Fallout Bible 6 |
FALLOUT
BIBLE UPDATE 6
JULY 10TH 2002?

BACK FROM THE FROZEN NORTH...... FOR NOW
Well, I officially sold my soul by doing an Icewind Dale 2 designer diary and bartered it for some time to do another one of these Fallout Bible updates. I don't know when the next one is going to be - depends how Icewind Dale 2 is going.
Anyway, welcome to the sixth Fallout Bible update - if you missed any of the others, check the Black Isle main page (www.blackisle.com), scroll down, and click on the "Read More News Here" section (and scroll down or do a "Find" for Fallout). The first three updates have been collected into "Update Zero" (a cryptic and sinister name, isn't it?) and the fourth and fifth update stand on their own. The reason the fourth and fifth stand on their own is because they are brave little updates, and my heart goes out to them.
For those of you who haven't seen these before, the Fallout
Bible is just a collection of all the background material and
hi-jinks from Fallout 1 and Fallout 2 compiled into one document
so the fans can take a look at it. The term "Bible" is
misleading, since it's not supposed to start some religion or be
the word of some holy power - it's just a term I stole from Chris
Taylor (Fallout 1, Fallout Tactics), who apparently stole it from
some guy named Dan Wood who called me at work once. Dan Wood's
Bible and this Bible aren't the same thing. This is just for fun.
It is also not a marketing ploy to drum up Fallout sales, since
this is for fans who already snagged the game and wouldn't mind
knowing a bit more about what went on behind the scenes or what
material never actually made it in. Please feel free to take this
paragraph and formulate whatever conspiracy theories you want.
Some of the stuff in this update a little rough, so if you see anything wrong or if you think of anything you'd like to see, drop me a line at Cavellone@blackisle.com and I'll see what I can do. I can't promise I'll answer your emails immediately (especially with Icewind Dale 2 and my repeated attempts to barricade my office against Josh Sawyer's sudden designer artillery strikes), but I will get around to it, usually when the weekend hits.
Small, quick questions have a much faster turn around time. This is because I am lazy. More on this below.
Oh, there may be parts of this doc that are sketchy because I am tired. And cranky.
Thanks for supporting Fallout,
Chris Avellone @ Black Isle Something Or Other
FAST FORWARD
Okay, I always start these updates with a list. So here it is!
1. Again, any questions or suggestions for the Fallout Bible, send it on in to Cavellone@blackisle.com.
Before you do, though,
read #2, below, and "Questions I
Will Not Answer," after that.
No, really.
2. Suggestions for material to include in the Bible, suggestions for good Fallout fifties tunes, comments on why you like pen and paper RPGs over computer RPGs, questions about Fallout events, and suggestions for good source material are welcome, but there are a number of things I can't or won't answer because I am busy and I hate you. They include:
3. Thanks for everybody who sent in tunes - if you have
anything that strikes you as a good Fallout fifties ambiance,
send it my way at the email address, in #1, above. I'm always
looking for new music tunes.
4. There are a lot of questions sitting in my archive. If you
don't see your question here (especially if it was recent), I
haven't forgotten, I just haven't gotten around to it yet because
I AM REALLY, REALLY BUSY.
5. BTW, if anyone has the link for the Unwashed Villagers site
(or if it still exists), let me know. I need to make sure they
are not some lie concocted by Dave Hendee.
6. Sebastien Caisse is our Big Winner #1 from
last time on the Magic Eightball and went beyond the call of duty
by providing a full list of Tell Me Abouts for Fallout 1 because
he is a crazy programmer guy and knows how to crack Fallout 1
code like a twig. Sebastien, I salute you. (Feel free to post
your answers on the Fallout message boards.) His other great
claim to fame is the fact that I occasionally get bounced from
his email address, which makes me mad and scream his name loudly,
usually while I am having sex with my girlfriend.
7. Thanks also to Michael Jeppesen, who also
gave me a list Tell Me Abouts... thanks, Michael.
8. BTW, Big Winner #2 on the Magic Eightball is Gammons,
however, who, while not as fast as Sebastien, included all the
same answers, along with text corrections. Thanks, Gammons. I
salute you as well. There were some other people, too, but they
came in third, fourth, fifth, and so on, and I don't feel like
listing them out.
9. If I ever get anyone's name wrong when I respond to your
emails, tough. Some of you have "a"s and "e"s
in strange places - maybe if your parents had named you with some
sense, there wouldn't be a problem.
10. If you like Fallout, Peter Nellemann (who
I'm guessing is FO-Tank, one of the 12 Dark Apostles of Fallout
fame) has a site you might want to check out:
www.geocities.com/fo_tank
And so does ol' "Man of a Million Questions" Deadlus:
http://fallout.gracz.net/fmc/ks/index.php
These links may be broken by the time I post this, but not as of
this morning. Deadlus' site looks pretty spiffy, even though I
couldn't read a word of it since it's in Russian, I think.
11. And, "Pawel," if you're out there, I tried
responding to your address and kept getting bounced, so I just
want to let you know I'll be answering your questions in a future
update, but it probably won't be for a while.
Now let me get on with being obstinate:
QUESTIONS I WILL NOT
ANSWER
In addition to the list of questions I will
be answering this time, I also have a list of questions I will not
answer or questions that will most likely take a very long time
before you see them. Among them are the following.
1. When is Fallout 3 going to happen?/How's Fallout 3
coming along?/I heard you guys are working on Fallout 3! When is
it due out?/Will Fallout 3 be ready by Christmas?/Is Fallout 3
contingent on getting the Bible done?/Are you guys planning a
sequel to Fallout 2?
Fallout 3 isn't in production.
Fallout 3 isn't contingent on getting the Bible done.
The Fallout Bible isn't a marketing ploy.
I am compiling this information because it's fun and because I'm
trying to get prepped to release a Fallout pen-and-paper game
(for free) on the web, and it pays to run this stuff by you guys
and get your feedback, since a hundred extra pairs of eyes (and
torches) never hurts.
I swear upon Josh Sawyer's life that I will never answer this
question again. If you email me this question, I will not answer
it.
2. What happened to China, Russia, or any other areas
outside the area explored in Fallout 1 and 2?
I don't know. To tell the truth, I really don't care - since I am
an Ugly American living in California, I only care about the
areas in F1 and F2, and possibly any areas close by that have
some impact on them.
As for the rest of the world ("ROW"), there's little to
nothing on the ROW that hasn't already been hinted at in the
games (this also includes sections of North America and the
United States that weren't in Fallout 1 or 2). Anything I would
write would be speculation and would require a great deal of
research, much more than I can put in on weekends, so it's going
to be a while before you see these answers. It's quite possible
you may never see these answers (fleshing out other countries may
pigeonhole potential future Fallout titles that would want to
make up their own history for the region). I may change my mind
later, because I am fickle, but until then, don't send me these
questions, either.
3. What was U.S./world history like before the timeline
included in previous Fallout updates?
No one has asked this yet, but I thought I would cut this
question off at the pass. Fallout takes place on a future earth,
in an alternate timeline. I will not be including any information
on how and when it diverged - it will remain one of the mysteries
of the setting. Just let it be known that it diverged after WW2,
and leave it at that.
4. What were the experiments in the other Vaults and
where are they located?
Answering this might curtail any adventure seeds for the future,
so I won't be answering it.
5. What cities were nuked and which ones weren't?
See answer #4. If someone is making a game in a section of the
Fallout universe, then I'd like to leave them the freedom to say
what was nuked and what wasn't.
QUESTIONS THAT MAY TAKE A
WHILE
1. Any question related to blueprints and schematics for Power
Armor, Robots, etc, is going to take a while; I probably won't be
able to get to them until I have a lot more free time than right
now. Those models and concepts don't exist, and I'd have to draft
them by hand or shanghai a Black Isle artist. We got a bunch of
new artists, but so far, they're pretty crafty and have been
avoiding my nets and pit traps.
2. If you send more than one question to me in an email, the time
it takes me to answer these emails is about one month per
question past the first, because I am lazy and I hate you. If you
break them up into smaller, one question emails, this makes me
much happier.
PIE IN THE FACE SECTION
Welcome to the pie in the face of the section where you get to
rub my nose in bad facts. Based on how things are going, this
will most likely be a regular feature.
Vesuvius corrected me on ZAX's initialization,
so here's the corrected entry in the Fallout timeline from
2-11-02:
2053 |
ZAX 1.0 goes on-line, developed by Vault-Tec. Initially a prototype of some of the systems designed to govern the vaults, it is given to the government to help the Department of Energy collect resource data. Within a year, it is taken by the military for plague and tactical research; one version, ZAX 1.2 is constructed for West Tek (below). |
Oskar Liljeblad has pointed out another flaw
in the timeline:
Look at these two paragraphs from the timetable in the
Fallout bible from 2002-02-11:
2162 May 10: Fallout 1 Ends: Vault Dweller returns to Vault 13,
only to be told "you're a here and you have to leave."
Some members of the Vault (led by Lydia, the head of the
"return to the surface" faction, and including her
supporters, Therese and Lyle) follow soon afterwards.
2165 May 12: Vault Dweller removes the Vault suit and from this
day forward, never wears it again.
My question is, what happend during the three years between 2162
and 2165? Or is 2165 May 12 the incorrect date (maybe it should
be two days after the vault dweller was expelled)?
2162 |
May |
12 |
Vault Dweller removes the Vault suit and from this day forward, never wears it again. |
2162 |
July |
10 |
Vault Dweller heads North with a small group of Vault-dwellers and wastelanders and founds the small village of Arroyo. |
Thanks, Oskar. If you (or anybody else) see anything else wrong, don't hesitate to let me know. Or better yet, post it on the boards rather than email me directly, where it may take me a few days to see it.
QUESTIIONS GALORE
We've got the usual round of questions this time. Ignore the
bumbling numbering scheme - I gave up on keeping consistent after
Deadlus' question barrage.
Some groovy cat named CoolJiggily had this
comment to make:
0. I was just wondering once when I killed the deathclaw
in Navaro (Xarn I think) I had used an energy weapon and had a
critical hit. The kind where the target drops everything on the
ground when they die. The claw the he was weilding fell it was a
purple(maybe blue) square with white text that said deathclaw
weapon 2(or something like that). This item was a okay melee
weapon. Do you have any knowledge about this?
What we do in most of the RPGs we make (both in Fallout and in
the Infinity Engine games) is equip monsters and NPCS with
"invisible weapons" that simulate their attacks. The
items are supposed to vanish upon death, but if you hit it too
hard and too fast for the computer to handle, boom, it may drop
it.
So that's the big mystery. Oh, and way to kill Xarn, you big
savior of the world, you.
The first of many from Deadlus in an attempt to clean out my
mailbox:
1a. I know that enclave didn't even exist as an idea in
FO1, but it is in FO2 and I thought that you guys have a ready
story "why enclave didn't do anything about master" and
you didn't put it in the game for some reasons!
Nope, there was no ready story, at least that I was aware of -
Cain & crew coined the Enclave, and they may have had some
reason why they didn't do anything about the Master. It may just
be that the Enclave was only active in Northern California and
besides, not many people even knew about the Master's operation
in Southern California anyway.
