Like PC Gamer print editor Robert Jones, my big reaction to the Fallout show has been getting classic with it, replaying the 1997 original for the first time in over a decade. It more than holds up in so many ways, including accounting for player choices so deranged, you wonder how anyone came across them organically.
The one that blows me away was showcased recently by Dante Hope on YouTube, the «rarest» dialogue in Fallout 1. Getting it requires bucking the game's usual sequence of events by beating the final boss before the second-to-last boss in under 110 in-game days—a tight time limit with how long overworld travel takes in Fallout—then revisiting Necropolis, a one and done combat-heavy zone, to talk to a zombie who hates your guts.
Ghoulville Necropolis (formerly Bakersfield) is maybe the hardest settlement to get a happy ending for in Fallout 1—it's so bad, Fallout 2 just assumes the berg was destroyed. If you let 30 days pass before your first visit, everyone gets killed by Super Mutants, and those lugs will roll into town and kill everybody no matter what after 110 in-game days.
The place's mayor, Set, is a real jerk too. While his freaky antiquated slang is certainly endearing, he's always threatening to give you a «dirt-nap» and will launch into combat mode if you talk to him too many times. The area's also broken up by loading zones and requires sewer-based navigation to get from Set back to the world map—there's just no incentive to come back here after beating Necropolis' leg of the main quest.
Unless: If you destroy the Boneyard Cathedral before Mariposa Military Base (the two endgame requirements for rolling credits), Set has unique dialogue if you pay him another visit. The nasty man stands in awe of your character, offering information and a bounty of weapons and ammo for killing The Master.
Not only is it a big ask to juggle those in-game time limits while still surviving this challenging RPG, the typical order of play would have you going
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