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This is part 3 of the B.O.M.B.-001 design document for Van Buren, the canceled Fallout 3 by Black Isle Studios.

Contents

1 Main page of document
4 Part 3
Document start icon The following is the original document or a transcript thereof.

Quests

VB DD12 deco 1

Main Quests

*Special Note – Since this is a timed area, the time it takes the PC to do anything is very important. Two missiles will launch no matter what (though the player will have the option of re-targeting the missiles). It's up to the player to figure out and decide which other missiles launch, or don't launch, and how much time it will take to get to the outcome he would like. The quests below are designed to guide the player to discovering all his options; from the simplest, knuckle-dragging mouth-breather solution, to an optimum outcome which took some brain power. Hopefully these quests are enough to guide the player into the outcome they want.

1. Disable S.O.R.-1000 Beta and Delta through combat

  • Initiator – N/A
  • Importance (Minor) – makes rummaging around the Living Quarters easier.
  • Scope – Small
  • Description
    After leaving Airlock 1 and the Medical Facility, the player will see two Security and Operations Robots (S.O.R.) patrolling the Living Quarters' hall. The robots are hostile to outside threats – i.e. the PC. The player may choose to attack the robots and eliminate them, thus freeing up exploration of the Living Quarters.
  • Character type completion breakdown
    1. Combat Boy – This option is ideal for Combat Boy. Would be wise to use either EMP grenades or pulse gun.
    2. Diplomacy Boy – Not much negotiation can be done with these little fellows.
    3. Science Boy – If the PC has the combat skills, go for it (other options are below).
    4. Stealth Boy – Ditto.
  • Quest flags – "16_SORThreat_Combat"
    0 = not started
    1 = Dead brainbots
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

2. Disable S.O.R.-1000 Beta and Delta through computer

  • Initiator – N/A
  • Importance (Minor) – PC avoids bloodshed (mainly his own), and it makes rummaging around the Living Quarters easier.
  • Scope – Small
  • Description -
    The PC may avoid this conflict if he first observes the brain-bots' patrol pattern. There is a window of opportunity for the player to safely run into the Maintenance Room adjacent to the Medical Facility. Inside the Maintenance Room, the player will find a computer terminal that is directly tied into the brain-bots. A bit of hacking will get the PC into the brain-bots' command routines, where the PC may opt to disable the brain-bots.
  • Character type completion breakdown
    1. Combat Boy – If he's got the Science skills, then go for it – it'll wield a bit more XP than just shooting them.
    2. Diplomacy Boy – Ditto – can't reason with the brain-bots.
    3. Science Boy – Time to shine. Use those Science skills to disable the bots without bloodshed.
    4. Stealth Boy – Will make sneaking past the robotic critters a bit easier and not have to rely so much on observing their patrol pattern.
  • Quest flags – "16_SORThreat_Computer"
    0 = not started
    1 = Deactivated brainbots
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

3. Reactivate S.O.R.-1000 Alpha

  • Initiator – Maintenance Computer
  • Importance (Major) – The player can activate this little fellow and get some good information about what Presper is up to, how to best deal with the situation, and get a freebie companion, if the player wants (Alpha does not add to the PC's companion limit)
  • Scope – Small
  • Description
    In the Maintenance Room are four docking stations for brain-bots. Three of the four are empty, but one has a brain-bot that looks like it has been recently deactivated. The PC can do some investigation on the brain-bot, as well as on the maintenance computer, and discover that the little bot has indeed been recently deactivated. A quick notes entry on the computer states that the brain-bot exhibited unusual actions, and even emotions, such as loneliness, anxiety towards Dr. Presper and his cronies' arrival, and even an attempt to halt Dr. Presper's plan to nuke the Earth's surface. The PC may opt to reactivate the brain-bot and try to reason with it (it will not take a dedicated Science Boy to reactivate the brain-bot). The brain-bot will first identify itself as S.O.R.-1000 Alpha, and then go into a tirade about how he must stop Presper from destroying the populated areas.
  • Character type completion breakdown
    1. Combat Boy – reactivating does not take a dedicated Science Boy, but the PC should have enough INT ( > 3 or Science skill > 40) to be able to read what's on the screen and the keyboard keys.
    2. Diplomacy Boy – Ditto
    3. Science Boy – No-brainer
    4. Stealth Boy – Same as Combat Boy.
  • Quest flags – "16_Alpha_React"
    0 = not started
    1 = player read about it
    2 = Alpha activated
  • Rewards -
    1. Minor XP Bonus.
    2. Possible freebie companion
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

