Fallout Wiki
Advertisement
Fallout Wiki
Forums: Index > Fallout and Fallout 2 general discussion > Fallout 1: Help a newbie (ie: me)?

So, I'm the type of person who does as many (good-person) quests as possible, and I want to get a great ending (everything turns out good). However, there's a time limit, what with the Master and the Water Chip, and if the master is alive for just 90 days or more, it will mess up the ending.

If I kill the Master during "Destroy the Mutant Leader," will I be able to just put off "Destroy the Source of the Mutants" and do all the other game quests?

If I kill off the Khans before doing "Rescue Tandi From the Raiders", will this change anything in the ending?

I'll add on more questions later. Tehpwner7067 (talk) 20:56, August 19, 2014 (UTC)

Well, the best option is to do all side quests before confronting the Master or Lieutenant, to have more time.

As for the Khans, you just need to free Tandi. Killing Khans is opitonal. Energy X 20:58, August 19, 2014 (UTC)

The "End condition" for Fallout 1 is the Vats, and the Master must be destroyed, so you can persue either killing the master, or destroying the source of the mutants in either order. You can do whatever you like between them. Agent c (talk) 21:30, August 19, 2014 (UTC)they

My best advice ~ In all of New Vegas ~ If they don't live to see it ~ They can't put a bad word on ya.. They are dead

Live long & prosper M8 ~ Stealth Kills ~;)

SaintPain TinySaintPainHere to help." 23:01, August 19, 2014 (UTC)

I generally went after The Vats before taking out The Master, simply because Mariposa is filled with Super Mutants carrying some of the best weapons in the game (e.g. Gattling Lasers) which make combat from that point onwards considerably easier. However, it is possible to kill The Master without entering combat with him - which may make killing The Master first the easier option. Most importantly, however, I would definitley recommend that you get your hands on some power armour (if you haven't already) and learn how to use it (with the aid of the Brotherhood) before going to Mariposa or The Cathedral. In truth, it really doesn't matter if you kill The Master or destroy The Vats first as you inevitably have to do both. Vault8 04:06, August 20, 2014 (UTC)

I'm afraid that because of missing NPCs in the Boneyard, it's technically impossible to save the Followers of the Apocalypse because the spy is nowhere to be found and no Neil to talk to about training the Followers. Same thing goes with the Hub, except there's no condition that activates the "KIND_TO_HAROLD" variable required for the ending where Harold unites man and ghoul... As for the Master, make sure you also hide behind the columns in his lair so he can't shoot at you because he is immobile. You may want to kill the incoming nightkin and eyebots (if the two join combat). Also, if you're playing an unpatched game (or using a Restoration for the mutant invasions plus Vault 13's 500-day time limit), you have exactly that many days before the game ends, if the Master (by default) is killed however, the invasion time limits stop though you still have exactly 13 in-game years to finish the main quests before the ultimate game over. --Breakin'Benny (talk) 10:49, August 20, 2014 (UTC)

So wait, I can just kill the Master, then goof off and do the 30 or so in-game side quests before doing the second one? I know there's the 13 year timer and all, but who's gonna be playing for 13 in-game years? That's my question. I dont want to be pressured under a "speed up or you'll have wasted your time for nothing!" timer the whole game.
I have the Steam version of the game, if it helps. Is it possible to spawn in Neil and Heather?
No, sorry (it would've been nice if it was that easy, but not pleasant if one has to do it in every playthrough). They have to actually exist and placed on the maps so things can be done! There's this Fallout Update Mod that adds missing NPCs into the Boneyard etc., though all you will really need is the Boneyard-specific ones and you must not have visited that area yet...oddly though, Fallout FIXT incorporates restorations but doesn't include what its predecessor did. --Breakin'Benny (talk) 07:29, August 21, 2014 (UTC)
I've never done non-Steam/NMM modding. How difficult is it? Tehpwner7067 (talk) 00:00, August 22, 2014 (UTC)
Challenging, though a little easier if you know how to do things like editing the maps or so. It'd be easier however, to check other people's mods like Fallout FIXT and unofficial patches before trying to do things yourself... There's the Fallout Script Editor which allows checking things out in the scripts, if you like. --Breakin'Benny (talk) 08:22, August 22, 2014 (UTC)
No, you dont understand. I don't want to *make* a mod. I want to know how hard it is to download and get a non-NMM/Steam mod.
Short and simple answer is "No, it's easy as pie to download and install a mod!". --Breakin'Benny (talk) 06:48, August 29, 2014 (UTC)
Hate to drag out this conversation any longer, but how do you do it?
Tehpwner7067 (talk) 01:57, August 30, 2014 (UTC)
There are two kinds; manual and installer, in which the former is a little more advanced but may not always have everything else included in the installer version (at least in the case of Killap's Fallout 2 Restoration Project). TeamX's unofficial patches are examples of manual install just like the Fallout Update Mod. Sometimes these things come with readmes and/or disclaimers or even warnings, which are worth reading just in case to avoid as many problems as possible. --Breakin'Benny (talk) 10:17, August 30, 2014 (UTC)
Okay, I'll look around for some sort of mod to fix up Fallout. Thanks!
Tehpwner7067 (talk) 00:32, August 31, 2014 (UTC)
Advertisement