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Fallout gamepedia necropolis
Fallout gamepedia necropolis













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. Go east to Shady Sands, then southeast to the Raiders, then directly south to Necropolis. It was pretty close timing but I made it within the 110 day limit. You can go directly to Necropolis, get the chip & back to the Vault. So Im in Necropolis, Ive killed the mutants (quest by Set, the leader of ghouls), fixed the waterpump (quest by the peaceful ghouls in the sewers) and got the waterchip from Vault 12. I grabbed the Plasma Rifle and tore through the super mutants at Necroplis and got it all done there. Posted SeptemPlaying Fallout as a goodie character, pretty good talking skills. 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. Necropolis is divided into three districts and three sewer sections. The sewers serve to connect the various sections of town. Debris litters the streets and makes navigation practically impossible. For example Shady Sands V13 and V15, are in different locations in fallout 1 and 2, with no lore narrowing down their placement. He is offering the player a quest to complete. Where the exact location of something is uncertain, I have tried to make the best guess based off of geography and blunt logic. Exploration and combat Dialogue with Killian Darkwater, an example of a non-player character with a talking head. As long as you never re-enter the area, they should be fine in the ending. Necropolis can be found six squares east and twelve squares south of Vault 13. The biggest example being Necropolis Bakersfield and the Hub Barstow. However Ghouls can be found in the town Gecko and the city Necropolis or. 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). The area is more fleshed out than the Capital Wasteland and old Fallout fans. Originally posted by 540741131187676766:You just need to ENTER Necropolis within 110 days, which is before 25 March 2162. I don't recommend it, though.Īnd 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. 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. 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.

fallout gamepedia necropolis

As long as you never re-enter the area, they should be fine in the ending.Ībout your skills, you should tag Small Weapons instead of Energy Weapons, because you get the latter more towards the ending of the game. 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). You just need to ENTER Necropolis within 110 days, which is before 25 March 2162.















Fallout gamepedia necropolis