1b. Eh, I guess I have to be piatent......BTW. I know you
answered one (only one, the smallest one :) of my qustions! BTW2.
In tanker there was a dead vault 13 guy near those vault doors,
how did he get there blah blah (you know the rest)? BTW3. How did
those "aliens", floaters and other things get into the
tanker??? They sneaked in or something?? I had some other
qustions but I forgot them :) , oh, that Ed guy ( "You see
Ed, Ed is dead) supossed to be another in-joke like Leonard
Boyarski ?
Vault suit guy in tanker: Unknown. It's possible he was a test
subject left over from the Enclave when they held the tanker, or
a traveler from Vault City. His origin was never mentioned in the
documentation.
The aliens, floaters, and centaurs were placed in the tanker,
since we needed some major baddies in the tanker at the end game.
They most likely crawled down there in search of a lair before
the punks showed up. Centaurs and floaters get around - mostly
wherever game logic (not necessarily plausibility) dictates.
Ed - yeah, it's in-joke. According to Chris Taylor:
What's the deal with Ed? Zed's Dead, baby, Zed's dead. From Pulp Fiction. That's part of the reference. Ed was twofold: to immediately show the player that the outside world was dangerous, and to tell the player that he wasn't the first choice of someone to send out. Ed was sent out before the waterchip malfunction, however, since he's just bones. |
So there you are.
1c. In the undergrounds of Broken Hills there was
(another) "dead vault women" :) (with no legs :), I
know it is f. detail but you can always make something
interesting out of nothing :) (but please, make her someone
interesting not just someone from vault city! :)
Sorry, there were no other vaults around; she's from Vault City -
one of the many Vault City unfortunates who couldn't adapt to the
harsh life of the wasteland. I do not know whether she had any
legs while she was alive.
1cc. There was repair bot in klamath's underground, was
it from that vertibird near the second repair bot / near the
canyon?
It's possible, but unlikely (vertibirds tend to carry only one
Mr. Handy when possible). It was mostly like an old repair robot
from the days when Klamath Falls was a real town.
1d. In Redding there was a corpse(under some rocks) of a
man in vault suit, from where he, and how did he get there (and
died)?
He's another sucker from Vault City, possibly having come in on a
caravan. He could also be a fugitive Enclave scientist or worker,
since they wear Vault suits, too, but this is unlikely.
1e. Vault doors were in the tanker in San Fran, from
which vault are they, and who brought them onto the ship?
They are unmarked models, planned for shipment somewhere up or
down the West Coast. The "Vault Doors" were used for
more than just Vaults, however, so the door may have been
intended for some other facility. It's most likely just there
because of designer caveat/designer privilege/game logic - the
designer probably just needed something to fill up space in the
tanker, and the door looked like good "junk."
1f. Bible is updated again and its been a while since
I've sent those qustions.... (answer, please) O, and one new
question Is EPA and the other locations that weren't added to FO2
in master.dat or somewhere are finshed (Because you can replace
one of the existing towns with ex. EPA, but I don't haven't got
time to check this) ?
No - they were never finished. I posted the original design for
EPA, below (much, much farther below), if you want to see it.
There's not one for the Abbey or the Primitive Village that I can
find.
1g. How did that guy from New Reno Arms get vault-tec
speech module? And how did that friend of Vic ( from vault city )
get the "vault13 flasks" ( I don't remeber that it was
explained in FO2 )? Oh, and why Enclave didn't do anything about
master after he took vault-tec demonstration vault? BTW. How did
master move, he's just a big peace of crap!
1. Vault-Tec speech module: He got it from a traveling merchant
(similar to how Vic got the V13 water flask). Eldridge likes to
collect old Pre-War relics and throw it in his basement to keep
Algernon amused - and in the hopes the kid will build a nuclear
missile he can use to hold all of New Reno hostage.
2. Ed the Brahmin Dealer may have traded with some of the Vault
13 refugees from Vault 13 when they left the Vault after the
Vault Dweller at the end of Fallout 1, or one of the V13 refugees
may have traded with a random caravan master that eventually sold
it to Ed. Again, it was mostly a plot device carrot, and no
documentation exists.
3. The Enclave didn't even exist as an idea in Fallout 1 (to my
knowledge), so they never really factored in to any of the events
in Fallout 1.
4. I have no idea how the Master was moved. It was probably
either by a large (steam) truck or caravan, but I don't have any
specific information on how he was moved. I doubt a caravan could
do it unless Grey was much smaller and, uh, less "spread
out" than he was at the end of Fallout 1, which is entirely
possible, but he sounded pretty fucking mutated in his audio
diary in the Military Base. Maybe they poured him into in a toxic
waste barrel and transported him that way. I haven't found an
explanation in F1 anywhere - so if anyone finds one before I post
an answer, let me know.
One from Pasi Eronen in Finland:
2. I'd like to know more about the player modeling behind
the surface of the game. The reason for this is that I am
participating a course in CS, which is titled Adaptive Learning
Environments. In this course I have group work with my colleagues
about User modeling in Computer Games. Apart to theory part, it
would really help us a lot to hear also, how this is done in
reality - in true gaming environment.
Especially in Fallout 2, there was huge difference in the story
line, depending on the way one played. I remember playing once in
a bit morbid way, digging up dead people and blazing my way
through events. I didn't pay me in the end, or well, depends how
do you see it.. :) Usually events that one encountered were more
pleasing, when playing it more ethically "correct" way.
In my opinion, this kind of reflection of one's behaviour to
whole scene in the game were one the best things in the game.
If you would have some time to answer me and kindly reveal some
of the tricks and techniques used behind the scenes, I'd be
really happy for that!
There really isn't any trick to it, just mostly a lot of grunt
work (though fun grunt work).
Essentially, what needs to be done (and I'm using an NPC's
dialogue as an example), you essentially write one dialogue
that's three to four dialogues in one, and you do "character
checks" at various points to see where the dialogue goes
(i.e., if your Intelligence is low, you go here, if your Speech
skill is high, you go here, if you're carrying a gun, you go
here, and so on). It's a lot of work, and it requires that you
design out all three to four of those paths completely so each
player type gets a different experience.
For quests, you do the same thing - you design it (at least)
three different ways so a player of different skills can solve
it.
I don't know if you're familiar with a "Choose Your Own
Adventure" book, but that's what the game really boils down
to - it's just a big Choose Your Own Adventure, where the
designers try to plot out every possible path the player can take
in as much detail as possible. Game logic and development
parameters usually prevent you from being able to design out
quest solutions with as much freedom as you would have in a
pen-and-paper game, though.
One from Richard M. Lippincott:
3. Perhaps you can answer the question of whether Fallout
is set in an alternate timeline or not. By alternate timeline, I
mean a world where some part of our history up to now was
different then what we know. It seems many fans are inclined to
believe this view. Some who claim to be "in the know"
and say they've seen the original design documents for the first
game support this view. However, I've noticed no such evidence in
the Fallout Bible.
Fallout takes place in an alternate timeline. There's no
documentation about exactly how and when it diverged (and this
will never be addressed in the Fallout Bible - see above), but it
did. You will have to take it on faith.
Sebastien Caisse (BIG WINNER #1) sent me a
correction:
4. John Deily mentions that he [Melchior] got his pets
from outside... however aren't they locked in?...
No, that was my fault (John is blameless). I forgot the Enclave
had sealed off the base. Melchior's pets probably came from (now
collapsed) side caverns in the Military Base (kind of like those
mutated pigrats running around). Sorry about that. I need to
research the Military Base some more, so if I find anything
different, I'll let you know.
A question from Steelface the Hunter, who has a
scary name:
5. What is the deal with the retinal scanner from the
docks in San Francisco, and all those guys blumbering about some
submarine.
The retinal scanner was just there for show. As for the
submarine, that's a longer story.
As mentioned in Fallout 2, the Shi (or more specifically, Dr.
Fung) say that they are descendants from the crew of a Chinese
nuclear submarine (the Shi-huang-ti - the remains of which were
used to help build the Palace in San Francisco).
This submarine was supposed to play a larger role in Fallout 2,
but it was axed because the game was too big as it was.
Basically, it was another stage to "get the tanker
ready" quest - basically, there was this old Chinese
submarine buried beneath in the waters of San Francisco, and if
it detected any American vessel coming anywhere near it, its
automated defense system would fire its missiles at the vessel
and DESTROY it. So the intention was for you to find some
deactivation code to disarm it before you could take the tanker
safely to the Enclave.
An inevitable consistency question from Bud Klein:
6. Last update, you said there were 1/200 cars/people
ration in the NCR. If there were so many working cars in NCR,
where were they?
They're there. It's game logic. You don't see them for the same
reason NCR is only three maps, only has 1 councilor/senator, and
only about 40-50 people in its city limits. That's why the Chop
Shop in Reno exists, why the bum outside of NCR offers to watch a
car for you before you show up in one, and a reason that NCR
built a garage in Shady Sands.
So to explain "game logic" in this instance, there's
nothing precious about building a car of your own if you can
steal one - or if somebody else in town has one. Or in the words
of one designer (me), "there's no good reason why a PC would
want to undertake a fucking huge Fed Ex quest to rebuild one if
they can jack one from the locals." The last part is
especially true considering town-wide mass murder is possible in
both Fallout 1 and 2.
And before you get the image of tanks and jeeps flying around
everywhere with heavy machine guns mounted on the back, most of
that junk is old tractors and crap like taxis, old buses,
snowplows, and even old construction equipment. It's possible
that mysterious old steam-truck mentioned in the bowels of the F1
data archive is still lumbering around somewhere. The caravan
houses of the Hub, in particular, around the time in Fallout 2,
have been looking to further its trade influence, and new
vehicles (and types of transport, such as trains, boats, or
barges) have been eagerly sought after for carrying large amounts
of trade goods vast distances. Good ol' human greed will move
mountains. Or at least rebuild things that can. Once they learn
of the Enclave's presence in the North, they are likely to have
huge bounties promised for vertibird plans - or better, a working
vertibird.
One from Steel Knight...
1. In FO2, the random encounter cafe of broken dreams
Tandy says Ian is some ware in FO2 is this true and if so,
ware???
Tandi is a big fat liar. Ian was originally intended to be in
Fallout 2 (as a very old guy in the Den), but it was scrapped
near the end because there were (in our opinion) too many
characters making repeat appearances already. If I can dig up his
old dialogue at some point, I will.
Two (and then four more), from Albert.
1. Who owned the dog named Sasha that appears as an
easter egg? At the cathedral there's a dog outside that you can't
get to, but whose description says that she's a Siberian Husky
faithfully awaiting her owner's return. Then in the Den, one of
the things that the addicts were yell periodically is
"Sasha!". Which of the developers owned Sasha?
Sasha was owned by Vince Denardo, one of the producers here at
Interplay (he didn't work on Fallout, but he was friends with
many of them - he produced Conquest of the New World, among other
titles). I think Dave Hendee said:
Dave Hendee: Sasha is the name of one of Interplay's old producers, Vince Denardo. He did not work on Fallout 1 or 2. It was a bit of tradition to have is dog somewhere in an Interplay game, in some shape or form. Sasha is normally placed in the special thanks section or some other place in most of our older manuals. |
2. How do the raiders continue as organizations over
the years? Do they recruite people or do they have kids of their
own? I ask because you never see any raider kids and it seems to
me that raiders would not be good at raising kids and keeping
them healthy.