4. PC repairs, or helps repair, Alpha's damaged limbs.

  • InitiatorAlpha
  • Importance (Minor) – This will not only please Alpha, thus making it easier to get him to join the PC, but it also makes Alpha a more formidable companion.
  • Scope – Small
  • Description
    After the PC reactivates Alpha, the little brain-bot will let the PC know that his right laser-gun arm and left maintenance arm are damaged. He will ask the player for help to repair the damage. The PC may get the spare parts off the disabled Beta and Delta bots in the hall. Then, using the advanced tool kit in the Maintenance Room, replace Alpha's damaged arms with a good arm from one of the bots. Repairing an arm takes 10 minutes of in-game time.
  • Character type completion breakdown
    1. Combat Boy – If he has the Mechanic's skill (> 80), then no worries.
    2. Diplomacy Boy – Ditto
    3. Science Boy – Mechanic skill > 80
    4. Stealth Boy – Ditto
  • Quest flags – "16_Alpha_Repair"
    0 = not started
    1 = player knows about it
    2 = player repairs right laser gun arm
    3 = player helps Alpha repair right laser gun arm
    4 = player repairs left maintenance arm
    5 = player helps Alpha repair left maintenance arm
    6 = Alpha is completely repaired by PC
    7 = PC helped Alpha completely repair itself
  • Rewards -
    1. Medium XP
    2. Get a more formidable companion
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

5. Magnetize Alpha's treads so he can space walk on the inner hull supports.

  • InitiatorAlpha
  • Importance (Minor) – This will allow Alpha to accompany the PC to the Command Center of the station. He won't go without magnetized treads.
  • Scope – Small
  • Description
    If the player wants to bring Alpha along with him to the Command Center, Alpha will inform the PC that he needs magnetized treads in order to effectively go across the inner hull supports. Using the Mechanics skill (> 60) and the Science skill ( > 80), the player will need to modify the Auto-doc using refrigerator coils, insulated wires from the disabled brain-bots, advanced tool kit, and "parts" from one of the computers in the hall. Alpha will help the PC figure out what's needed through dialogue, and then give the PC the list of items needed, but the PC will need to have the skills to complete the task. After Alpha's treads are magnetized, the PC may remove the modifications from the Auto-doc, if he so chooses. Magnetizing treads takes 10 minutes of in-game time.
  • Character type completion breakdown
    1. Combat Boy – If either skill is not high enough (Mechanic or Science), then no-go.
    2. Diplomacy Boy – Ditto
    3. Science Boy – Science Boy should be high enough, if not, then not much of a Science Boy
    4. Stealth Boy – Same as Combat Boy.
  • Quest flags – "16_Alpha_MTreads"
    0 = not started
    1 = player knows about it
    2 = Alpha is magnetized
  • Rewards -
    1. Medium XP
    2. Alpha may accompany the PC to the Command Center
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

6. Find schematics for Freeze-gun

  • Initiator – Maintenance Computer
  • Importance (Minor) – Gives the PC the recipe to make a Freeze-gun
  • Scope – Small
  • Description
    Searching the work tables in the Maintenance Room will turn up schematics to build a freeze-gun.
  • Character type completion breakdown
    1. Combat Boy – Just searching the work tables – not hard.
    2. Diplomacy Boy – Ditto
    3. Science Boy – Werd
    4. Stealth Boy – Yep.
  • Quest flags – "16_FScematic_Find"
    0 = not started
    1 = player knows about it
    2 = Player finds schematics
  • Rewards
    1. Minor XP
    2. Opens ability to construct a freeze gun.
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

