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In Fallout 1, I've scouted the Northern wastes and returned to General Maxson telling him I would need some time to think about what should be done. then I went and talked to the 4 elders and convinced them to agree with Maxson. My Problem is that now Maxson doesn't have any dialogue options regarding sending a squad to clear out the base! how can I finish this quest?
This question / problem has been solved by Charon121image
You could just go and kill them all yourself, I suppose.
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Mr_Hound: In Fallout 1, I've scouted the Northern wastes and returned to General Maxson telling him I would need some time to think about what should be done. then I went and talked to the 4 elders and convinced them to agree with Maxson. My Problem is that now Maxson doesn't have any dialogue options regarding sending a squad to clear out the base! how can I finish this quest?
Sounds like a bug... :(
Have you tried going there to see what happens? They may be waiting for you.
By "scouting the northern wastes", the game means finding the Military Base and entering its premises, at least the surface level. So just enter the green circle on the world map and the lower left status window will display a few lines of what you see there, then you can return to the BoS bunker.

The BoS is disappointing, since they send their crack team of Paladins who refuse to enter the base itself; they're only useful on the outside map, where there are the fewest enemies (which can easily be dispatched if you have a radio). So going there and back again and back there is not worth it IMO.
Thanks to everyone that replied that was helpful, I think this may be a bug as I am able to enter the surface area of the compound but no BoS paladins show up. If I was strong enough to take care of it without any extra help I wouldn't worry about it, but since the mutants make pretty quick work of my whole team I'll try and use the radio.
Yeah, by using the radio you can draw three out of four mutants from the area. One of them will always stay. Incidentally, you can destroy the military base without getting in a fight. For that you'll need some purple robes as a disguise, and some pickpocket skills to steal the codes to the door, along with speech.
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Charon121: Yeah, by using the radio you can draw three out of four mutants from the area. One of them will always stay. Incidentally, you can destroy the military base without getting in a fight. For that you'll need some purple robes as a disguise, and some pickpocket skills to steal the codes to the door, along with speech.
Holy crap, purple robes?
I'm going to use those everywhere on this playthrough.
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MackieStingray: Holy crap, purple robes?
I'm going to use those everywhere on this playthrough.
Yep, they work inside both the Military base and the Cathedral. I'm not certain, but I think your followers need to have them equipped too if they accompany you. The purple robes can be found as early as in the Hub. You can't fool certain important NPCs with them, though.
Yeah, I figured I'd carefully slaughter the Hub hospital and keep 'em around from there on.
I rather doubt followers are relevant. I've never encountered a circumstance where their state of dress or armament was a problem in Fallout 1. Fallout 2, of course, their inclusion wasn't a clever afterthought by the brilliant Jesse Heinig but rather was an intended game feature.