It's mostly for game logic reasons (kind of like the fact NCR is
only 3 maps, has 1 councilor, etc, etc.). You try not to put kids
in places where there's going to be gunfights, because they tend
to get caught in the crossfire and before you know it, you've got
the Childkiller Perk. Also, if you're playing the English
version, then some kids are removed for localization purposes.
But, if Fallout took place in the real world, raider kids would
exist.
Raiders add to their numbers through press-gang tactics, captives
from raids, crushing the spirits of slaves and drafting them, and
having children of their own. They also add to their ranks by
attracting neer-dowells across the wastes. It's a rough life, but
raiders do sometimes have kids and families with them in the
band, even if they don't always take them on raiding missions.
And because no good question can have a true answer, here are
four more, from Albert.
My interest in the raiders has been perked. Specifically,
I'm wondering about their culture (if you can call it that).
First off, I'm going to include a section on the Vipers that I
found in some old design documentation by Scott Campbell; the
Khans you already met in Fallout 1, but the Vipers are the other
side of the coin. It may help answer some of your questions -
basically, raiders are a pretty varied bunch.
1. What sort of religion, or at least superstitions, do
raiders have?
It varies - there's no one overall religion for all raiders. Some
have none at all (Khans) while others (the Vipers) are zealots.
In some regions of Fallout, "raiders" blur into
"tribals," so there are raiding bands of tribals that
have a number of bizarre customs, including eating fallen
opponents, ancestor worship, sun/nature worship, and so on.
Usually, however, raiders are just violent assholes begging to be
shot.
2. Do they have any real culture or customs? I know that
raiders like the Vikings and Monogolians did.
Again, it varies, depending on the raider band and depending on
the region. It can be something as simple as survival of the
fittest, with the strongest raider ruling everyone else (Garl),
and occasional codes of conduct such as "never surrender to
the law," "never leave witnesses," "never
bargain with a town or caravan master," to a complex set of
customs and rituals (such as the Vipers).
3. On the subject of their families, do raiders ever
marry (or have an equivalent to it). You mentioned that they
would have families, but if both ma and pa are out on a raid, who
takes care of the kids? Does someone stay behind?
They can marry, if they choose to honor frontier law or follow a
religion, but others simply take mates or partners for a period
of time, then switch around - on occasion, the leader of a raider
band has the sole pick of any members of the (usually) opposite
sex in the camp. Some raider bands take women and children from
towns in the wastes, or from caravans, which keeps their numbers
up. Over time, these slaves become assimilated into the band -
often they have nowhere else to go. This happens in slaver bands
as well.
As for kids, if they can carry a gun and shoot it, they are
sometimes brought with the raiders, to teach the young ones about
the "life" early - in some raider bands, going on the
first raid is a rite of passage for children. Younger children
are left back at the camp with a few of the raiders - not all
raiders always participate in an attack.
4. How do they minimize violence and infighting in their
camps?
Depends - some camps don't, which is probably why there's not a
larger amount of raiders prowling the wastes. Usually the
presence of a strong leader prevents arguments from erupting too
frequently - or allows for controlled violence, where disputes
are settled before the leader, usually with a fist or knife
fight. Furthermore, it's in the raiders interest to police their
own - the life of a raider is tenuous, and troublemakers need to
be dealt with swiftly.
Furthermore, a number of raiders are free to sate their violent
urges on the towns and caravans they prey on, which helps a bit.
Otherwise, violence and infighting usually comes down to fist or
knife fights in camp (especially if alcohol or drugs are
present), and either no lasting wounds are inflicted, or else
they are fights to the death, and the loser is left to die in the
wastes.
RAIDERS IN GENERAL
In some ancient design documentation that I think was written by
Scott Campbell, one of the original
designers (I'm still checking if it was him, so I may need to
print a retraction on the credits), there was
actually supposed to be three groups of raiders: The Jackals, the
Khans, and the Vipers. Not only did they
raid local towns and caravans, but they also preyed on each other
- as you'll see from the descriptions
below, their behavior and habits in F1 dictated (or were dictated
by) their name choice.
The
Jackals: The first clan, the Jackals, is your
typical group of crazies. They have no morals except one:
survival. They use group tactics to overmatch their
enemies. They are craven cowards, though, and will not
attack unless they know they can win. They band together
in their hideaway and fight over the spoils. |
One interesting thing listed in the original documentation is
that all raider bands were supposedly all from Vault 15 after it
opened, but they all splintered off into different groups from
the overpopulated Vault.
All of these raider groups officially exist in the Fallout
universe, though only the Khans are in southern California at the
start of Fallout 1. The handful of Vipers that survived Rhombus'
campaign of extermination in 2155 fled North and East, following
the same path the Jackals took after they had their asses handed
to them by the Khans thirty years before.
THE VIIPERS
Let's focus on the Vipers. Again, credit for the Vipers goes to
Scott Campbell, I believe, currently at Contraband Entertainment,
Inc. Look for their fine products wherever computer games are
sold, and you will be supporting one of the souls of Fallout
development.
BTW, no huge mutated Pit Vipers actually showed up in Fallout 1,
so don't worry that you missed them.
The
leader of the Vipers, Asp, conducts their ceremonies and
administers duties. The members of the clan will follow
his orders even if it meant death. Asp is usually in the
same type of bone armor as the others, save he wears a
snake skull as a helmet adorned with feathers and
snakeskin as a cape. |
Aside from Asp, there is at least one other personality
mentioned as belonging to the Vipers' band, a woman named Cobra,
a "Brewer" of the Viper clan, responsible for making
the snake venom (or extracting it from the Pit Vipers), she has a
son named Fang, and her husband died long ago.
In the original design documentation, there was an adventure seed
for any characters coming across Garl from the Khans - he would
task the player to go kill Asp and take his ceremonial helmet and
dagger. Although Garl prefers the direct approach, he knows the
Vipers rival the Khans in strength, and if Asp is killed, it has
a good chance of scattering the Vipers.
Animosity: Both the Khans and the Jackals hate
the Vipers, but the Khans and Jackals hate each other more than
the Vipers, so there is a nice little hatred pecking order going
on.
Note:
Some of the information below is dated, obviously, and
does not reflect everything that happened in Fallout. I'm
just including the original text so you can see it in all
its glory. |
So there you are - all I could dig up on the Vipers. Officially, they exist in the Fallout universe, but they'll differ from the description above in the following ways:
1. Defeat at the Hub in 2125: Their failed attempt to raid the Hub during the Hub's formative years, stopped almost solely by Angus, the founder of the Hub. Angus' defense caused the Vipers to retreat north, and they roamed the wastes for many, many years, occasionally attacking caravans and small settlements. Around the early 2150s, however, the Vipers had grown to their former strength from captured slaves and caravan drivers and had begun to establish a power base in the badlands to the North of the Hub (and south of the Lost Hills Bunker). Driven by a religious frenzy (and the need to provide for their much larger numbers of soldiers and disciples), they began raiding more frequently than before, attracting the attention of the Brotherhood of Steel. The Brotherhood sent out a few squads of scouts to track the raiders down - it was more of a training exercise conducted by John Maxson's father, as the Brotherhood was convinced that small detachment of troops in Power Armor would be sufficient to deal with a group of raiders, no matter how large.
2. Near Extermination by the Brotherhood of Steel in 2155: One Brotherhood squad found the Vipers, and during the firefight, John Maxson's father (who was leading the squad) was killed with a poisoned arrow. The response from the Brotherhood was immediate. The Paladins, now led by Rhombus, began a full scale campaign against the Vipers, tracking them down and wiping out almost all of their members within the span of a month. A handful of Vipers were able to flee north and east into the mountain range, but they were never heard from again.
During the campaign, the Brotherhood sent a few scouts and emissaries to the Hub to track down Vipers members, and from these beginnings, the Hub and the Brotherhood began full trade relations (caravans had delivered to the Brotherhood before, but not long after the destruction of the Vipers, caravan trains ran directly from the Hub to the Brotherhood on a regular basis). So some good did come out of the Vipers' presence in the wastes, for what it's worth.
Three questions from Ramon Dexter, transmitted via DJ
Slamák (I'm checking on the other ones, Ramon):
1) Are the Fallout locations made according to real places, or
did you make them up? I mean specifically the Hub, Junktown,
Gecko a Modoc.
Some are based on real places (Necropolis = Bakersfield, Klamath
= Klamath Falls, Redding = Redding), but the Hub, Junktown, and
Gecko were all made-up locations.
Modoc most likely took its name from the Modoc National Forest
located near the location. "Modoc" was originally the
name of an Indian tribe in the region, I believe. Arroyo is a
fictional locale, according to Tim Cain.
2) Does the Fallout 1 Military Base exist?
According to Chris Taylor, Mariposa Military Base is based on
Fort Ord, IIRC. That's an old military base that has been shut
down near Monterey Bay.
3) What happened to inhabitants of Los Angeles when the
bombs dropped?
According to Fallout's very own Chris Taylor:
This isn't canon, but I had always imagined that LA was pretty much decimated (which is 1 killed out of every 10, thanks Romans!). Most people in LA died after the bombs dropped, due to radiation poisoning, disease, famine and each other. Most of the people in the demonstration Vault left and of those that remained, most became the Master's servants and members of the Children of the Cathedral. Those that left could be part of almost any organization in LA. The majority of people in LA would have to be people who came to the city after the destruction. Most to scavenge what they could, be it equipment, food or people. |
...and based on what I could dig up from the old design
documentation, this is pretty much what's written there for the
Los Angeles area.
One from Classic316 (via Kreegle):
X. You said in the Fallout Bible, that Ghouls still live
in Necropolis, but in the manual, it is written that the city was
completely wiped out (The bad thing that happens if you don't
take out the Military Base in time.) I find this odd since I
assumed FO2 continued with the assumptions that the Vault Dweller
more or less did everything the "Best" way possible in
Fallout 1 (Such as taking out the base in time) Perhaps I'm
misunderstanding something here, which is not too unlikely
considering how long it's been since I've had time to play the
game, so anything to help clear up this little question of mine
is appreciated.
I am wrong. Most ghouls were forced to leave Necropolis, leading
to the Great Migration across the wastes. I will print
retractions later.
Some questions from Dane Zarbano:
1. What happened to Sgt. Granite and his crew after the
destruction of the Enclave?
He and the EC crew hopped aboard the tanker, and escaped to the
mainland after watching the fireworks from the top of the tanker,
whispering "gawd-damn" to themselves and throwing
suggestive glances at the women from Vault 13 and Arroyo. After
reaching the mainland, they headed north to Navarro (or the
remains of Navarro, depending on how your PC left it) and were
never heard from again, though their adventures could fill
several eras worth of pulp comics, including a recent
re-appearance in Keith Giffen's resurrection of Suicide Squad.