7. Build a freeze-gun

  • Initiator – Bear
  • Importance (Minor) – Gives the less combat efficient PC's a weapon that could even up the odds a bit.
  • Scope – Small
  • Description
    A bit of investigating in the Maintenance Room will turn up a schematic of a prototype freeze gun which the PC can use to assemble a gun. However, not all the parts for the gun are available in the Maintenance Room, so the PC will need to find viable substitutes for the components. Needed components are; freezer coils (kitchen); water and containers (bathroom); crushed crystal (TV in rec. room); power source (S.O.R.-1000 Beta of Delta). The remainder parts are in the Maintenance room. Once assembled, the gun works great against most armors since if super-freezes joints and moving parts, so the gun is effective against robots as well as the NCR guys. The gun will not necessarily kill a foe, but it will render it immobile for 1 to 2 rounds, giving the player uncontested turns against the crippled enemy. Assembly takes 20 minutes of in-game time.
  • Character type completion breakdown
    1. Combat Boy – Assembling the freeze-gun requires a bit of Mechanics of Science skill (either > 100).
    2. Diplomacy Boy – Ditto
    3. Science Boy – Should be able to do it.
    4. Stealth Boy – The same as Combat Boy.
  • Quest flags – "16_Assemble_FGun"
    0 = not started
    1 = player knows about it
    2 = player is unable to assemble
    3 = player assembles freeze-gun
    4 = player got reward
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

8. Manually disable 5 out of 8 nuclear missiles (Missile Room 1)

  • Initiator – PC, Alpha, Central Computer Terminal in Living Quarters
  • Importance (Major) – This will set in motion the actual end-game.
  • Scope – Small
  • Description
    The player has the option of disabling the launch doors for the eight nuclear missiles in Missile Room 1 before meeting up with Presper and his crew. However, the player would need to get the Missile Room 1's access codes before doing so. The player may get the codes from Alpha or the central computer in the Living Quarters. Once inside, the player, using a manual crank, can set the missile doors to "lock," which will prevent the missile doors from opening during launch. Each missile will take about 10 minutes to disable (a lot of cranking – so fade out, fade in).[1] Once the missiles start launching – the missiles on the Command Center side are the first to launch – an emergency light and alarm will click on giving a warning that the station's structural integrity is collapsing (a result of five missiles firing their engines but have nowhere to go). This gives the PC one minute to get out of Dodge before B.O.M.B.-001 lights up the night sky.
    Using explosives[2] on the door to open it will get one of two results; the first, if the player uses < 3 explosives on the door, nothing will happen. If the player uses > 2 explosives on the door, it will cause a hull breach, sucking the player into oblivion, then causing the emergency launch protocols to kick in and launch all the missiles – but hey, there's a 50% chance each missile will miss their mark with this scenario.
  • Character type completion breakdown
    1. Combat Boy – Anyone can do this option.
    2. Diplomacy Boy – Ditto
    3. Science Boy – Ditto
    4. Stealth Boy – Ditto too
  • Quest flags – "16_MDoors_Disable"
    0 = not started
    1 = One door disabled
    2 = Two doors disabled
    3 = Three doors disabled
    4 = Four doors disabled
    5 = Five doors disabled; activate launch and destruct timer
  • Rewards
    1. High XP
    2. Start end-game stuff
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

9. Successfully sneak past S.O.R.-1000 Beta and Delta

  • Initiator – N/A
  • Importance (Minor)
  • Scope – small
  • Description
    The Stealth Boy can skip everything in the Living Quarters and sneak past the patrolling brain-bots and into Airlock 2 (Sneak > 100).
  • Character type completion breakdown
    1. Combat Boy – If he's got the Sneak skill, go for it.
    2. Diplomacy Boy – Same
    3. Science Boy – Ditto
    4. Stealth Boy – Tailor made for him.
  • Quest flags – "16_Sneak_BetaDelta"
    0 = neither bot is destroyed
    1 = entered Airlock 2 without setting off Beta or Delta
  • Rewards -
    1. Medium XP
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

10. Disable outside security bots via computer

  • InitiatorAlpha, central computer
  • Importance (Major)
  • Scope – small
  • Description
    Using the central computer in the Living Quarters, the player may choose to disable the outdoor security bots on the central hub. A Science skill > 80 would be necessary.
  • Character type completion breakdown
    1. Combat Boy – If he's got the Science skill, go for it.
    2. Diplomacy Boy – Same
    3. Science Boy – Tailor made for him.
    4. Stealth Boy – Like Combat Boy.
  • Quest flags – "16_Disable_HSecurityBots"
    0 = PC knows nothing about
    1 = found out about
    2 = disabled security bots
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

