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What happens in Fallout when you run out of time for looking for the water chip. Skip navigation Sign in. Creepy Time Limits # 1 - Duration: 15:14. Whoisthisgit 537,706 views.

From wiki (BTW: They both have branching storylines, I'd suggestyou play them as you won't get the same effect by simply readingtheir storylines.):Fallout 1The protagonist of Fallout is an inhabitant of one of thegovernment-contracted fallout shelters known as Vaults. Insubsequent Fallout games, he is referred to as the VaultDweller. Fallout is set several decades after a worldwideconflict brought on by global petroleum shortage.

Several nationsbegin warring with one another for the last stores of fossil fuels,namely oil and uranium. Known as the Resource Wars, fighting beginsin April of 2052 and continues until October 23rd, 2077. Chinainvades Alaska in the winter of 2066, causing the United States togo to war with China and using Canadian resources to supply theirwar efforts, despite Canadian complaints.

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Eventually the US annexesCanada in February of 2076 and reclaims Alaska eleven months later.After years of conflict, on October 23rd, 2077, a global nuclearattack occurs. Nobody knows who strikes first, but in less than twohours most major cities are destroyed.

The effects of the attackwill not fade for the next 100 years. As a consequence, humanitylives in underground Vaults though some people affected by theradiation live topside.

The game takes place in 2161 in SouthernCalifornia and begins in Vault 13, the protagonist's home. Vault13's Water Chip, a computer chip responsible for the waterrecycling and pumping machinery, breaks. The Vault Overseer tasksthe protagonist with finding a replacement.6 He is given aportable device called the 'PIPBoy 2000' that keeps track ofmapmaking, quest objectives, and bookkeeping.

Armed with the PIPBoy2000 and meager equipment, including a small sum of bottle capswhich are used as currency in the post-apocalyptic world, the maincharacter is sent off on his quest. The player initially has 150game days before the Vault's water supply runs out. This time limitcan be extended by 100 game days if he commissions merchants in theHub to send water caravans to Vault 13. Upon returning the chip,the Vault Dweller is then tasked with destroying a mutant army thatthreatens humanity. A mutant known as 'The Master' (previouslyknown as Richard Grey) spreads a pre-war, genetically engineeredvirus called the 'Forced Evolutionary Virus' to convert humanityinto a race of 'Super Mutants' and bring them together in the'Unity' - his plan for a perfect world. The player must kill himand destroy the military base housing the supply of FEV, thushalting the invasion before it can start. If the player does notcomplete both objectives within 500 game days, the mutant army willdiscover Vault 13 and invade it, bringing an end to the game.

Thistime limit is shortened to 400 days if the player divulged Vault13's location to the water merchants. A cinematic cut-scene ofmutants overrunning the vault is shown if the player fails to stopthe mutant army within this time frame, indicating the player haslost the game. If the player agrees to join the mutant army, thesame cinematic is shown. In version 1.1 of the game, the time limitfor the mutant attack on Vault 13 is delayed from 500 days (or 400depending) to thirteen years of in-game time, effectively givingthe player enough time to do as he or she wishes. The player candefeat the Master and destroy the Super Mutants' Military Base ineither order. When both threats are eliminated, a cut-scene ensuesin which the player automatically returns to Vault 13.

There he istold that he has changed too much and his return would negativelyinfluence the citizens of the Vault. Thus he is rewarded with exileinto the desert, for, in the Overseer's eyes, the good of thevault. There is an alternate ending in which the Vault Dwellerdraws a handgun and shoots the Overseer after he is told to go intoexile. This ending is inevitable if the player has the 'BloodyMess' trait or has accrued significant negative karma throughoutthe game. It can be triggered if the player initiates combat in thebrief time after the Overseer finishes his conversation but beforethe ending cut-scene.Fallout 2At the end of the original Fallout, the hero VaultDweller was exiled by the Vault Overseer for his prolongedexposure to the outside world. Unable to return home, the VaultDweller with a group of willing companions travelled far north.Eventually they founded a tribal village called Arroyo in what ispresent-day Oregon and lived there for the rest of their lives.

