Fallout

Fallout

Save Necropolis?
Anyone know how to save this place? Wiki tells you to save the city 110 in game days the super mutants will destroy the town but you can save them by killing the master apparently before the Luitenant.

Still not sure because this seems like a very small amount of time to save them at all.

Any Tips guys?

Also Should I have Lockpick, Energy Weapons, and Speech as my tag skills?
Last edited by InfinitySpark; Dec 13, 2013 @ 3:20pm

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Showing 1-4 of 4 comments
Zara May 8, 2014 @ 5:03am 
Originally posted by GabeN:
Anyone know how to save this place? Wiki tells you to save the city 110 in game days the super mutants will destroy the town but you can save them by killing the master apparently before the Luitenant.

Still not sure because this seems like a very small amount of time to save them at all.

Any Tips guys?

Also Should I have Lockpick, Energy Weapons, and Speech as my tag skills?
yes you need to go back to the city after and lock pick is ok energy weapons are hard to get at the start of the game and speech is one of the best skills so yes but its sad that necropolis is said to be dead in fallout 2
Protoman May 8, 2014 @ 4:43pm 
You just need to ENTER Necropolis within 110 days, which is before 25 March 2162. After you enter and do everything in there (fix Water Pump, save Ghoul prisoner, kill Super Mutants), don't go back in there, or the armies will raze the city in another 30 days (it looks a little weird). As long as you never re-enter the area, they should be fine in the ending.

About your skills, you should tag Small Weapons instead of Energy Weapons, because you get the latter more towards the ending of the game. Of course, if you want to tag Energy Weapons, you can always start with Strength 6 and make a mad dash for the Boneyard (where the Gun Runners are, they sell Energy Weapons) the first thing in the game. IIRC, there's a Plasma Pistol in one of the Necropolis' dead ghouls (the ones near the mole rats), and a Plasma Rifle in Level 5 of The Glow. I don't recommend it, though.

And according to the main character himself (he writes a piece of the intro of Fallout 2), the Ghouls were killed (almost all of them) by the second time he reached Necropolis.
Last edited by Protoman; May 8, 2014 @ 5:02pm
InfinitySpark May 8, 2014 @ 11:04pm 
Originally posted by ;540741131187676766:
You just need to ENTER Necropolis within 110 days, which is before 25 March 2162. After you enter and do everything in there (fix Water Pump, save Ghoul prisoner, kill Super Mutants), don't go back in there, or the armies will raze the city in another 30 days (it looks a little weird). As long as you never re-enter the area, they should be fine in the ending.

About your skills, you should tag Small Weapons instead of Energy Weapons, because you get the latter more towards the ending of the game. Of course, if you want to tag Energy Weapons, you can always start with Strength 6 and make a mad dash for the Boneyard (where the Gun Runners are, they sell Energy Weapons) the first thing in the game. IIRC, there's a Plasma Pistol in one of the Necropolis' dead ghouls (the ones near the mole rats), and a Plasma Rifle in Level 5 of The Glow. I don't recommend it, though.

And according to the main character himself (he writes a piece of the intro of Fallout 2), the Ghouls were killed (almost all of them) by the second time he reached Necropolis.

I actually did this and I went to the Glow and rad-x and mentat like crazy so I could hack the main frame and also survive just being there. I grabbed the Plasma Rifle and tore through the super mutants at Necroplis and got it all done there. It was pretty close timing but I made it within the 110 day limit. Thanks for the advice I finished the game months ago over the weekend, it is one of the best Role Playing games Ive ever played.
Zara May 11, 2014 @ 1:25am 
Originally posted by GabeN:
Originally posted by ;540741131187676766:
You just need to ENTER Necropolis within 110 days, which is before 25 March 2162. After you enter and do everything in there (fix Water Pump, save Ghoul prisoner, kill Super Mutants), don't go back in there, or the armies will raze the city in another 30 days (it looks a little weird). As long as you never re-enter the area, they should be fine in the ending.

About your skills, you should tag Small Weapons instead of Energy Weapons, because you get the latter more towards the ending of the game. Of course, if you want to tag Energy Weapons, you can always start with Strength 6 and make a mad dash for the Boneyard (where the Gun Runners are, they sell Energy Weapons) the first thing in the game. IIRC, there's a Plasma Pistol in one of the Necropolis' dead ghouls (the ones near the mole rats), and a Plasma Rifle in Level 5 of The Glow. I don't recommend it, though.

And according to the main character himself (he writes a piece of the intro of Fallout 2), the Ghouls were killed (almost all of them) by the second time he reached Necropolis.

I actually did this and I went to the Glow and rad-x and mentat like crazy so I could hack the main frame and also survive just being there. I grabbed the Plasma Rifle and tore through the super mutants at Necroplis and got it all done there. It was pretty close timing but I made it within the 110 day limit. Thanks for the advice I finished the game months ago over the weekend, it is one of the best Role Playing games Ive ever played.
keep in mine on the 2 time limet the followers and the hub and shady sands can be killed by mutants on the 2 time limet [but the hub and the followers there are 3 ways the hub gets killed by mutants and the followers has 2 ways as will look on the wiki and you may run into a bug whare no matter what you do hub and followers gets killed by mutants
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Date Posted: Dec 13, 2013 @ 5:20am
Posts: 4