11. Successfully sneak past security bots on inner hull[3]

  • Initiator – N/A
  • Importance (Minor)
  • Scope – small
  • Description
    The Stealth Boy can sneak past the sentinel-like security bots that lie in wait on the central hub (Sneak > 100) and enter Airlock 3.
  • Character type completion breakdown
    1. Combat Boy – If he's got the Sneak skill, go for it.
    2. Diplomacy Boy – Same
    3. Science Boy – Ditto
    4. Stealth Boy – Tailor made for him.
  • Quest flags – "16_Sneak_SecBots"
    0 = neither bot is destroyed
    1 = entered Airlock 3 without setting off security bots
  • Rewards -
    1. Medium XP
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

12. Successfully knock out or kill the engineer without alerting Presper and his men

  • Initiator – N/A
  • Importance (Major) – Doing this will allow the PC to steal the engineer's NCR garb, including helmet and shades, put them on, and more easily infiltrate the Command Control Room unmolested (Deception > 60).
  • Scope – Small
  • Description
    If the player has successfully sneaked past the security bots on the central hub, which in turn does not set off the internal alarms, then the player can try to sneak up on the engineer who is busy fiddling with a computer on the southwest side of the Engineering room. The PC must attack with a quiet weapon (unarmed or un-powered melee) and successfully subdue the engineer before he has a chance to run to the alarm on the opposite wall. The best way to do this is a successful critical hit to the head or eyes. A successful critical will instantly send the engineer to the floor, where the PC may easily finish him off. A hit to the head or eyes that does not cause a critical will cause the engineer to turn around and fight back with a pipe wrench for two rounds before running to the alarm, screaming like a nancy the whole way. If he makes it to the alarm, Coleridge and his boys will storm in, guns a blazing.
  • Character type completion breakdown
    1. Combat Boy – If he can successfully sneak past the security bots, then this should not pose a problem.
    2. Diplomacy Boy – Ditto
    3. Science Boy – Ditto
    4. Stealth Boy – Werd
  • Quest flags – "16_Engineer_Sneak"
    0 = not started
    1 = Unsuccessful crit
    2 = Successful crit
    3 = Dead engineer
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

13. Overload reactor core

  • Initiator – PC, Alpha, Central Computer
  • Importance (Major) – Overloading the reactor core will cause the emergency launch protocol to kick in and five minutes later, the station to blow up.
  • Scope – Small
  • Description
    The PC can try to access the reactor computer that sits next to the Reactor Core. Once accessed, the player, if his science skill is high enough (> 100), can program the reactor to overload. Once initiated, the emergency launch protocols[4] initiate and the station will blow up in ten minutes – giving the player time to fight his way out, if he wants.
  • Character type completion breakdown
    1. Combat Boy – Only if the PC's Science skill is > 100
    2. Diplomacy Boy – Ditto
    3. Science Boy – Ditto
    4. Stealth Boy – Uh-huh
  • Quest flags – "16_Reactor_Overload"
    0 = not started
    1 = player knows about it
    2 = Set to overload
  • Rewards
    1. High XP
    2. Starts end-game stuff – start 10 minute self-destruct timer
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

14. Blow up reactor core

  • Initiator – PC, Alpha, Central Computer
  • Importance (Major) – Blowing up the reactor will initiate the emergency launch protocols, flood the Command Center with lethal doses of radiation and coolant gas, and blow up the station in between five and ten minutes.[5]
  • Scope – Small
  • Description
    All the player needs to do here is set at least three explosives[6] next to the reactor core and blow it up. Because of the heavy steal and lead insulation, the blast does not immediately blow away the station's hull, but it does blow a good chunk of the uranium and coolant housing away, which causes the Command Center to instantly flood with radiation and coolant gas. A smart player will have his space suit on and at least be in Engineering before the explosives detonate.
  • Character type completion breakdown
    1. Combat Boy – Anyone can do this.
    2. Diplomacy Boy – Ditto
    3. Science Boy – Ditto
    4. Stealth Boy – See Combat Boy, above.
  • Quest flags – "16_Reactor_Boom"
    0 = not started
    1 = player knows about it
    2 = player detonates < 3 explosives - unsuccessful
    3 = player detonates > 2 explosives – successful – Start 5 minute timer to self-destruct (between 2 to 5 minutes is random detonation)
  • Rewards -
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