2. How was the Brotherhood of Steel involved with NCR
after the destruction of the Enclave?
Unknown. Presumably, they'd already established some level of
co-existence with NCR even before the events of F1, judging by
one of the states of NCR being dubbed "Maxson" (more on
that in a future update except to say that the Lost Hills Bunker
was NOT turned into a town in NCR) and considering their
preexisting ties to the Hub, which became a state by the time of
F2. I've always imagined that NCR and BOS have maintained an
uneasy truce, with barter and (some) technology sharing between
the two groups.
3. What happened to the doctor guy who released the
modified FEV virus into the EC's air ducts?
Devastated in the wake of finding his moral center, he did not
inoculate himself. When he released the toxin, it is believed he
died with the rest of the EC, but his body was never found.
4. What happened to...
a. Skynet
Skynet's fate is undocumented. If I was to speculate, he left the
player and began to travel west into the wasteland, looking for
terminals and data to acquire more knowledge, collect more data,
and perhaps "settle down" in a mainframe. The frame he
was in, and the brain he had could only store so much
information, and AIs need more data storage space to grow in
order to evolve. It is possible he made his way to the Glow, but
it's not known for sure. Any fan writers out there, feel free to
round out what happened to him - considering his combat messages
alone, the world's in for some shakin'.
In the official universe, Skynet is not his real name. Like some
other aspects in the Sierra Army Depot (i.e., the news reports),
it needs to be revised into the timeline. Sue me.
b. Marcus
Marcus went east to try to find the remnants of the Master's
Army:
MARCUS
Inspired by the example set by the Chosen One, Marcus eventually traveled across the great mountains to the east, searching for other refugees from the Master's army. You never heard from him again. |
c. Goris
No one knows. He is the last of his kind, a tortured soul in a
kingdom of ruins. Can you hear him howling in the darkness at the
edge of the firelight? Of course you can. Shed not a tear for
brave Goris - he has served the good people of the wastes, and
now his time is done. See below for more information.
d. K-9 (from Navarro)
After getting his motivator repaired, K-9 was left in NCR by the
Chosen One so that he could receive necessary repairs from
Dorothy and, not long after his recovery, Dr. Henry (who had been
placed in critical condition after being reportedly assaulted by
the Chosen One some time earlier). Dr. Henry, afraid that too
much information about the Enclave would be obtained from K-9,
attempted to destroy the cyborg, but was stopped by cyberdog and
Dorothy, who suspected what Dr. Henry was planning. The NCR
government used the attack as an excuse to confiscate K-9 and
cyberdog in order to learn more information about the Enclave as
well as what makes the two of them "tick." At last
report (and over Dorothy's objections), K-9 and cyberdog were
disassembled and analyzed. Structural damage during the
disassembling is reported to have killed them both.
e. Xarn the Intelligent Deathclaw from Navarro
According to F2 designer John Deiley, Xarn was supposed to go
back to Vault 13 and warn the Vault about Horrigan's attack, but
he never made it (in the original design, he was supposed to be
able to go back and save all the deathclaws and warn them about
the Enclave, but this didn't make it in). He was last seen
wandering east into the wastes toward Vault 13 - he never made
it, however, so his final destination is unknown.
5. So if supermutants can now reproduce...
They can't. Marcus was joking in New Reno. Super mutants are
sterile. Blame me for another episode of
bad humor, oh cruel reader.
...Goris and Xarn can perpetuate the intelligent deathclaw race,
and new ghouls are being
made from over-radiated people dying...
Goris and Xarn did not perpetuate the race - they are the last of
their kind. See below.
...that would mean Humans, Supermutants, Ghouls, and Intelligent
Deathclaws would be
major races in New California right?
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Not as of the end of Fallout 2, no. The predominant and most
accepted race in NCR is human (and
probably will be for generations). While super mutants and ghouls
are tolerated (although some gain true
acceptance, especially in the military and in the NCR Rangers),
deathclaws of any intelligence would not
be, assuming any significant number survived the Enclave's
massacre at Vault 13, which they didn't.
One from Killian:
Belief system. From the looks of FO/FO2 everything seems pretty
non denom but there are
still allusions to xianity. Any generally accepted idealogy in
the wastes? I'm assuming it
would be monotheistic? Any interesting tribal religions you'd
care to elaborate more on?
How about clearing up some of Hakunin's gibberish? (side
question: Where's the name
Hakunin from? Not any relation to Bakunin I hope though I guess
Hakunin looks a bit like
Bakunin post-scurvy)
All the basic belief Pre-War systems are probably still out
there, but they haven't been addressed in any
Fallout game out of fear of riling the masses - the Hubologists
is probably the closest we ever got, and even
they are an amazing coincidence to a contemporary religion. As a
result, there's probably not much point on
speculating on them except to say they probably survived in some
fashion. Individual designers may end up
resurrecting other religions if necessary to create controversy
and screaming matches in the newspapers and
message boards.
In my opinion, the entire spectrum of Christianity still exists,
and has scattered into even more splinter
groups. Mormonism still exists, since it was hard to nuke all of
Utah, and Mormons are pretty hardy folk.
Father Tully in New Reno wasn't really a priest, obviously, and
Jo in Modoc was a "minister" of sorts, but
neither one was a representative of a real world religion. In the
original documentation, Tully was supposed
to be from the Abbey, but they drove him out after he
accidentally set fire to one of their libraries.
There are no tribal religions anywhere in the documentation
except for the Vipers above, so anything I
added would just be speculation. There are some out there - as
much as Arroyo had a whole ancestorworship
thing going on, there are probably radscorpion / sun / sand /
volcano / storm / chem / spore plant/
radiation-worshippers out there.
Hakunin's Gibberish: Don't know where his name comes from. If
Hakunin was part of the original F2
design, Tim Cain might know. I'll ask him at some point. His
gibberish is probably due to a constant
barrage of mind-altering chemicals he's been taking in his role
as shaman. He's pretty whacked.
Game logic reasons, however, dictate that because Hakunin's text
was written by Mark O' Green, that he
speaks the way he does because Mark has a talent and passion for
inventing cool ways of speaking for
NPCs (Set's lingo, for example, Bonenose's whole Jamaican
dealio), and he does it because it's fun. Let's
give it up for Mark O' Green, people.
Oh, and there are plenty of cults in the wasteland. Watch out for
them, because usually they don't like you
and what you're thinking.
What's the family structure like in the Fallout universe? From
most of the examples we've
seen it looks like it sticks to the typical nuclear family or in
more than usual cases, single
parent homes (due to mortality rate in the wastes, I'd assume.)
I imagine it varies according to region (there's no documentation
for this), but it would mostly be nuclear
families and possibly a commune here and there or some sort of
group-rearing village. In situations where
the genre wants to drive home the 1950s aesthetic, nuclear
families are especially common.
Racism. We've seen "city dweller" vs "spear
chucker" discrimination in the Fallout world
but is there any sort of racism? Aside from human vs mutant I
mean :] I figure a
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catastrophic event like the great war would bring people
together.
There's no documentation on this, but aside from the obvious
mutant-ghoul-human and cultural bigotry
(tribals vs. townsfolk, Vault City vs. everyone else), racism and
sexism (and this is just in my opinion)
would be alive and well. A person's skin color, status, and
career are always good excuses for fear and hate
to build upon. I imagine communities like NCR and Modoc would
have less of a problem with this. The
Great War may have brought some communities together, but it also
made isolated communities as well.
Even in Fallout 1, Shady Sands hated the Hub, was suspicious of
Junktown, and there was quite a few
groups suspicious of the Brotherhood, etc, etc. There's lot of
potential for sowing the seeds of hate in
Fallout, so buckle up, everyone. It's not one big happy family
out there. Let the flames begin.
As a final note, I always thought it was kind of cool that there
was lots of female Enclave soldiers, and I
liked that the initial design team made Lynette head of Vault
City (and in a nice twist, had her in favor of
slavery to give the player more to chew on). The culture of the
world got shook up in interesting ways.
Something Mr. Frosty wanted to know:
I'd really like to know this. Why did they become tribals in such
a short time? Religious
reasons? Drugs? My problem with tribals is not their lack of
technology -- which is
vaguely plausible -- or their tribal structure -- which I don't
object to at all. My problem is
that the nature of their tribal cultural is ridiculous -- it
makes no sense that post-
Apocalyptic Americans would degenerate into pre-Columbian
natives.
If you're looking for plausibility in Fallout 1 and 2, you're
bound to find holes, and there's not a concrete
explanation for each one - and sometimes, you'll even find
multiple explanations that contradict each other.
The decision to make the Arroyo culture "tribals" was
most likely a game logic/thematic one (as plot
devices tend to be). There was a certain atmosphere that the F2
initial design team established with the
tribal culture in Fallout 2, and I think they just wanted to play
around with the fact that the player was from
a primitive, non-technological, ancestor-worshipping culture. It
was a way of bringing the history of the
Vault Dweller from the past into the present, and provides a nice
backdrop for the events in the game.
Also, one issue (raised in Killian's question above) is that many
of the voice-acted dialogues were done by
Mark O' Green, who likes to play with language and culture with
the characters. Personally, I like what he
did with Set, Sulik, the Elder, Hakunin, and the whole batch of
them. Sure, they're bizarre, and they make
you wonder about the culture of the world you're in, but I think
that's a strength, not a drawback.
Here's one from John/OTB.
Something came up recently regarding one of the denizens of Vault
City, namely Thomas
Moore. The question is pretty simple: is he a reference to the
author of Utopia?
Leonard Boyarsky (the original F2 designer who made Moore) says
it was most likely a reference to Chad
Moore, one of the Interplay artists at the time.
One from Alin Sfetcu / Sanctuary:
1. Why the doctor for Vault City (the one inside the vault) ask
you to bring his a dose of Jet
? For his personal use or for research ? This is some sort of
quest or i`ts a deadend ?
Doctor Troy wants the Jet so he can create an antidote for it,
though at first glance it appears like he's
nursing a habit. It's a quest.
Here's some from DoPr, Mat, and Cervantes (I tried to email this
answer to you guys, but I got bounced,
so you may be seeing this for the first time):
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First of all thanks for answering my question. Finally I know
some more about Boyarsky's
history. :-) Besides it was a nice news on my (and my friends)
site. :-)) Any way, you
encouraged me to mail some more questions:
1. The citizens of San Francisco often fight with knives called
"Shiv". I tried to use them,
but it was impossible.
They're really shitty daggers - basically, their big claim to
fame was supposed to be (1) they would never be
detected as a weapon in hand if you approached someone (or
entered a boxing match, or fought in the ring
against LoPan), and (2) they were easy to conceal in case anyone
searched you. There wasn't a way to pull
off the "see no evil" power, so we didn't implement it.
As for being "searched," you don't get searched
anywhere in the game (except at the Vault City), so the shivs
just ended up being really crappy knives -
still, there was plenty of places where shivs were thematically
appropriate (New Reno), so they're lying
around in people's inventory.
2. Is it true, that Holly Hand Grenade can be found in a regular
encounter with a cave full of
enemies?
I checked with Jason Suinn, the random encounter designer from F2
(he also designed the encounter with
King Arthur). He says he doesn't think so - it's only available
after the King Arthur encounter, in a cave
with an extremely dangerous rat.
