Locations in the Fallout universe
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This is a basic overview of the locations in the Fallout series computer role-playing game.
[edit] Fallout 1
[edit] Vault 13
Vault 13 is the Vault Dweller's home. The first quest in the game is to find a replacement for the Vault's broken water purification chip. None of the inhabitants are permitted to leave the vault, under the leadership of the Vault's overseer, who is dedicated to protecting and sheltering them. Vault 13 was probably located under Mt. Whitney, as it roughly matches the location of the mountain.[1]
[edit] Vault 15
Vault 15 was once occupied by an enormous quantity of people of very different ideologies and cultures. Overcrowding and diversification led to the leaving of four different groups; three of whom formed raiding groups - the Khans, the Vipers and the Jackals - and one that settled down and founded Shady Sands. Vault 15 is now lair to several mutated animals. This is typically the first place the Dweller encounters.
[edit] Shady Sands
A group of former Vault 15 inhabitants founded a small village between Vault 13 and Vault 15. Shady Sands is ruled by Aradesh, who asks the Vault Dweller to help get rid of the radiated scorpions who are threatening the village. Here, the Vault Dweller can recruit Ian, an experienced traveler and gunman, to his group. It is also possible to "recruit" Tandi, the daughter of Aradesh, by failing to return her to town after her kidnapping. An obelisk in the center of the city has the inscriptions "In remind of hope and peace".[2]
[edit] Khans Raider Camp
A clan of raiders known as the Khans, led by a man named Garl, have set up a camp near Shady Sands. Tandi, Aradesh's daughter, is eventually kidnapped by the camp's raiders, and it is up to the Vault Dweller to save her, choosing from a variety of methods.
[edit] Junktown
Surrounded by junk heaps of cars, Junktown is run by the shop owner Killian Darkwater, who is also the sheriff and grandson of the town's founder. Junktown's gates are closed at night, and drawing weapons is not allowed except in self-defense. Gizmo, the town's casino owner, wants Killian dead, because he "cramps [his] business". The player can choose to either aid Killian or Gizmo. The Vault Dweller can also recruit Tycho, a ranger, and Dogmeat, a wild dog, to his group.
[edit] The Hub
As a major commercial town, The Hub is the most quest-filled location in the game. It is divided in several districts, each one controlled by a powerful group of people: the Water Merchants, the Crimson Caravan and the Far Go Traders. Here the Vault Dweller can send water merchants to Vault 13 to extend the time limit in which he must find the water chip. The Hub's approximate location corresponds to the Barstow city, in California.[3]
[edit] Necropolis
A destroyed city landscape built upon the remains of Baker, overrun by ghouls and containing a vast sewer system, Necropolis is the aftermath of Vault 12, whose actual purpose was to keep the doors open regardless of the condition. This led to the transformation of all inhabitants into ghouls after the Great War. The ghouls were divided in three groups: the surface dwellers, who are the most numerous, paranoid about non-ghouls and outsiders; the Glowing Ones, heavily irradiated ghouls, rejected even by their own kind; and the so-called underground ghouls, living in the city's sewers. Here the Vault Dweller finds the water chip while observing an unusual super-mutant invasion, which may hold serious threats to the world's safety.
[edit] Boneyard
The Boneyard, also known as The Angel's Boneyard, is the remaining portion of the Los Angeles cityscape. This is one of the last towns that the Vault Dweller may visit, receiving upgrades for end game equipment: the Turbo Plasma Rifle and Hardened Power Armor. He may also recruit Katja here.
[edit] The Glow
Formerly known as West Tek Research Facility, The Glow is the birthplace of laser and plasma weapons, including the FEV and Power Armor. The Glow, now radiated ruins, is controlled by a mainframe called ZAX. As a prerequisite to admittance to the Brotherhood of Steel, the Vault Dweller must visit The Glow and retrieve a piece of evidence to prove he or she entered the location. The difficulty in the assignment is that The Glow is highly radiated, and the player must consume anti-radiation drugs to survive. A player unaware of the zone's radiation level will find himself dying mysteriously due to radiation poisoning.
[edit] Brotherhood
Located near the site of the town of Lost Hills, California, the Citadel of the Brotherhood of Steel is a stronghold of descendants of US Army soldiers which evacuated from the Mariposa Military Base (see below) after the first wave of A-bomb attacks. Having saved a lot of pre-war knowledge about computers, weapons, technology and medicine from destruction, those soldiers formed the Brotherhood in order to preserve this knowledge for future generations. This is where the Vault Dweller can obtain a Power Armour, a number of surgical enhancements of his natural abilities, and guns.
[edit] Mariposa Military Base
This military base conducted research on the FEV after its creation by the West Tek Research Facility. This is where new Super Mutants are created.
[edit] The Cathedral
The Cathedral is where the Children of the Cathedral organization - a facade for the Master's plans - can be found. Beneath the Cathedral lies a secret vault, wherein the Master resides. It is here that the final confrontation with the Master, at the end of the first Fallout game.
