Necropolis – Fallout Location


In this guide we’ll show you everything there is to know about Necropolis, the home of the ghouls — and the source of the water chip you’ve been searching for.


Introduction

Welcome to Ghoul City. The best time for coming here (and the best ending) is sometime before the water chip deadline (well, no kidding) and during the mid game… actually, before 110 days to be precise. There is a mutant threat (unbeknownst to you) to this city if you do not save it in time.

Your main goal here is obviously the Water Chip, found after some exploration, but other decent items, xp and enlightenment about the Fallout world can be found as well. The main mode of transportation between maps is in the several manholes and ladders spread throughout Necropolis. When in doubt, look for the nearest manhole down or ladder back up to another section. Some of the manholes inside of buildings are covered by walls, so looking for them — especially in the dark — can take a minute or two.

In general, the ghouls here remain non-violent on the inside of buildings until you irritate them but are hostile out in the streets. You can attack them all (save a couple quest ghouls explained below) with impunity. Of course, if you loot their rotten dressers and desks, some of them might attack, but killing them too is okay. If you explore the areas carefully, then you can find some interesting items, including a Cattle Prod (on a ghoul corpse in the first Sewers map) and a Plasma Pistol (on a ghoul corpse in the second Sewers map).

There are two ghouls you shouldn’t kill. In the second surface section labeled the “Hall,” you’ll find a large church with glowing ghouls held in individual cells. They cannot be freed. At the back of the church is Set, a ghoul faction leader. Talk to him for one of the few quests in Necropolis, destroying the Super Mutants. Another ghoul who will give you a quest is the underground leader found in the second map of the Sewers. He’ll ask that you repair the water pump before you go after the Water Chip, so that the ghouls can remain in Necropolis.

Necropolis Areas

  • Hotel: the place you enter. Killing ghouls here is okay, and look for several manholes down to the first sewer level
  • Sewers: four separate sewer areas in Necropolis. The second sewer area you get to has the friendly ghoul with the water pump quest. The sewers entered via the manhole next to the captured prisoner at the Watershed is the 1st level of the old Vault
  • Hall: the second outside area you get to. Includes the church with a quest from the ghoul Set
  • Watershed: the third outside area. The water pump, captured prisoner and Super Mutants are all here in the northeast section
  • Living Quarters: the 2nd level of the vault
  • Command Center: the 3rd level of the vault. This is where the Water Chip is

Necropolis Quests

Here is a list of the significant quests in Necropolis, each with a brief synopsis containing at least one way to solve it. The remaining ways, and possibly other minor quests I will leave up to you.

Destroy the Super Mutants

On the Hall map, reached from the second Sewers map via a ladder, find the church at the back and talk to Set. If you do not make him mad, he’ll give you a quest to kill the Super Mutants in the Watershed area. Accept, go back down to the second Sewers map, exit that area to the north to reach the third Sewers map, and then exit that map using a ladder to reach the Watershed.

The super mutants occupy the northeast section of the Watershed map. I’d suggest having a fairly powerful small gun like the Sniper Rifle, or preferably a shotgun on burst mode for taking them out. The one inside the north building named Harry will talk to you, but do not allow him to escort you to Lou at the Military Base. That is a dead end that will likely get you killed when you’re teleported deep into the base with very powerful mutants likely angry at you. Instead, kill Harry and the four other super mutants in the area: Barry, Gary and Sally in the same building as Harry, Terry in a small building nearby, and Larry by the light pole to the south. Be careful with Harry and Barry because they’ll be wielding a Laser Rifle and a Flamer, respectively. When you return to Set, you’ll get a king’s ransom in rewards, but I won’t spoil the surprise.

After settling up with Set, feel free to kill these ghouls if you wish. An easy way is to run around the church and shoot them through the windows, where they won’t react to you, and then pick off the few remaining inside where you couldn’t shoot. Then loot.

Fix the Water Pump

On the second Sewers map, reached via the green exit grid from the first Sewers map, you’ll encounter the leader of the underground ghouls. Talk to him, and you’ll find out about the Water Chip, and how the ghouls need it to survive now that their water pump is broken. Agree to find the parts necessary to repair the water pump, and set off for the Watershed map.

In the Watershed area, enter the manhole directly south of where Harry the super mutant is/was by the light pole. You’ll find the Junk required to fix the water pump in the back of this part of the Sewers, guarded by Tough Rats and Greater Mole Rats. Grab the Junk and then head back to the Watershed map.

The water pump is located in the large building in the northeastern corner of the Watershed map. To repair the pump, you’ll need to use the Junk on it (by left clicking on the pump, selecting the backpack icon, and choosing the Junk). The better your Repair skill is, the more likely you’ll succeed. If you fail, just keep trying. When you repair the water pump, you’ll earn 1000xp, but you won’t receive a reward from the underground leader.

Free the Ghoul Prisoner

In the northeastern section of the Watershed map, in the building where the super mutants were/are, there is a captured ghoul prisoner a cell just south of the water pump. Free him for 500xp. If you ask the ghoul where the water comes from, he’ll tell you that it’s pumped from the vault below, which you can access via the manhole in the cell to the east. However, he’ll warn you about the “glowing ones” who reside there.

Find the Vault 13 Water Chip

In the northeastern section of the Watershed map, in the building where the super mutants were/are, there is a room just to the south of the water pump with a hole leading to another section of the Sewers. It really leads to the 1st level of the Vault, named Vault 12 (though the game does not tell you this). Enter the 1st level, defeat a couple glowing ghouls who radiate you when they hit (for low radiation damage that you shouldn’t worry about), search the area, and enter the elevator to the 2nd level. Search that area for some more ghouls and 2 Rad-X from a locker, which can come in useful for your next destination (after returning the chip), the Glow.

On level three, head to the southeastern room, where you’ll find the only working computer in the vault. It should be easy to detect because of its red blinking lights. Use the computer to remove the Water Chip and receive 1000xp. Use your Science skill on the computer first if you’re having difficulty taking the Water Chip. Congratulations on solving the first of three major quests in the game. You can now return to Vault 13, finish up any remaining quests there, and talk to the Overseer for a gigantic dose of 7500xp and two new main quests. One of them is to remove the source of the mutant threats, and the other is to kill their leader, both of which you can see on your Pip-boy after you receive them.

When you’re finished in Necropolis, and after you’ve been to Vault 13 to pick up your reward, I’d suggest finishing up the quests in the Hub if you haven’t yet, and beefing up your character even further. Make sure you have 2 Rad-X and 2 RadAway before leaving, and head toward the Glow. Read the beginning of that section before actually setting off.

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Steven Carter
Steven Carter
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