We could be wrong and one may be accidentally placed somewhere
(we're still finding the solar scorcher in
strange places). If you guys have a savegame where this happens,
let us know.
3. Why Miria (and I guess Davin too) don't promote to higher
levels?
Because they're terrible NPCs. Basically, they were intended as a
burden rather than a force to be reckoned
with.
4. In NCR there is a doctor (I don't remember his name) that
works on an antidote for
mutants. Unfortunately the antidote is lethal. I'm curious who is
that guy because,
according to the dialog, he seems to come from Enclave... or
maybe he was just working
there?
Dr. Henry used to work with the Enclave cyber-genetic research
program at the Poseidon oil rig and at
various other Enclave installations. In NCR, Dr. Henry claims he
left because he felt his "work wasn't being
appreciated," which is true: his theories on correcting the
mutation in the Wasteland population were not
popular with the rest of the Enclave scientists, most notably one
of his colleagues, Dr. Schreber, who he
worked with jointly on many genetic research projects in the
past. Dr. Henry was arguing with Schreber at
the Navarro base about the mutation problem for the five
billionth time when Schreber, in a fit of anger,
told Henry he was going to recommend that Henry be transferred to
another Enclave facility where he
would be put to work on cybernetic maintenance (the equivalent of
cybernetic janitorial duty). Henry took
the threat very seriously, and within hours, Dr. Henry stole a
cybernetic dog (cyberdog) and slipped away
from the Navarro facility, heading east and eventually making his
way to NCR. The Enclave, while not
pleased with his attitude and the directions of his research,
were not happy with his escape (they need all
the scientists they can get), and several soldiers were punished
for negligence. Schreber never confessed to
his role in Henry's disappearance, and simply claimed that Dr.
Henry had been acting suspicious for some
time, and was displaying "sympathies for the mainland
mutants."
5. Why such a large city like San Francisco is not so well known
as Vault City? The people
there didn't seem to isolate like VC citizens. I also don't
understand why San Fran was
avoided by caravans though there was a lot of good stuff to buy.
It is actually well known (at least in the South), you just don't
see the caravans from San Francisco. San
Francisco trades fish to other cities in the wasteland. Mmmm,
fish.
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6. Now a question about Brotherhood of Steel. How did they know
my hero's name??? :-)
They're psychic, can read minds, consume human beings and absorb
their thoughts, and neurolink to
computers like the Master. No secret is safe from them.
I also have two more questions, but they are not exactly from me.
Some people sent such
questions to my site and now I have opportunity to finally find
the answer.
The first question seems to be a "walk through
question" but I'll ask it anyway. :-) So... A
guy named "Mat" asked about the second excavator chip
in Redding. Is there any way to
sell both chips?
There should only be one chip. If there are two, then that's a
bug. Let me know where you find the second
one.
The second question is a real mystery for me, because I only
managed to verify that part
of it. Someone called "Cervantes" asked about the sixth
toe gained in Toxic Caves, which
can be removed in Vault City. That part is clear but now is
something interesting...
Cervantes says, that after he finished the game whores in New
Reno kept saying: "You
really should use the mutated toe on Horrigan" (to get full
amount of points). Is it true or is
Cervantes just pulling my leg? :-]
It's just a joke; don't do it. It doesn't do anything. Don't eat
the toe, either, since I believe it poisons you.
A couple from Tom:
1. Whatever happened to the inhabitants of The Sierra Army depot?
General Clifton and his troops evacuated the base (sometime
between July 10, 2077 and late October,
2077) and went to join the remaining troops in neighboring
installations or sent to the front lines in China
or Anchorage on a plane or ship before their lives were reduced
to ash by a rain of nuclear fire.
2. Who were the Sierra Army Depot soldiers attacked by? Since
when u get the robot to
take out his body from a tube he says "I got to get back to
my squad!" Sadly he dies.
They were attacked either by hungry or striking rioters in the
United States (unlikely from Dobbs'
description, however), or they were deployed to China or Alaska,
where they fought the Chinese. Dobbs'
unit was in Alaska when he was wounded and dumped in the meat
wagon.
3. Why does he have a Red Ryder LE? I never used the beebee guns
because I thought
they were weak. Were the enemies weak or something?
The fact he is carrying the BB gun is a joke (as well as the fact
that he dies from post-cryogenic syndrome a
few seconds after popping out of the tank), but the gun itself
isn't very funny to anyone you shoot in the eye
with it. It has a high chance of doing some blood-curdling
criticals and consistently does 25 points of
damage with every hit, I believe.
Two from Sergeant Josh Grant, whose current tour of duty is Lead
Tester on Icewind Dale 2, and has had
nothing but pleasing things to say about my design ability and
comparing it to the grace and style of a
drunken monkey on a typewriter with several keys missing:
1) The Fo1 manual has an ad in the back for a GECK. When this ad
was placed in the
manual, was it already known that this would be the key item in
Fo2, or was it just
coincidental?
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No - from what Chris Taylor tells me, the GECK was created by
Jason Anderson and Leonard Boyarsky for
the F1 manual - it wasn't intended to be used in Fallout 2. But
as far as a McGuffin goes, it was there when
it was needed. Hello, game logic.
2) Can the Fo1 vault dweller ever beat ZAX at chess?
From Jess Heinig, one of the Fallout 1 programmers, designers,
and the one responsible for writing the
loveable machine intelligence:
To beat ZAX in chess, you must score a critical success on an
Intelligence check, and
ZAX must fail its check. Very, very rare circumstance. As I
recall it might be scripted so
that it's also only possible if a character has a 10 INT, but I
may be mistaken -- it's been a
while. None of the skills, except perhaps Gambling, seemed really
appropriate, so I
decided to go with straight stat check.
Some from Michael Jeppesen:
1. Once I ask Butch from the Far Go Traders in the Hub about the
Maltese Falcon, and he
mentioned a girl named Hope, a singer at the Maltese Falcon. When
I looked at your newly
released concept art at Vault13.net, I noticed a character named
Hope. I've never been able
to find this girl in the game. Why not? What role should this
character have played?
According to Scott Campbell, one of the original designers for
Fallout 1, Hope was supposed to be a singer
at the Maltese Falcon who was supposed to have some adventure
seeds with the Hub underworld. It didn't
make it into the game, and there's no more information on her,
unfortunately.
2. What do you need to do to save the Hub from being slaugtered
by the fleeing mutants in
the end scene? I've finished Fallout 1 once where the Hub
survived the attack, and twice
where it was slaugtered; but to the best of my knowledge I did
nothing different when
playing the game the second and the third time!
Beats me; I've forgotten. I think it's a time issue. If anyone
out there reading this remembers, let me know.
It could be a bug.
One from Dmitri Polioutinne (not from his mother, Nina
Pastoukhova):
X. I've read all the updates and still I'm curious about one
thing. Why the Sierra Army
Depot is not mentioned at all? I think the Sierra Army Depot is
not an insignificant part of
the game's plot. Just on the contrary I believe that it has
something to do with the F.E.V.
experiments or with development of futuristic weapons and armor.
It doesn't look like it's
just a weapons storage facility. Otherwise why was it inserted
into the game if it has no
particular reason?(or a place where one can find some stuff to
sell and gain an
NPC(probably one of the best)) So my question is: What is the
role of the Sierra Army
Depot in Fallout and what it has to do with the F.E.V.
experiments and weaponry
development or maybe some kind of an artificial intelligence
development?
First of all, the Sierra Army Depot was intended to be a bonus
location for the game, just a place to
adventure that wasn't tied to the main plot (kind of like the
EPA, Abbey, and the Primitive Village were
supposed to be), except it made it in (as did Modoc, New Reno,
and to an extent, the Military Base, which,
while it helps support the plot, isn't critical path).
The Sierra Army Depot was used for the following (primarily taken
from Sierra Mission Statement
Holodisk):
1. From 1942 - 1991, it was responsible for storing various
military munitions. This is true.
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2. From 1992 - 2050, it was responsible for disposing much of the
obsolete munitions in storage. This is
true.
3. From 2050 - 2076 is when the place started getting creepy. It
became a classified facility for robotic
research and development, and biological and conventional weapon
testing. Skynet (constructed primarily
for research purposes) went on line in 2050, and it is possible
that the intelligence arranged all of this, but
unlikely.
Again, Skynet is not its real name.
Robotic Research: Skynet is the first machine intelligence to be
developed in the Depot, and it was
conceived in 2050 (it didn't actually become aware until 2075,
and it really started cranking on developing
a cybernetic brain to help it gain mobility). In July of 2077,
Skynet was "copied," creating two versions,
one to run the defenses and the other one to sit in the lab and
wait for the researchers to come back and help
it finish the fucking cybernetic brain it had spent so long
developing.
BTW, the dates that Skynet lists for its awareness and
"final instructions" in Fallout 2 are
incorrect. It became self-aware in 2075, and it was abandoned
sometime in late July to
early October in 2077. It is believed that the dates and other
numerical data within the
facility may be suffering from some damage or numeric decay in
the base's internal
clock.
Biological Research: In addition to biological weapons and drug
testing, the Sierra Army Depot performed
many illegal experimentations on prisoners of war and military
prisoners (especially U.S. military prisoners
and deserters - the ones that weren't used to "stock"
robobrains, however), attempting to enhance their
intelligence and fighting skills, but the chemical cocktails that
the Sierra Depot crew were feeding their
subjects had nothing to do with the FEV research taking place in
West Tek and the Mariposa facility. Many
of the brains extracted in the Sierra Army Depot found their way
into Robobrains throughout the U.S.
military.
Furthermore, the Sierra Army Depot kept many prisoners and
soldiers in stasis, most likely for medical or
testing purposes (such as Private Dobbs).
4. 2077 is when Skynet was made into a "multiple
personality" in order to oversee defense of the Sierra
Depot as General Clifton and his command pulled out of the base.
It has been sitting there in the darkness
ever since, illuminated by tiny blinking red diodes and the
whirring of magnetic tape reels.
And because as mentioned before, no good question can ever truly
have an answer, here's another follow up
from Dmitri Polioutinne:
X. Besides I want to be aware of one more thing.(Don't think I'm
too insistent) Everybody's
mentioning the EPA, the Abbey and the Primitive Tribe(Village).
Is there any possibility of
these additional locations ever being released or a crack to
unpack them? The data of this
locations is included into the Master.dat, if I'm not mistaken.
So there must be a way to
reveal them and make them playable, right? I guess you know how
it is valuable for the
fans.
There wasn't ever anything designed for these locations except
for the 5-6 pages of the EPA summary
which I've included below - the locations don't actually exist in
a data file anywhere in a playable state or
even a "50% finished" state. It's doubtful we'll ever
make them or release them to the public.
Here's a common question I get; it's from Evan Lally.
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THE SHORT ANSWER ON HOW TO BE A GAME DESIIGNER
This last question isn't going to be in the final version of the
Bible, BTW, I'm just posting it here since I get
this question a lot.
