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This page lists Fallout Wiki's featured articles for the Fallout portal.

1Edit

Killian
Killian Darkwater is the owner of Darkwaters General Store, and the mayor of Junktown around 2161. He is the grandson of the man who founded the small town. There is a power struggle for control of the town between Killian and Gizmo, the owner of the local casino. Until 2161, Killian still lacked sufficient proof that Gizmo was involved in various crimes occuring around Junktown. However, after Gizmo makes an attempt on his life, Killian manages to take him down with the help of one known as the Vault Dweller. Soon after, he begins to enforce his own brand of frontier justice, which eventually leads to Junktown joining the New California Republic. Life is fair and safe under his law.

2Edit

Mark.ogreen
Mark O'Green is a video game designer and developer who worked on both Fallout and Fallout 2. He is well-known for writing most of the dialogues for talking heads, and for contributing to the general plot design of the Fallout setting. O'Green has a degree in Behavioral Science, has served as a fighter pilot, and is currently a member of SIGMA, a group of science fiction writers founded to consult the government and non-governmental organizations on possible future attacks. He has been a designer, producer and executive producer for Interplay, Sony Online, Sierra/Verant and other major companies.

3Edit

Fo1 Intro Water chip
A water chip is a device which regulates the filtering and recycling systems of a water purifier and monitors the output for any contamination. It is a standard piece of equipment included in all Vault-Tec Vaults.

The events of Fallout begin after Vault 13's water chip breaks, and the only means to compensate for the diminishing water supplies is to leave and find a new chip. The original Vault Dweller, but not the first to leave the vault, is sent on the quest to find a new one in 2161. After encountering many people and places in the wastes of southern California, he finds a suitable replacement chip in Vault 12, the vault underneath the Necropolis, and returns it to Vault 13.

Ironically, due to a mix-up with shipping orders, Vault 8 received the additional water chips that Vault 13 had ordered in place of their second allotted Garden of Eden Creation Kit, which went to Vault 13. On the second level of Vault 8, hundreds of them can be found and taken, though they aren't very valuable for monetary bartering.

4Edit

Razor
Living in the Boneyard just to the north of Adytum in a pre-war nightclub, the Blades are a group of survivalists lead by a beautiful woman who goes by the name of Razor. While a peaceful group overall, they are persecuted by the Regulators, who both coerce into doing their bidding and frame them for crimes against the people of Adytum to make it appear that it is seriously threatened by the Blades as an excuse for the Regulators own repressive policies there.

5Edit

Npc leather
Tycho was a Desert Ranger from east of California, in the Nevada area. His family comes from people who survived the devastation when Great War happened, likely living among the badlands of Nevada. Tycho learned a lot about desert survival and whatnot from his small community, which kept a strong survivalist contingent -- so they still had some small arms and books. They probably had something like the cliff-dwelling Indians going on for their town. Tycho took off to wandering the desert with traders and explorers for several years, returning from time to time with goods or maps. Most likely he started with small trips and went further abroad as he became more experienced. He went as far as the Gulf of Mexico in Texas and then headed back west. Eventually he wound up on the west coast as a long-range explorer from a loose group of desert rangers whose actual origins, scope and purpose weren't defined.

6Edit

Cathedral
The Cathedral is a major location in Fallout. To the outside world, the cathedral is nothing more then an innocent set up for the Children of the Cathedral organization, which tries to bring love and peace to the wastes. Below it, however, lies a secret underground Vault (more specifically, the Los Angeles Vault), which serves as a home and base for the Master. The Los Angeles Vault was a demonstration Vault built by Vault-Tec to advertise its series of fallout shelters. As such, it was not part of the Vault Experiment and was never assigned a number. When the Great War started, many people took shelter in this Vault, and eventually emerged in 2092, founding the Boneyard.

7Edit

Mahandaa se
Mr. Handy is a robot model with several mechanical arms. It was designed as an allround house helper but it can also defend itself. It’s tough, and it can leave you broken and bruised. The Mr. Handy robot was developed by General Atomics International.

8Edit

Scott Everts
Scott Everts is a designer who worked on Fallout and Fallout 2 at Interplay (Black Isle Studios) and worked on Fallout: New Vegas at Obsidian Entertainment. He designed all the maps for Fallout, and about a third of them for Fallout 2.

Aside from Fallout and Fallout 2, he has worked on over 20 different games, including

  • Star Trek: 25th Anniversary
  • Star Trek: Judgment Rites, Stonekeep
  • Planescape: Torment, Icewind Dale
  • Icewind Dale 2 and
  • Baldur's Gate: Dark Alliance 2

at Interplay, and

  • Star Wars Knight of the Old Republic 2: The Sith Lords
  • Neverwinter Nights 2
  • Neverwinter Nights 2: Mask of the Betrayer
at Obsidian.

9Edit

Fo1 laser rifle
The Wattz 2000 laser rifle uses microfusion cells for lasers more powerful than in the case of the Wattz 1000 laser pistol, and an extended barrel for additional range. Having a very long range and acute accuracy, the laser rifle can be effectively used in long distance combat. However, many enemies have good resistance to laser weapons, and as such the laser weapons are rendered much weaker against more formidable adversaries. It can be used to deliver accurate critical hits from long distances however.

