Quaid
Give dese people air!!
I played Fallout I and II back when they came out, and while Fallout I grabbed me by the balls and took me on a rollercoaster ride from start to finish, Fallout II never quite had the same intensity for me. Needless to say, I've done quite a bit of the game, but I've never quite finished it. So I am going back to relive one of the greatest game franchises of all time.
*Spoilers*
The heart and soul of the game - retrieving the Holy Water Chip (er, G.E.C.K.!!) for Arroyo. One of the biggest let downs for me regarding Fallout I was the time limit on the game! I wasn't able to keep playing my character and exploring as I saw fit because the Master HAD to be dealt with - and then the game ends!! With Fallout 2 they apparently remedied this - allowing you explore, finish the game, and explore as much as your little heart desires (or so I've read).
Now to the crux of the problem. During my first run through with Fallout II, I finally retrieved the G.E.C.K. and got it all the way back to Arroyo - only to find my village wasted!! I figured "okay. there must be a time limit from when the game starts for you to obtain the G.E.C.K. but with all you need to do and the places you need to travel to - I don't see how you could do it all much quicker than I did it!"
So before I began to play it again, I decided to look at a walkthrough to gain a better understanding of the Kit Quest. Apparently entering Vault 13 'starts a timer' which Countsdown to Arroyo's Extinction. Therefore, the walkthrough author recommends not entering Vault 13 until near the end. Likewise, there is one in the Enclave, and you probably won't be entering there until near the end anyway.
My question is this: How the fuck was I supposed to know that entering Vault 13 early would spell certain doom for my village? I assumed the time was ticking from the moment I crossed the bridge into the vast wasteland. Am I missing something here? Is it possible to swipe the G.E.C.K. at Vault 13 early and then make a Bee-Line back to Arroyo to save Uncle Fester and his band of misfits? Any hardcore veteran enlightenment would be much appreciated.
*Spoilers*
The heart and soul of the game - retrieving the Holy Water Chip (er, G.E.C.K.!!) for Arroyo. One of the biggest let downs for me regarding Fallout I was the time limit on the game! I wasn't able to keep playing my character and exploring as I saw fit because the Master HAD to be dealt with - and then the game ends!! With Fallout 2 they apparently remedied this - allowing you explore, finish the game, and explore as much as your little heart desires (or so I've read).
Now to the crux of the problem. During my first run through with Fallout II, I finally retrieved the G.E.C.K. and got it all the way back to Arroyo - only to find my village wasted!! I figured "okay. there must be a time limit from when the game starts for you to obtain the G.E.C.K. but with all you need to do and the places you need to travel to - I don't see how you could do it all much quicker than I did it!"
So before I began to play it again, I decided to look at a walkthrough to gain a better understanding of the Kit Quest. Apparently entering Vault 13 'starts a timer' which Countsdown to Arroyo's Extinction. Therefore, the walkthrough author recommends not entering Vault 13 until near the end. Likewise, there is one in the Enclave, and you probably won't be entering there until near the end anyway.
My question is this: How the fuck was I supposed to know that entering Vault 13 early would spell certain doom for my village? I assumed the time was ticking from the moment I crossed the bridge into the vast wasteland. Am I missing something here? Is it possible to swipe the G.E.C.K. at Vault 13 early and then make a Bee-Line back to Arroyo to save Uncle Fester and his band of misfits? Any hardcore veteran enlightenment would be much appreciated.