I am an avid gamer and fan of roleplaying games that wishes to
enter the industry, but
have limited appreciation of graphic design and programming. My
primary interest,
instead, rests along the lines of story-line and world creation,
in classic roleplaying
fashion.
Now, this would seem to make entering the gaming industry
difficult: few games really
seem to have a great focus on excellent and well-executed
storytelling, which would seem
to note a limited demand. Further, how would I make contact with
companies to establish
myself? Fan fiction is a lovely thing, but I've never heard of a
fan fiction writer being
drafted, more or less, to work in a gaming company.
You can see my problem.
My questions are as such: what degrees or experience would be
preferred if I am going to
attempt entry as a story-line writer or level designer, as a
story-line writer would likely also
become? Additionally, how would I establish contacts within the
industry or companies
that would have need for interested and able writers?
Well, first off, if you're interested in story and world
creation, I would recommend trying to get established
in the pen and paper game industry or in books or novels - game
design requires a love of game mechanics,
lists, and tons upon tons of rule sets. If you're interested in
computer game designing, then here's what we
look for/what you should focus on:
1. A love of RPGs.
2. A critical eye for RPGs (and preferably, other games as well),
including feel, interface, pacing, weapon
balance, level design, and so on. Play a lot of them and be able
to tell what you like and don't about each
game. The more specific, the better.
3. Good design skills - not only do you notice the elements
mentioned above, but you can also implement
them well. Know and recognize game clichés.
4. Good writing skills - when not actually arguing and throwing
feces at each other through our cage bars, a
large portion of a game designer's job is design documentation or
writing 5000 emails. That means you
need good technical writing skills and an ability to organize
your thoughts. You need to be able to pass a
document off to audio, QA, marketing, the programming staff, and
an artist, and they should be able to find
out whatever information they need just by looking at the
document.
If you want to prep for a job in the game design field, I'd
suggest the following:
1. Play a lot of games and analyze what you like and don't like
about them. If you interview for a game
company, that'll always be part of the interview questions, and
having smart answers ready beforehand
helps them determine if you'll be a good developer or not.
2. You should play a lot of games, but just as importantly, watch
a lot of other people play games. Pay
attention to how the game is played, especially the interface and
menus and the means by which the player
interacts with the game. When you do, you'll quickly start seeing
what irritates players and what they enjoy
- keep a running log in your head of successful ideas used in
games and what made them work.
3. If a game comes with level or map editors, play around with
them, try out levels or scenarios with your
friends and use that as an acid test for your work. There are
tons of editors out there, like the level editors
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for Quake, Starcraft, Warcraft, Arcanum, Neverwinter Nights, or
any others you can get your hands on. Put
your levels or mods up on the net, get critiques, and try to make
a name for yourself as a good level or map
designer before you even go to a game company - it helps when the
interviewer's already seen your work
on the internet and perhaps even played one of your levels.
4. Persistence and enthusiasm mean a lot in the game industry, so
if you get knocked down once, just get
back up and try again. You'll get noticed.
5. If you're looking for college classes to take, I'd suggest
some creative writing courses, maybe a little bit
of programming and art, and any classes that deal with interface
design or layout for computer programs.
Learn how to write critically and technically, and become
familiar with Microsoft Word.
6. A lot of designers did not start out as designers. If you want
a door into the game industry, try manual
writing, web design, quality assurance, or any of a bunch of
other jobs in the game industry. Make your
interest in becoming a designer known, and if you have the
skills, somebody should give you a chance.
P.S. I've a question for the Fallout Bible, by the way:
1) Most classic theories on nuclear war include a nuclear winter
after
the attack, where particulates in the atmosphere cause a
substantial drop in
temperature,along with snowing, freezing and the like. There is a
'Great Winter' listed in
the Fallout timeline, but it doesn't immediately follow the
nuclear exchange. Was or wasn't
there a nuclear winter? If not, why not? If so, why wasn't it
mentioned before? Mind, it is
quite possible I missed mention of it. Presumably, though, it
would have had some
sustained impact on the world.
Nope, I just assumed there was a nuclear winter and that was a
bad assumption - I just assumed with
hundreds of bombs flying around a nuclear winter was pretty
inevitable, but I don't think one ever occurred
in the Fallout universe.
As for why not, I don't know enough about nuclear warfare at the
moment to say why not - I'll make the
assumption that the nuclear warheads used in the Fallout universe
were of comparable tonnage to the nukes
in the real world (early) 1950s era, in which case, many of them
could have been used without causing a
massive blackout. If someone out there with real nuclear warfare
knowledge, however, can illuminate Evan
and I, I'd appreciate it, and I'll make you the BIG WINNER for
next time.
Some questions from Per Jorner:
About the Elder aftermath text: first it says she lived on
"for many years", then that she
"passed away a few months later". Is that an
inconsistency, or did she live many years and
then a few months and then she died? :)
She dies a few months after Arroyo is established, which takes
many years, once they figure out how to
make their GECK work.
2 questions (not the ones I'd most like the answers to, but just
off the top of my head):
1. Could you dig up the floating dialogue that Melchior Sr.
blurts
in the Military Base?
Here you go; I only include it here, because when I run Fallout 2
in Windows NT, it flashes by too fast for
me to read, so if anybody else out there is having the same
problem, here you go:
Stop!
Approach no further! Melchior the Magnificent commands you.
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Behold, I am the greatest magician in the world.
Tremble before the might of Melchior the Magnificent!
My pets will feast on your bones!
2. Is the Professor in Broken Hills the same as the missing Shi
researcher mentioned in
the biology database?
No. Professor Sheng is unaccounted for. Poor Professor Sheng.
3. In John Deiley's answer to a Goris question, the statement
that "the intelligence gene
was made male specific and dominant" doesn't make a lot of
sense from a genetic
standpoint, but I suppose that's science fiction.
Hey, I'm still trying to figure out how to explain the physics of
the Hydroelectric Magnetosphere Regulator.
Oh, if you go through Vault City with an Intelligence of 4,
you'll notice that your character won't always
understand some of the bigger words the Vault Citizens are
spitting out.
On the topic of real-world names in Fallout, I think they're
neat. I like to open an atlas and
look for places in Wasteland and Fallout 2, and it must be
absolutely mind-boggling to be
a Fallout 2 player and actually live in Klamath Falls or
something.
I guess Tim & crew thought so, too, or they just felt like
doing it for some other reason. I don't really know
what the decision was behind it.
A thesis and a big "hey!" from Krzysztof Lis:
Hey!!
I just downloaded and read the two Bibles - part 0 and part 5,
and I have some questions
about Fallout...
Just wait 'til you read this update.
1) Why the cows in Fallout 2 when touched (to move them) are
dropping down on the
ground? Why does it happen after some 'shaking' which looks like
taking damage from
gunshot? Why is it not possible to move them all?
It's supposed to simulate the great sport of
"cow-tipping."
2) Do perks like Sexpert or Kamasutra Master make any difference?
There is not so many
possibilities to have sex in Fallout 2. :-(
I think it allows you to automatically get the best response from
Mrs. Bishop as well as allow you to
become a Porn Star without a problem - Tom French (one of our
programmers) set it up, so I'm not
absolutely sure. It is of limited usefulness, and I wouldn't
recommend taking it in a serious life-and-death
game - or if you are a gaming munchkin.
3) What the hell happened to Vault 15??? [Two maps were included,
showing the two
versions of V15 side by side] The question is long and complex,
so I added two images to
the email to make it a bit more understandable...
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(Since I'm not including the images, the images show Vault 15
from F1 and Vault 15 from F2 - obviously,
there are some big structural differences.) Beats me. I'll ask
the designer. It was probably changed because
of designer caveat/privilege/whatever; there's no documentation
on it.
However, if I recall correctly, Tandi does say that Vault 15 was
occupied by NCR "a couple of years"
before the Squatters drove out the guards. It's possible they did
some excavation and maintenance over the
past eighty years - especially while building NCR, but that WOULD
BE GUESSING.
a) Do the 'original' people from community of Shady Sands come
from Vault 15? President
Tandi says something like: "We need some parts from our old
Vault". Is she lying, or the
Aradesh didn't want to tell the original Vault Dweller anything
'bout it. As far as I remember
after telling him, that the character is from one Vault he says
something like: "Wanderer, I
shall believe you, for now" - the 'standard' answer.
Yes, most of them. There are exceptions, like Ian. I don't know
why Aradesh didn't mention Vault 15; I
suspect he tends to be pretty reserved and suspicious of
strangers. As for "Wanderer, I shall believe you, for
now," Aradesh is just commenting on that he's not sure
whether he believes the player is from a Vault. It
doesn't jive, I know, especially after you help his daughter, but
there you are.
Just as a detour/side note into game logic so you can see it from
a development perspective, voice acting is
a double-edged sword. It's cool to hear the characters speaking,
but it can cause problems, not just because
of expense, but because (1) what you record is what you get, (2)
it has to be done several months before the
game ships so that audio can clean it and you can lip sync it to
the characters, and (3) Ron Perlman is very
scary in person. The problem occurs is that you can't always
anticipate every spoken line of dialogue you
may need for the game - that's why occasionally you'll get some
"Tell Me About" responses for some of the
spoken characters that do not have any voice attached to them.
Also, if you've ever wondered why certain voice acted characters
in the Fallout game tell you to go to their
assistants to receive rewards, that's why - it's easier to modify
their non-voice-acted assistants than them.
i) If we're talking bout Aradesh, why does he look like General
Maxson? Are they family or
what??
I think they were both done by Scott Rodenheizer, and he has a
certain style in how he sculpts heads - they
may have even been the same head. I don't know.
b) Why the Vault 15 from F2 is not the Vault we remember from F1?
I mean the following:
i) The cave entries look completely different. Chech one of the
images - the blue color (on
both) shows the walls in F1, the green - in F2.
In F2 you can go into the cave from one of the houses in The
Squat, or through the
elevator in the mountain. In F1 there is only one way in - from
old shack, through a
manhole in the floor. There is also no mention about any mountain
nor hill. So - what
happened there??? You probably also noticed the differencies in
the caves' looks and
'construction' - some new halls and rooms were added.
To recap from above or below (images not replicated), I can't
remember:
(Since I'm not including the images, the images show Vault 15
from F1 and Vault 15
from F2 - obviously, there are some big structural differences.)
Beats me. I'll ask the
designer. It was probably changed because of designer privilege;
there's no
documentation on it.
However, if I recall correctly, Tandi does say that Vault 15 was
occupied by NCR "a
couple of years" before the Squatters drove out the guards.
It's possible they did some
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excavation and maintenance over the past eighty years -
especially while building NCR,
but that WOULD BE GUESSING.
ii) The third level is also different. All the rocks were dug out
- but how? In F1 you see slt:
'it is impossible to move the rocks, even with best explosives'.
Does it mean: 'one person
is unable to do that work, but many hands for many days may be
able to do it'??
It's most likely a case of designer privilege/caveat/whatever.
