That being said, because they put this decision right at the beginning of the game, it means that your characters already have more of a significant impact on things almost right out of the gate, than say, something like Skyrim where you're a superfluous nobody even at the end of the game and everyone you talk to acts like they've met you for the first time, and why wouldn't they? Nobody needs to acknowledge the actions of someone who had to let a bunch of DEAD people beat the "big bad" for him, and nothing in the world changes afterward.yay. Richard Garriott talked about this a lot: "bosses" and emergency situations aren't just going to sit politely and wait for you to come at your convenience to resolve things you're going to have to hurry and make hard decisions, and even face consequences for your actions. His best just honestly sucked because YOU are his best at the time, so casualties!ĪGC-or-Highpool is definitely one of the best design decisions the developers made and I think it solidifies a lot of what a lot of "retro" developers are trying to bring back in games: consequences. Make sure you've cleaned up any loot and go back to the World Map.I saved Highpool with this simple decision-making process: "knowing that saving one means the destruction of other, which mess would I rather clean up? Well, I can pretty much imagine what violent mauraders look like just watch Beyond Thunderdome, but killer plant infestations? THAT I just GOTTA see!"Īnd I.actually felt guilty with my decision because this game really does hit you hard with those consequences and you even have to listen to it live on the radio even before you go "clean up the mess", and the sad thing is, Vargas WAS doing his best. You're required to find a town called Damonta, east of the old prison. It's broken, so call Ranger HQ for further instructions. Kill any enemies around here and take the chest they are guarding, then grab the loot from the chest (check for traps!) and examine the radio tower. Past the guardhouse, go up the hill to the radio tower. Go up the north path between two cars and you'll arrive in the city. Kill Jackhammer and her crew and talk to Sean, chosing the "camp" conversation tree to get a side quest. He'll be talking with Jackhammer, who commands the Wreckers. Grab the chest and continue through the house until you find Sean, the leader of Highpool. Get inside the building that the Wreckers were guarding once you've killed them all. Now go southwest towards the dead bodies and fight another group of Wreckers. Use Lockpicking to open the gate, check for traps and grab the box. Use Perception and you'll see it's booby trapped so use Demolition again to disarm it. Move through the gap in the fence and get to the gate in the north corner. Once clear, go up the path and again keep an eye out for mines. Without alerting the Wreckers, get your team set up for combat and proceed to kill. Use Brute Force or attack the fence to get inside the perimeter. Use Perception to find them and Demolition skills to disarm. Once they're dealt with, head north to the fence but be careful of the traps on the ground. Get into position before fighting the lizard enemies. Once you enter Highpool follow the railroad tracks to the busted car. Wasteland 2 guide: the destruction of Highpool If you choose to go to Highpool first, you can find that walkthrough here. Note: This walkthrough covers Highpool if you choose to save the AG Center first. Once you've dealt with all that the AG Center has to offer, it's time to see if there's anything you can save at Highpool.
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