80years have passed since the original Fallout. In the timesince the Vault Dweller's exile, a new government known as the NewCalifornia Republic (abbreviated NCR) has begun to unify the townsin Southern California and is spreading to the north. A mysteriousnew organization known as the Enclave has emerged with the mostsophisticated technology in the wastes, surpassing even theBrotherhood of Steel. Finally, a new drug, Jet, has become a canceron many towns with nearly a 100% addiction rate, forcing many torely on the town of New Reno to keep them supplied. During 2241,Arroyo suffered the worst drought on record. Faced with thecalamity, the village elders asked the direct descendant of theVault Dweller, referred to as the Chosen One, to perform thequest of retrieving a Garden of Eden Creation Kit (G.E:C.K.) forArroyo. The GECK is a device that can create thriving communitiesout of the post-apocalyptic wasteland.4 The player, assuming therole of the Chosen One, is given nothing more than the VaultDweller's jumpsuit, a RobCo PIPBoy 2000 handheld device, a Vault 13water flask, and some cash to start on his mission.

The playereventually finds Vault 13 (the first place possible to obtain aGECK) devoid of the majority of its former human inhabitants. TheChosen One returns to find his village captured by the remnants ofthe United States government known as 'The Enclave'. The Enclaveoften terrorizes the inhabitants of continental United States withtheir supreme arsenal of advanced technology.

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The player, throughvarious means, activates an ancient oil tanker and engages itsautopilot, thus allowing him to reach the Enclave's main base on anoffshore oil rig. It is revealed that the dwellers of Vault 13 werecaptured as well, to be used as test subjects for F.E.V. (ForcedEvolutionary Virus). Vault 13 was supposed to be closed for 200years as part of a government experiment,3 making them perfecttest subjects.

The Enclave modified the Forced Evolutionary Virusinto an airborne disease, designed to attack any living creatureswith mutated DNA. With all genetic impurities removed, the Enclave(who remain protected from radiation) could take over. The playerfrees both his fellow villagers from Arroyo and the Vault 13dwellers from Enclave control and subsequently destroys theEnclave's oil rig, killing the Enclave and United States PresidentRichardson as well as a genetically-modified secret serviceenforcer known as Frank Horrigan (the game's creators described himas 'a munchkin's worst nightmare: a super mutant in powerarmor'). citation needed In the end, the inhabitants ofVault 13 and the Arroyo villagers create a new prosperous communitywith the help of the GECK.

I recently picked up the Fallout collection on Steam for 20 bucks, and started Fallout 1. I am horrible at it.I have over 80 days left to get the water chip, and I know it's at the Necropolis. But I am having trouble getting it.

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I went back and hired Ian, and I've done a caravan escort and I cleared that cave of Radscorpions in Shady Sands. I also started the sidequest to save Tandi, but since my unarmed blows I can't beat Garl in a fight, and the all guns blazing tactic doesn't work out well either.The only ammo I have left is shotgun and other random stuff, but I really need more for my SMG, maybe I'd do more damage with that? I'm doing crap with the shotgun, even though my small guns is pretty high(155 I think?) I only hit about 14ish with the shotgun. I tried to take one of the mutants in the Necropolis, but his laser rifle destroys me, and I can't talk with him or I end up being tossed into an acid vat and my vault destroyed. Yikes.I'd also like to know how to get better armor.

My leather jacket is cool and all, but it's not the best form of protection. You know, I'd love to explore at my own leisure and all of that, doing sidequests when I'd like and finding armor and weapons as I go, but no, I'm feeling rushed with the whole water chip crap, but I read that they(thankfully) removed the 400 - 500 day time limit in version 1.1 and made it 13 years after the water chip is found. So I'm looking forward to that freedom. Although I might have to start a new character, even though I already have 4 hours on this guy. It' hard to say where you're going wrong because the game can be played in so many different ways.

I think it may be you're worrying about the deadline too much and rushing. I've played both games with a shotgun/combat shotgun through most of them. Some things I find that work for me is get a max party as fast as you can. Alsways use the environment to your advantage, meaning if you have to run back and hide behind soemthing because your guy is carrying a shotgun.do so as enemies will follow you and you can shoot them in the head for massive damage. I tend not to go with guns that offer burst firing because of the amount of ammo they use, i prefer high powered rifles, large caliber handguns. And level up a lot before taking on mutants. QUOTE='Godofnerdyness'QUOTE='carlosjuero'Have you talked to the Water Merchants in The Hub to extend your deadline?

You can do something that will add 100 days or so. Phoenix534Yes, they're how I found out about the chip being in the Necropolis actually, but like the poster below you and abouve me said I read that there was a penalty for getting their help? Not sure.If you give the water merchants the location for Vault 13, then you have 400 days to finish the game instead of the base 500.Wait, but in version 1.1(And presumably 1.2),didn't theychange the 500 daytime limit to 13 years or so? You really shouldn't have to worry about the time limit. If you've already reached both the Hub and Necropolis then time isn't going to be much of an issue.