It's possible a mining and excavation team
with drilling and excavation tools backed by the Republic working
over several months can do it (since
they were there for many decades before the squatters showed up)
- but I don't know for sure; that's just a
guess - or a "retro-explanation for something that defies
explanation."
iii) In F1 there were two elevators. One on lvls 1-2, second - -
from 2-3. It is NOT possible
to rebuild the elevator shafts, or am I just mistaken?? ;-]
Again, a case of designer privilege/caveat/game logic; the
designer most likely just needed them rebuilt, but
it could have been done with ropes down the shafts. I imagine
(and WARNING: this is speculation only)
that if there had been an NCR excavation team, they may have
gotten the shafts operational again somehow
(especially to haul out heavy computer equipment, or to get heavy
drilling equipment downstairs). But that
would be reaching - I can't find any reason for the change, and
there may not have been one except for the
purposes of designer privilege/caveat/whatever.
4) Has Cassidy ever had a wife or girlfriend??
Tons. And sometimes both at the same time. It's why he has a bad
heart.
5) What kind of tree is growing out of Harold's head? An oak,
"the larch", or something
else??
It's a completely new species of tree, no Pre-War equivalents,
and it's never been classified. It's unique and
special, just like Harold.
6) How about water creatures? Are there whales in Fallout
universe? The crashed one
surely existed. ;-] How about sharks, other fish species,
lobsters (I think they should
mutate similarly to RadScorpions)?
There's fish, seaweed, and algae, but no known sightings of other
fishy creatures, including sharks and
lobsters. If for fan fiction purposes you wanted to include
lobstrosities like in The Drawing of the Three,
knock yourself out.
Presumably, aquatic life probably fared better than most of the
land-based species, but no one has done
research on how FEV or radiation may have affected them, if at
all.
Oh, the whale in F2 doesn't count, since it fell from orbit.
Some from Michael Roellinghoff (if I got your name wrong, I
apologize).
I've been playing through FO2 again, and I noticed in the NCR
Holodisk that there is
reference to a number of cities, most of them are recognizable,
except for "Maxson". I take
it this city is named after the various Brotherhood Maxsons - so
what's the story? Did they
settle down and make a larger town? I can hardly imagine the
Brotherhood of Steel doing
this, let alone for some city like the NCR.
Secondly, in FO1 Tandi is of East Indian decent but in Fallout 2
she is clearly white. And
has a Texan accent. Also, what happened religiously in NCR? I
know it was supposed to
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be a intentionally mixed Vault ethnically, but they seem to be
Hubologists (and there are a
lot of crosses around in general).
Well, Aradesh has East Indian influences about him, but I don't
know about Tandi's mother, since she
kicked the bucket before the game starts. She has darker skin in
F1 than F2 most likely because when 2
rolls around, she's ancient and she spends a LOT more time
indoors. As for shedding Dharma's teaching,
Tandi loved her father, but didn't always agree with him, and I
imagine religion was no exception.
The designers for NCR, Zeb Cook and John Deiley, felt that with
the huge brahmin trade, NCR would gain
some Texan color and slang (I think Zeb just lived in Texas too
long that the region was burned into his
skull), so Tandi's speech is roughened up as a result of 80+
years of brahmin-driving influences. There you
go.
Religiously - while Aradesh believe in the teachings of Dharma,
Tandi always believed in the separation of
church and state - and resisted any attempts to canonize the
Vault Dweller within the city limits (the statue's
fine, but that's it). Both Aradesh and Tandi found politics and
religion don't mix, especially when they got
more exposure to the people of the Hub and visits from a few
well-spoken members of the Followers of the
Apocalypse.
In any event, the NCR allows any non-psychotic religions within
their capitol (they are all for freedom of
religion, as long as it doesn't involve human sacrifice or
dipping people in Vats) and the crosses were just
holdovers from Fallout 1 scenery. It is quite likely that the
members of Shady Sands were Catholic, but as a
general rule, you have to be careful about bringing real world
religions into games from a development
standpoint - it's worse than profanity in the "Top Ten List
of Things People Will Get Up in Arms About."
That said, the Hubologists have no relation to Scientology. Any
coincidences between the two groups are
just that, coincidences.
One last thing, from a development/game logic standpoint, the
Hubologist was mostly in NCR to allow you
to access the Hubologists in San Francisco later on, much like
Jain in the Hub in Fallout 1.
Thirdly, is there going to be any reference to what happened
elsewhere? Like Canada or
China or Europe perhaps? There were a number of dots on the world
map in the Enclave
war room? Are these other US bases?
Nothing on any other countries that hasn't already been mentioned
in the Bible, at least, not for some time.
The dots on the map wall were either Enclave bases, "sites
of interest" for the Enclave, special monitoring
stations, or just flashing red dots placed there for ambiance.
I'm betting on the latter.
Finally, I was doing some research into nuclear winters. South
America as a whole doesn't
have many natural resources, so would likely not be involved with
the Great War (never
has been a major player, never will be), and because of it's
far-south location, it will be
spared from a lot of the nuclear fallout and pretty much all of
the effects of the nuclear
winter. What is South America's status in the Fallout world?
Well, the author of The Last Ship agrees with you; South America
probably didn't get involved or hit as
bad, but I won't be covering any specifics in the Bible, at least
not anytime soon.
Whoever asked about penguins in the last update should probably
check out The Last Ship, too, since the
author dwells on the topic of penguin's survival quite a bit.
Somebody I forgot the name of asked this:
What does the yellow reactor key card do?
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Last I heard, it was supposed to either (1) do something to the
nuclear bomb in the Enclave, or (2) do
something to the reactor in Gecko. Whatever it was, I don't think
it made it in - but I need to shanghai a
programmer to make sure. They all stopped talking to me since I
turned into a raving lunatic during
Icewind Dale 2, so it may take a while for me to hunt them down
and place them in interrogation cages.
TALKIING DEATHCLAWS
BTW, the talking deathclaws were destroyed at the end of Fallout
2. Xarn and Goris did not go on to create
a new species. They are gone. Kaput. Goodbye. In fact, any mutant
animal that talks can safely be assumed
to have died at the end at the exact minute that Fallout 2 was
over.
Any last words, talking animals?
I thought not.
A HIISTORY OF DEATHCLAWS
And for you Deathclaw-lovers and all of those who love Fallout:
Tactics...
Did you know Deathclaws originally had hair?
Do you know what Deathclaws were originally modeled after? And
no, I don't mean the "Shadowclaws" in
Wasteland.
Wait for the next update for the exciting answers and concept
art! You'll get to see the dark underbelly of
development at its finest!
MORE ON HORRIIGAN
Oh, I checked with the designer for Horrigan (Matt Norton, one of
the lead designers for F2), and the deal
is:
1. He's a new model of super mutant, even bigger, stronger, and
faster than other super mutants. He's like
New, Improved Kleenex.
2. Not only was he exposed to FEV, but he was also given
controlled injections of a modified version of
FEV to make him a complete muscle-bound jerkoff.
3. He can't survive outside his armor. The armor continually
injects him with drugs and other stabilizing
agents. Ha ha ha, Frank.
4. Frank Horrigan is also a reference to Clint Eastwood's
character in "In the Line of Fire." Let the pop
culture flaming begin.
5. He is the secret service agent that the Chemical Corps officer
in the Enclave mentions as having being
experimented on.
Here's a summary of NCR and the Brotherhood of Steel for anyone
who cares or who doesn't know what
the hell "NCR" and "BOS" mean and why they're
there; WARNING: This is just a summary for the
moment, not the end-all, be-all of the New California Republic.
Flag design courtesy of Matt Norton, from
Fallout 2.
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N
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NEW CALIIFORNIIA REPUBLIIC
NCR Summary: The New California Republic (NCR) is a
government on the rise from its modest beginnings in the
village of Shady Sands in Fallout 1, almost eighty years ago.
The NCR capitol (Pop: 3000+) is west of the Rockies, in the
middle-eastern portion of California (almost straight east
inland from San Francisco). The NCR is arguably the largest
power group in the world of Fallout, and maintains the largest
standing army.
Government: The government of NCR is much like the Pre-War United
States, with a House of Congress
staffed by elected representatives (Congressmen elected by their
states). These representatives decide upon
the President and Vice-President to head the council and govern
the republic - under advice from the
representatives, of course (NCR, at the time, has no existing
term limits - Tandi was currently serving her
tenth year at the beginning of Fallout 2). The titles for these
representatives have ranged from "Councilor,"
"Counselor," "Councilman,"
"Representative," "Senator," and in
particular, the Hub (in its own obstinate
way) prefers to call their representatives "Governors."
(There is a lot of friction between the Hub and Shady
for a variety of reasons, usually related to trade rights and
caravan routes.) In any event, all titles are
recognized and accepted outside of the council chambers, but
within the chambers, the titles are
occasionally used as insults and spark furious debates - nothing
more than petty displays of each state
trying to exert its independence.
NCR has outlawed slavery in their territories, have one of the
best and largest standing armies in the
wastes, and have benefited under their current President, Tandi,
who has been with the Republic since she
was a young girl in Shady Sands (see History, below). On the plus
side, the NCR has outlawed slavery in
their territories, has attempted to bring civilization and law
back to the wasteland, and they don't (openly)
discriminate against ghouls and mutants.
There is little to no sexism in NCR (unlike most other
territories in the wastes), most likely due to the
community's origins in Vault 15 and because of Tandi's extended
presidency. The republic also has shown
little discrimination against ghouls and mutants, though many
political analysts argue that this is because
NCR has had limited contact with them (NCR had little contact
with Necropolis or the Master's Army).
The NCR military is composed of several Divisions,1 including
special cavalry and mechanized units. One
of their "Special Forces" units consists of the
Rangers, a select group that is pledged to protect the people of
the Wastes much like the Texas Rangers of old. The Rangers are
said to have numerous safehouses
throughout the wastes, and they use these to strike at slavers
outside of NCR territory (usually in the
North). As expected, the two groups hate each other with a
passion. NCR was also in the habit of
establishing marshals in the major population centers in their
territories, responsible for enforcing the laws
of NCR throughout the Republic. Ghouls, super mutants, and humans
were all known to serve in the NCR
armed forces, even in the rangers.
Although nearly hitting a hundred years of age, Tandi has done
more to unite the people of the wastes than
any other leader born from the ashes of the Great War, and she is
revered as a saint and even a "Great
Mother" by some of the tribals outside of the Republic
territories. Tandi's State of the Republic messages
were famous for inspiring countless people to join the
"service" and rebuild civilization.2 Under her rule,
the republic has grown, and she has focused efforts on rebuilding
the pre-war infrastructure to support the
growing population, finding new forms of transportation and
manufacturing, clearing roadways and rail
lines, building forts, fostering caravans and trade in the
republic (and with other territories), and dealing
with threats swiftly and efficiently. In all her years, she has
never forgotten her roots in the small village of
1 These "divisions" are notably smaller than modern-day
Divisions by several factors. While NCR can field a large number
of troops
compared to most other communities in the wasteland, they would
be nothing more than a drop in the bucket to Pre-War Divisions.
2 "Nothing will ever break up our home," Tandi
proclaimed in her second State of the Republic address. "We
will create a new future
- without the mistakes of the past." Political jargon blah
blah blah - but with heart!
Fallout 1, and she has always strived to put the welfare of the
common man above the wheels of progress.
When people talk about "good people," Tandi's good
people.