[edit] Vault 8
Vault 8 is also referred to in the sequel as the 'Control' Vault, because it was the only Vault to not have any experimental conditions imposed on it. Vault 8 is the location of Vault City, which was created using the Vault's technology when it opened 10 years after the war ended. The Vault itself is now used mainly for storage.
[edit] Fallout 2
[edit] Arroyo
Arroyo is a tribal village founded by the vault dweller after the events of Fallout. In the Beginning of Fallout 2, Arroyo is experiencing a famine, and the protagonist (entitled "The Chosen One") is sent to locate a GECK (Garden of Eden Creation Kit) in hopes of saving his or her village. It appears to be located in the area of present-day Smith River National Recreation Area, east-by-southeast from the town of Crescent City.
[edit] Klamath
Klamath is a small town mostly inhabited by a group of gecko hunters, called "Trappers". The Chosen One must venture here to speak to Vic, a trader dealing with Vault artifacts who may know the location of Vault 13. The Chosen One can recruit Sulik, the apt hand-to-hand warrior. Klamath is named after the Klamath River (and the town by the same name, not to be confused with the town Klamath), located in Northern California.
[edit] The Den
The Den is one of more dangerous settlements of the wastes. Home of the ruthless group known as "Slavers", the Den is caught between a vicious gang war. Depending on the actions of the player, the Den can either become a rough, but decent place to live, or a haven for slavers and raiders. Vic, a merchant can be saved from the grasp of the slavers, in which case he joins the Chosen One and entitles him/her as "Boss". The approximate location of the Den appears to be the site of the present-day town of Weed, in Northern California.
[edit] Modoc
Modoc is primarily a farming town, but, like Arroyo, is having difficulties with crops. The "Ghost Farm" is an outlying settlement home to a group of peaceful but xenophobic militia members. Modoc is named after Modoc National Park.
[edit] Vault City
A strong militant city, diseased by racism and a fear of outsiders. The citizens of Vault City mainly keep to themselves, especially when dealing with outworlders. The Chosen One can become a citizen with all the privileges if he resolves a problem the Vault City has with the nearby settlement of Gecko and its ghouls that are operating a damaged atomic power plant. Although claiming to be a democracy, Vault City is very corrupt, and deals in slaves, or servants, as they call them. The city is built around their ancient vault entrance, which the Chosen One can only visit if he has become a citizen. The second primary quest is defeating the suspicious raiders that are assaulting the city for food, equipment and medicine.
[edit] New Reno
New Reno is a remnant of the original prewar city. With no mayor, no police, and no rules of any kind, New Reno is a haven for drug dealings, prostitution, and gambling. Power is held by four competing crime families: The Mordinos, The Salvatores, The Bishops, and The Wrights.
[edit] Sierra Army Depot
A deserted pre-war military outpost hidden in the mountains north of New Reno. The security measures are still operational, and the place is challenging to get into. Deep inside the base, there yet exists an operational mainframe, the SkyNet, that has developed a sentience of its own and wants to leave.
[edit] Redding
Redding is gold-mining settlement. The occupants are mostly miners hooked on the highly addictive drug, Jet. This way Redding is kept controlled by the drug-lords of New Reno.
[edit] Broken Hills
Broken Hills is a mining town, relying heavily on its uranium resources. The people of Broken Hills consist of both, humans and super-mutants, living seemingly in peace. Here the Chosen One can recruit Marcus, the super-mutant sheriff of Broken Hills.
[edit] New California Republic
Known in the first game as "Shady Sands", the town has become a vast union of farmers, merchants and politicians. The town is run by president Tandi, the girl that the Vault Dweller saved from the raiders. The city is surrounded by walls and kept in order by a tough but just law department. The Chosen One has lots of quests to complete in NCR, like combat another section of slavers in behalf of the Rangers, an anti-slaver organization, or fetch needed computer parts from nearby Vault.
[edit] Vault 15
The ancient vault mostly in ruins is now populated by a clan of raiders. The Chosen One can make a deal with a group of people living outside the vault to stop the raider infestation.
[edit] Vault 13
Concealed by the rough terrain, the original home of the Vault Dweller has gained a group of unexpected new inhabitants, but has mostly been untouched by the outside world.
[edit] Military Base
The partially-excavated ruins of Mariposa Military Base which the Vault Dweller destroyed in the previous game.
[edit] San Francisco
Only a portion of the old Chinatown remains inhabited of the wrecked San Francisco. Two powerful factions, the Hubologists and the Shi, compete violently against each other, and it is up to the player which one he or she chooses to aid. A third individual party known as tanker-vagrants live in a huge oil-tanker docked on the harbour of San Francisco.
[edit] Navarro
Navarro is a small outpost of the Enclave, designed as a refueling depot of their Vertibird helicopters. The Chosen One must infiltrate the base as one of the Enclave to even get in. There is a recruitable companion available here, the K-9 unit.
[edit] Enclave
The primary base of the Enclave is a still operational oil-rig. The Chosen One must stop their heinous plans and rescue his/her villagers.
[edit] Fallout Tactics: Brotherhood of Steel
[edit] Fallout: Brotherhood of Steel
[edit] Fallout 3
[edit] Vault 101
Located in the Washington DC area, this is the home Vault of the main character in Fallout 3.