Maybe spend some time levelling up your character doing more quests or fighting to get yourself higher skills and some better equipment, or if you are not the combat type, use skills like pick pocket, 1 bottle cap at at time, to get yourself some nice bonus XP. Avenger1324Okay, sounds good, any quests in particular you can mention to start with? My unarmed is not good enough to beat Garl at the raider camp to save kidnapped girl, and my speech isn't high enough yet to do anything else about it. I've cleared the radscorpion cave. Be careful though, getting the water merchant's help gives you 100 more days for water, but I think it also makes you have 100 days less for the second part.DrazuleI don't think that counts after the patch, but I could be wrong. Either way, 400 days is enough to get a lot done in.If you want better armour, try to find the Brotherhood of Steel - although chances are you'll have bigger problems trying to get all of their quests done within that 80 days than you would just levelling up or doing quests elsewhere.

QUOTE='Drazule'Be careful though, getting the water merchant's help gives you 100 more days for water, but I think it also makes you have 100 days less for the second part.PlaneforgerI don't think that counts after the patch, but I could be wrong. Either way, 400 days is enough to get a lot done in.If you want better armour, try to find the Brotherhood of Steel - although chances are you'll have bigger problems trying to get all of their quests done within that 80 days than you would just levelling up or doing quests elsewhere.Okay, I could try to find other quests. Tip: In the hub in the lower screen in one of the lower city areas, is an nps that looks like a normal stand in, he has a quest to save his farm, I strongly advice taking that quest;) it is sort of an easter egg alltogether and easily missed, the reward is the.223 handgun, (effectively the gun from Blade Runner) likely the best small arms gun in FO1, but at the point in the game where you are, I would likely try that, maybe a caravan mission or two (if allowed allready) when going for the waterchip I would strongly advice that you are atleast lvl 10.

It is not that hard, but some of those super mutants has the best luck at hitting you.-also try seeking out the gun runners, and gun merchants, most have odd jobs, and pays in guns, ammo and a good amount of xp:P. Got for the shady sands at 1st to hire ian then i do radscorpions quest, gathering as many scorpion stingers as possible. Then it's good to visit the doctor (Razlo i believe?) in shady sands which is right next to aradesh's hut, and make antivenoms from scorpion stingers (it might take 2 ingame days) THEN it's worth to cure the guy laying next door with the antivenom for more exp. You can also talk to the farmer near the well to the east.

Make sure to take a rope while in shady sands. After all that is done head to the vault 15 and clear it out from rats etc, use the rope at the elevator floor to go down, scavege every single locker there after you finish with searching 3 floors of valult 15 you should lvl up a bit and get leather jacket, SMG and some grenades if i'm not mistaken. Then go back to the shady sands and accept the rescue tandi quest. You can free tandi for cash, just give Graal all you got and take tandi home, after that go back to the KHANS and slaughter them all. Take guns and as many armors as it's possible (you can use ian as a mule, cuz npcs in fallout 1 have no weight limit so get all the stuff you want and pass it to ian, later you can get it from him using steal skill, just save a game and attempt to steal something if it fails load the game and try again, and so on and so on) with all that stuff you got from KHANS go to THE HUB.

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Go south where the library is and the sherriff's office, go east. You will find a guy that's selling guns armors etc. You can arm yourself here before going to the necropolis. Just sell the armors you have and you should be fine. It is also a good idea to buy some rad away and rad X for the future trips to THE GLOW so get some drugs from the junkies that reside right next to the guns and armor shop, just tell VINCE that 'it's good to meet him' and you want to see what does he have for sale.

Again use armors and gus you got from KHANS to pay for it. Now with all that you can kill few bad guys on your way out, they are in the building close to the exit from the place you are now. Remember to rescue the guy from the room at the end of the hall. Now you can go to necropolis and fight your way through to get the water chip (if you have int.

7 or more and high speech, you can talk your way through the mutants, tell them that you are an advanced robot and the mutant will let you pass).ok so far i gues that's it = i usualy do things mentioned above = you can do junktown quests too after leaving the hub. Well there are many possibilities. I'm not saying that the walkthrough above is perfect, but it worked for me = one last tip: for the best critical hits aim for the eyes =cheers xD.