15. Change the targeting solutions on the missiles.

  • Initiator – PC, Alpha, Coleridge, Presper
  • Importance (Major) – Missiles fall where the PC wants – within the game world.
  • Scope – Small
  • Description
    Once the targeting computer is accessed, by whatever means, the player may choose whether or not to change the targeting solutions for the missiles (XP is given once at least one missile is re-targeted – "You have begun the missile re-targeting procedure.").
  • Character type completion breakdown
    1. Combat Boy – Any player type can perform this. It's just a matter of getting to the targeting computer.
    2. Diplomacy Boy – Ditto
    3. Science Boy – La même.
    4. Stealth Boy – De même.
  • Quest flags – "16_Missile_RTarget"
    0 = not started
    1 = player re-targeted one missile
  • Rewards -
    1. Very High XP
    2. Affects end movies and outcomes.
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

16. Convince Coleridge that Presper deceived them.

  • Initiator – PC
  • Importance (Minor) – Convincing Coleridge that Presper deceived them about the New Plague and instead gave him and his men a virus that would eventually kill Coleridge and his NCR soldiers. This news will get Coleridge to turn on Presper. It also clears the way for the PC to re-target the missiles, if he wants, without opposition.
  • Scope – Small
  • Description
    If the player is captured, walks in on unexpectedly, or is noticed fiddling with the targeting computer, Presper will initiate dialogue and get the ball rolling. If the PC is "persuasive" enough, he can convince Coleridge that Presper was not honest about giving a lighter strain of the New Plague to Coleridge and his men. Instead, Presper injected Coleridge and his men with a virus that would slowly kill Coleridge and his men, guaranteeing neither he, or his men, would ever enjoy the "brave new world" Presper had planned. This information does not sit well with Coleridge, and he will shoot Presper in the face. He will then set B.O.M.B.-001 to self-destruct and exit via the escape pods, giving the PC three minutes to settle affairs (re-target missiles, dance a jig, get in an escape pod, etc.)
  • Character type completion breakdown
    1. Combat Boy – Convincing Coleridge will take a bit of the Persuade skill, maybe > 50. Having this skill will present more convincing dialogue options to throw Coleridge's way.
    2. Diplomacy Boy – If he doesn't have Persuade > 50, then he's not much of a Diplomacy Boy and needs to be ridiculed incessantly at Duck & Cover.
    3. Science Boy – Same as Combat Boy
    4. Stealth Boy – Same as Combat Boy.
  • Quest flags – "16_Coleridge_Persuade"
    0 = not started
    1 = trying to convince Coleridge
    2 = did not convince Coleridge
    3 = convinced Coleridge
  • Rewards -
    1. Very High XP
    2. Starts end game stuff & get to see Coleridge shoot Presper in the face.
  • Journal Entries –
    1. Good
    2. Bad
    3. Normal
    4. Dumb

Quest Table

Area Quest Name Designer DStatus Script SStatus Log Stat Passable QA 100%
B.O.M.B.-001
Map 1: Living Quarters Disable SOR-1000 Beta & Delta via combat Foletto
Map 1: Living Quarters Disable SOR-1000 Beta & Delta via computer Foletto
Map 1: Living Quarters Reactivate SOR-1000 Alpha Foletto
Map 1: Living Quarters PC repairs Alpha's limb(s) damage Foletto
Map 1: Living Quarters Magnetize Alpha's treads Foletto
Map 1: Living Quarters Find schematic for freeze gun Foletto
Map 1: Living Quarters Build freeze gun Foletto
Map 1: Living Quarters Manually disable 5 out of 8 nuclear missiles Foletto
Map 1: Living Quarters Disable outside security bots via computer Foletto
Map 1: Living Quarters Successfully sneak past SOR-1000 Beta & Delta Foletto
Map 2: Space Walk Successfully sneak past security bots Foletto
Map 3: Command Center Successfully subdue engineer without alerting others Foletto
Map 3: Command Center Overload reactor core Foletto
Map 3: Command Center Blow up reactor core Foletto
Map 3: Command Center Change targeting solutions on missiles Foletto
Map 3: Command Center Convince Coleridge that Presper deceived them Foletto

Scripting

  • Brainbots Beta and Delta do a simple patrol in the living quarters. Basically, the tread side by side, going north and south. As they patrol, they give audible cues (via floats) as to what they are doing: "180 degree turn. Proceed forward. Patrol."
  • Movie – Once the PC leaves the station via an escape pod, the game should go into a CG movie.
    The sun is barely cresting over Earth's horizon when the escape pod launches. The camera pans away from the space station, showing the little escape pod jettison from its launch bay. As it tumbles towards Earth, nuclear flashes and then distant mushroom clouds can be seen erupting from the Earth's dark surface. The sun crests even more, showing the brown and burning Earth surface in a better light. The little escape pod falls closer to the Earth and begins to glow in the hot upper atmosphere. A few ticks later, B.O.M.B.-001 blows up. A couple more nuclear explosions erupt from the Earth's surface, and then the screen fades to black. Go into end-game slide show.

