which exposed the vault dweller to high levels of radiation, turning its survivors into ghouls. As you may have noticed in the Fallout series, ghouls are an ostracized sub race of humans. Since all ghouls will eventually turn feral, it's quite understandably hazardous to live among them. With no place left to go, they settle in the Necropolis. Interestingly the ghouls do not treat each other equally and divide into smaller groups. The surface dwellers are paranoid of strangers and less accepting of outsiders and the underground ghouls are much friendlier. What they have in common is their shared hatred of super mutants who they consider their nr. 1 enemy. Taking the water chip will not doom their existence. Repairing their water pump with the junk, will ensure access to water. That's really not something you should worry about, the greater threat to the ghouls in Necropolis is related to the super mutants and their agenda.
I recommend exploring every inch of the city and speak with everyone before and after completing tasks. (That applies to all other locations). Careful though, you can turn the ghouls hostile. Kill everyone who is hostile. They have a broken water pump which you'll have to fix with the junk you find I think in the sewers. There's also a prisoner close by, who gives you the location of vault 12's entrance in exchange for freedom. You'll find the water chip in the vault. It's in a computer, if I remember correctly.
I do remember the super mutant you mentioned, whether he becomes hostile or not depends on what you do or say to him and on your gender. Apparently he has a soft spot for females. I suppose the location you're referring to is their military base? If so, then it is indeed the same as the one in Fallout 2.
Regarding other locations, there is always something to see or do and interesting things to find. Aside from Vault 13, Shady Sands, Vault 15, Khan base (raider camp), Junktown, the Hub, Necropolis there are a few more locations. The Military base and the Cathedral, which you should already know about. Then there's the Boneyard, the Brotherhood of Steel HQ and a separate location related to BOS quest. I think that's it.
I didn't know what many skills do tbh,
guns skills increase damage or accuracy or both
doctor increases your chance to fix your broken limbs, which i never lived before
first aid ability heals yourself without stimpak, or increase the health you get from stimpaks.. i have 60 stims ;) so idc
lockpick, self explains.. but you can try over and over
sneak is cool, you attack one person in a crowd and others are just mmeh, nothingg happens.. you pick them one by one
speech and barter is universal but low int dialogues are funny ;) int < 4
repair i dont know exactly, same with science..
your mom is ugly
Repair and Science have almost the same effect. Repair, well, it helps you repair things, some terminals, turn off the force fields temporarily and for example, fix the water pump in Necropolis.
Science helps you hack specific terminals (usually the text mentioning a usable terminal starts with lowercase C). And disable the force fields permanently. It's more of a case that one has more function than the other, but technically you need one or both at times.
havent come across a working computer so far, there will be 1 or 2 i guess, by judging already explored areas.
Small guns 85
Sneak 85
Lockpick 50
Agility 10
Perception 10
Strength 10
is enough to beat the game in my perspective ;=) that said, you may need some intelligence to maintain understandable dialogues.. but idk maybe you can handle things without talking, i should try a build like that.
I mean, you're probably more likely to die from a lack of Endurance, but seeing as you've focused on Agility, you have access to perks to dodge attacks more often. All in all, it's a solid build.
Upon your suggestion, I opened my next thread in there, asked a few questions and only one person responded.
but guy has a very limited vocabulary, i love people talking with a few words ;) I just had to find my own answers loL