Common NCR Laws include:
. No weapons may be carried openly within the city limits.
. Public drunkenness and drug use is grounds for arrest.
. Slavery, gambling, and prostitution are not permitted within
the city limits.
These laws were more relaxed in the outlying settlements, but
became more rigidly enforced the closer one
came to a major NCR population center.
History: The New California Republic was born out of the remnants
of the survivors of Vault 15, a sister
vault to Vault 13 that opened earlier and released its occupants
out onto the wasteland. Abandoning their
vault (after scavenging most of what they could from the
surviving technology and collapsed lower levels),
the former residents of Vault 15 founded the small walled
community of Shady Sands, a town midway
between Vault 13 and 15. In the period of Fallout 1, this
community was led by Aradesh, and his daughter,
Tandi, eventually rose to become president of the sprawling New
California Republic in Fallout 2.
(Without the efforts of the Vault Dweller in F1, however, the
raiders in the region - the Khans - would have
claimed Shady Sands and stamped out the republic before it even
got started). At the time of Fallout 2,
NCR's main resource is its great brahmin herds, which provides
most of the wasteland with as much meat
and leather as they require. The brahmin barons and ranchers in
NCR (along with the Stockmen's
Association) hold a great deal of sway with the caravans and the
government.
The NCR's relationship with their old Vault has undergone some
violent upheavals over the years. From
nests of monsters, raiders, Vault 15 worshippers, ghoul
scavengers, to more innocent (and not-so-innocent)
Squatters and Salvage Teams and the Republic arguing over
excavation rights, it seems to be difficult for
the government or any other inhabitant of the wasteland to leave
the area alone... because, well, it's a Vault.
The brahmin herders hatred of radscorpions is famous, and it
dates all the way back to the founding of
Shady Sands. Rumors of herds being attacked by talking deathclaws
are unfounded.
The Hard Sell: NCR has a decent marketing and public relations
department, and they are constantly
sending couriers out into the wastes to nail up NCR posters or
disseminate NCR propaganda. Here's a
transcript of the NCR sell sheet in Fallout 2:
NEW CALIFORNIA REPUBLIC
We're Here! Why not join us?
There's a wonderful future ahead - and it could be yours with the
New
California Republic!
But what is it, you want to know?
HOW BIG IS NCR?
Founded eighty years ago, the NCR is now comprised of the states
of Shady,
Los Angeles, Maxson, Hub, and Dayglow. Approximately 700,000
citizens are
pleased to call NCR home.3
WHAT DOES NCR STAND FOR?
The New California Republic is dedicated to bringing peace,
security and
justice to the people of the great west. NCR's fine police forces
constantly patrol and arrest any raiders, cannibals, slavery
("slavers" -
ed), and lawless mutants within the country, and the NCR army
valiantly
3 These population figures are exaggerated, though the population
of NCR and all its states is pretty impressive. It has been known
to
vary according to plot purposes.
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protects the borders against outside marauders. To ensure justice
and
liberty, all citizens have access to NCR's courts and the right
to vote
for a representative of their choice to sit in the Hall of
Congress. In
the words of President Tandi, "A safe people is a strong
people."
WHO'S IN CHARGE HERE?
NCR may be a bit different from what you're used to. There are no
chieftains, town bosses, kings, or dictators here. Our leaders
are elected
by the people! That's right -- every state has the right to send
representatives to the Hall of Congress. These representatives
select the
President and Vice-President to head the council and it is their
advice
which guides the President's decisions. For ten terms now,
President Tandi
has been the unanimous choice of the council, who respect her
wisdom and
foresight.
SOUNDS GREAT! HOW DO I JOIN THE NCR?
All law-abiding and peaceful people, human or mutant, are
eligible to
become citizens of NCR. To become a citizen all you have to do is
move to
NCR and present your claim for immigration. After citizenship
training and
processing your application, you will be notified of your new
status as a
PC (Provisional Citizen). From there, it's only a short step to
full
citizenship!
Of course, NCR is not for everybody - slavers, unreformed
mutants, known
raiders, and other undesirables need not apply!
BUT I WHAT IF MY ENTIRE TOWN WANTS TO JOIN?
Depending on where your town is located, NCR does accept
petitions by
villages, towns, bases, city-states, even minor kingdoms for
annexation by
NCR. Once the petition is accepted, NCR will grant your town
territorial
status. Once the needed police and army presence is established
and any
banditry or other lawlessness has been dealt with, your village
can apply
for full statehood in the NCR. It's that simple!
So remember - WE'RE HERE. WHY NOT JOIN US?
Prepared by the New California Relations Advisory Panel
NCRAP Pub. #A7-7893b
NCR Regulations: Oh, and to recap, here's a listing of NCR laws
from Fallout 2:
Welcome to the New California Republic! Before entering our fair
city please take a
moment to familiarize yourself with the following rules and
regulations.
No weapons may be openly carried inside the city limits.
Persons found under the influence of alcohol or drugs will be
arrested.
Slavery, gambling, and prostitution are not permitted within city
limits.
Ignorance of the law is no excuse. A dumbass will get his/her
butt kicked just as fast as a
smartass.
If you can't live by these laws - then get the hell out cause we
don't want you here!
More on NCR to come - the above is just an introduction. Just
like the following is for the Brotherhood of
Steel (and again, this is not the end-all, be-all, it's just
laying a foundation):
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T
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THE BROTHERHOOD OF STEEL
The Brotherhood of Steel: The Brotherhood of Steel (BOS) is
a techno-religious organization, with roots in the US military
and government-sponsored scientific community from before
the war. The BOS is mostly composed of the descendents of
those military officers, soldiers, and scientists, but aside from
some outlanders among their ranks, the BOS is as close to pure
strain humanity (prime normals) as you're going to find outside
of a Vault.
The ranks of the BOS is generally recognized as being
composed of the best and the brightest... which means the BOS
is a really small organization, at least compared to NCR. They
make up for this with their frightening arsenal of pre-war and
post-war technology: They have laser
weapons, power armor, surgical enhancements, combat implants, and
a squad of Brotherhood Knights have
the ability to erase an entire town from a map without a scratch.
The Brotherhood are generally good guys, but they have their
faults - (1) they don't care for mutants, (2)
they worship technology, and in many cases, put it above human
life, and (3) they don't like to share their
choicest technological bits, despite the obvious benefits their
technology could bring to the wasteland. It's
commonly accepted within the Brotherhood that the people of the
wasteland are not responsible enough to
use (and maintain) all of the technology the BOS has at their
disposal. They are known trade some of their
technologies with frontier communities and NCR states, but they
keep the more sensitive technologies to
themselves.
It is believed that the current HQ of the BOS is the Lost Hills
bunker in Fallout 1, but at the time of Fallout
2, the BOS is spread across the wastes in small bunkers and
installations hidden from the eyes of common
folk - finding them all and wiping them out would be a difficult
and dangerous task.
The BOS is divided into different ranks: Initiates are trainees
who are expected to perform well enough in
the training process to be promoted to Squires. After proving
themselves, Squires are promoted to Knights.
After many years of service and experience, the best Knights are
promoted to Paladins - the pinnacle of the
Brotherhood military. Paladins who survive to their later years
become Elders, and they number among the
Brotherhood ruling council.
It is also possible to serve the Brotherhood as a Scribe. Scribes
are responsible for copying the ancient
technologies, maintaining the current technology and even
experimenting with new weapons and other
useful devices. Scribes rarely leave the safety of the BOS
bunkers, but they are sometimes called into the
field to examine a piece of technology or perform a task beyond
the skills of the Brotherhood soldiers.
It is said that the BOS symbol, broken down, represents each of
these orders. The sword represents the
Paladins, the wings represent the Elders (the "wings"
control the movement of the sword), the large gear
represents the Knights, and the two smaller gears represent the
Scribes and the Squires, whose services
keep the Knights supplied with the information and the manpower
to get their jobs done. No one is sure
what the circle means, however.
Squires may be only in Fallout: Tactics (I don't recall
"Squires" in Fallout 1, but my memory is hazy), and
if so, replace the "Squires" with "Initiates"
in the symbolic breakdowns.
More on BOS to come - the above is just an introduction.
Here's that segment on the EPA that I mentioned before:
E..P..A.. AREA SUMMARY
"We asked for the future. And we got it."
SUMMARY
The Environmental Protection Agency is a bonus location for
Fallout 2. It's full of an odd assortment of
puzzles, fighting, and various weird adventure "seeds"
(literally), including, but not limited to:
1A. A parking lot jungle replete with several varieties of spore
plants.
2A. A bizarre petting zoo. Filled with humans. Hungry humans.
3A. Sub-levels filled with exciting varieties of poisonous gases
and virus-laden mutant
fruit flies.
4A. A small government museum complete with dioramas! The
exhibits on postholocaust
America are especially amusing.
5A. A storage room full of new seeds for Arroyo. Some seeds grow
into bad things.
6A. An entourage of custodial peevish holograms that provide
tours and bursts of
incidental binary strangeness.
7A. Various NPCs on "ice" (in hibernation).
8A. Computers filled with information on crop rotation and the
F.E.V. virus.
9A. A clinically depressed Mr. Handee and a hyperactive
drug-making appliance for
Science characters.
The EPA was supposed to use the Vault City/Vault 13 tile set for
interiors (bright white, like original
vault). Special scenery objects include an EPA parking lot sign,
and color-coded symbols on the walls,
running the whole range of the rainbow.
SPECIIAL IITEMS
Can of Dog Food (a la Mad Max)
Insecticide
Shampoo
Pesticide
Marijuana
Pop-Rocks (if you drink water with them, you will explode in a
horrible death animation)
EPA Government Power Cell
Bug Spray Canister (kills all insects instantly)
Plant Spray Canister (kills all spore plants instantly)
Gas Mask
Solar Scorcher (this was its original location)
Test Tube
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ART
The EPA is 4 maps large. These maps are small, and these
"levels" often share the same map.
Parking Lot
Entrance Level (Office Building)
Level Red (Security, Public Relations, Museum)
Level Orange (Blood-Curdling Cafeterias and Sinister Conference
Rooms)
Level Yellow (Power Core)
Level Green (Animal and Biological Testing; Arboretums and Cages
of Creatures)
Level Blue (Hibernation)
Level Indigo (Top Secret Research into Gender Modification)
Level Violet (Memory Core)
The breakdowns of map flow is listed below:
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EPA MAP!!
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MAJJOR ADVENTURE SEEDS
Carnivorous Jungle: The player has to navigate a jungle filled
with Venus Mantraps. This isn't as much
an adventure seed as a combat-based necessity in order to enter
the EPA in the first place.
Hologram War: The player can encounter some of the custodial
holograms that still fill the EPA corridors.
They were mostly used as tour guides while the EPA was still in
operation, but ever since the "Big
Silence/Great Static" following the "Big Flash,"
they have become somewhat warped in their duties. They
have taken the bureaucratic mentality to a lethal extreme,
imposing regulation and regulation upon each
other until they have become gridlocked in their duties and can
no longer function. The heads of each
division are currently arguing ad nauseum in one of the EPA
conference rooms becau