Cool Shit

  • Player can get an free, extra companion
  • Player can build a freeze gun.
  • Multiple ways to thwart Presper's plans of nuclear missile launch.
  • Player can target and hit game areas with nuclear missiles.

Task List

The Tasks section is a list of all the work that needs to be done for the area. It is a good summary for the producer, other designers, artists, and programmers as to what has been done in the area, who to check with if you have questions about certain tasks, and so on.

This section is only useful if it is used. If we're several months into the project and no one has been using it, then it will no longer be used or updated. There's no sense in wasting time doing additional bookkeeping if it's serving no purpose.

Sound Requirements

The Sound Requirements section is intended to cover every conceivable audio question you've had to answer for an RPG in the past. You know the drill. Some aspects to consider:

Music

Track 4: Underground Troubles from the Fallout 1 soundtrack.

Basic SFX

Environmental Sounds: Beeps and boops from computers. Some metal squeaking like the hull of a submarine under too much pressure. Basic thinking here is that when the communications satellite struck the station's hull, some structural integrity was compromised and the station "sounds" a bit delicate since then.

Item-Specific Sounds: Nuclear reactor core has a low hum. The machinery in Engineering hums a little louder and a bit more high pitched.

Wildlife Sounds: The two brainbots patrolling beep and boop a lot.

Any Walla? Mumbling in the Command Control Room.

The basic chart for SFX would be as follows:

Area Sound requirements
MAP NAME 1 MUSIC DESCRIPTION
Track 4: Underground Troubles from the Fallout 1 soundtrack.
BASIC SFX
Beeps and boops from computers. Some metal squeaking like the hull of a submarine under too much pressure. Basic thinking here is that when the communications satellite struck the station's hull, some structural integrity was compromised and the station "sounds" a bit delicate since then.
WALLA SFX
None
MAP NAME 2 MUSIC DESCRIPTION
Track 4: Underground Troubles from the Fallout 1 soundtrack.
BASIC SFX
Beeps and boops from computers. Some metal squeaking like the hull of a submarine under too much pressure. Basic thinking here is that when the communications satellite struck the station's hull, some structural integrity was compromised and the station "sounds" a bit delicate since then.
WALLA SFX
Mumbling in the Command Control Room.

Map and Map Key

See here and here

Room for Improvement

Also be sure to include hooks for "room for improvement." This section may change depending on how Ferret thinks it should be organized.

Room for Improvement:

  • None. The player will never be back here.

End Movies

No slide show for B.O.M.B.-001 because the player will see it blow up in the CG end movie.

  • Movie – Once the PC leaves the station via an escape pod, the game should go into a CG movie.
    The sun is barely cresting over Earth's horizon when the escape pod launches. The camera pans away from the space station, showing the little escape pod jettison from its launch bay. As it tumbles towards Earth, nuclear flashes and then distant mushroom clouds can be seen erupting from the Earth's dark surface. The sun crests even more, showing the brown and burning Earth surface in a better light. The little escape pod falls closer to the Earth and begins to glow in the hot upper atmosphere. A few ticks later, B.O.M.B.-001 blows up. A couple more nuclear explosions erupt from the Earth's surface, and then the screen fades to black. Go into end-game slide show.

Random Notes

Appendix

 


  1. This should eat a lot of time, anyway, and I'd like it so the player only has enough time to figure out a way to escape. So, I was thinking after the player finishes the 5th door, there's automatically only ten minutes until missile launch.
  2. Dynamite or C4.
  3. An unsuccessful attempt at sneaking past the security bots, or confronting the bots, results in four NCR soldiers and Coleridge meeting the PC just outside Airlock 3 in the Command Center. From there, dialogue.
  4. If the emergency launch protocol initiates, the missiles will immediately launch. The advantage to this is that since the launch was rushed, the station is not yet in the optimum launching position, which causes the missiles to only be 50% accurate.
  5. Because of the instability from the blast, the exact blow-up time is random after five minutes.
  6. dynamite or C4.
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