10Edit

FO01 NPC Lieutenant N
The Lieutenant, or Lou - also lovingly dubbed Lou Tenant by his subordinates - is the right hand of the Master and the overseer of all work inside the Mariposa Military Base. Lou is a prime example of how the Master expected his mutants to emerge from transformation: stronger, more intelligent, and overall superior to normal humans. His authority apparently stretches so far that Harry will go to the trouble of dragging the player on a long journey through the Wasteland just to report your suspicious activities and lack of being a ghoul.

11Edit

Animcentaur
Centaurs are misshapen, mutated creatures. They are a by-product of the Forced Evolutionary Virus, as they were created by tossing a varied mix of humans, dogs, cats, brahmin and other animals into an FEV vat and seeing what came out the other end. Centaurs were created by the Master and frequently travel in large packs with floaters and mutants. They encompassed a large portion of the Master's army.

12Edit

Fo2 Manual Mad Max
The Vault Dweller's memoirs are a collective of journal entries found at the introduction of the game manual for Fallout 2. Written by the Vault Dweller himself, they are an account of his experiences spanning the from the time he left Vault 13 in search of the water chip, up until the founding of Arroyo. As it stands, it is the only information about the canonical outcome of Fallout, outside of a few references in the sequel itself, and the Fallout Bible.

13Edit

Fo1 Boneyard Fotress
The Gun Runners are a "gang" operating out of a fortified factory in the north-eastern subsection of the Los Angeles Boneyard. Originally, they were a normal gang, comparable to the the Skulz or the Blades, whom had come to the Boneyard from the Hub in hopes of securing their own territory in the city. Shortly after arriving, approximately thirty years before Fallout takes place, they decided to start a gun-running business, having settled themselves in an abandoned factory with functioning manufacturing equipment which they used to assemble high-tech weapons and ammunition.

14Edit

Timcain2
Tim Cain is the original story-writer of the setting for the Fallout series. He was the lead programmer on Fallout during its development. After completing Fallout, Tim went on to do some pre-production work on Fallout 2 before leaving Interplay to set up Troika Games with Leonard Boyarsky and Jason D. Anderson. His contribution to Fallout 2 was the design and game-play for the Den.

15Edit

FB8 Burrows Raccoon concept art
The Burrows is a small community, founded in 2101 by FEV-mutated raccoons known as S'Lanter from the West Tek Research Facility.

The four raccoons that escaped the research facility headed north-west until 2101, when they discovered a small oasis that had, amazingly, avoided a great deal of devastation and began to regrow. Once they settled in the area, their instincts took over and became skilled hunters as well as becoming more intelligent. They named themselves the Tribe of the S'Lanter (S'Lanter means Kindred), having forgotten they were once raccoons.

The first buildings made resembled human dwellings, however, Neres-Ka (the "leader" of the S'Lanter) remembered what the humans had done to them at the Glow and stated that the Burrows would not be human city and they should revel in their animal side. Many of the buildings were then created with branches, sticks and leaves. This building style continued until the events of Fallout and, presumably, beyond.

16Edit

Ghoul2
Talius is a mutant who resides in the basement of the library of the Followers of the Apocalypse. Talius is a vault dweller from Vault 13, sent out by the Vault 13 overseer to find a water chip. He was captured by super mutants and dipped in the Vats, which led to a rare transformation into a ghoul-like mutant similar to Harold, as opposed to the typical super mutant. He was rescued under ambiguous circumstances by the Followers of the Apocalypse, in his words, "from the full effects of the transformation into a heinous beast". He joined as a full-fledged member shortly afterwards.

17Edit

Flagnarmor
T-51b powered Infantry armor represented the peak of armored infantry technology before the Great War, developed in the laboratories of the West Tek Research Facility. At the end of the Anchorage Reclamation in January 2077, the armor had become standard issue for American soldiers in the Army's Mechanized Cavalry Regiments. Now, only the most technologically advanced factions with ties to the pre-Great War American military or federal government, such as the Brotherhood of Steel or the Enclave, have access to this type of Power Armor. The Brotherhood of Steel does not possess the technology required to manufacture new suits of power armor and relies only on repaired and refurbished pre-Great War suits. Among the soldiers of the Enclave, this Power Armor is seen as obsolete, as it was replaced by the Enclave's advanced power armor and advanced power armor Mk II models, though it should be noted that it is still used by soldiers of the Enclave who have not been issued the newer armor, most likely due to slow production rates for a faction that is still quite small and possess only limited resources in the post-atomic world.

18Edit

Leon
Leonard Boyarsky is one of the original masterminds behind the Fallout world and the first game in the series.

After receiving a Bachelor of Fine Arts degree from the Art Center College of Design, he as a freelance artist in 1992. Some time later he was hired as a cleanup artist at Interplay, where later he became the lead artist on Stonekeep. Then he became the lead artist/art director on the GURPS project that later became Fallout. Aside from guiding the art on the project, together with Jason Anderson, Tim Cain, Scott Campbell and Chris Taylor he oversaw the direction and feel of the game.

He left Interplay after helping to complete the initial design for Fallout 2 and, together with Cain and Anderson, was a founder of Troika Games.

19Edit

Ghoul
Ghouls are victims of a massive radiation poisoning which has turned them into decrepit, ragged, almost rotting, zombie-like mutants. Most known ghouls were created from vault dwellers living in Vault 12 under the city of Bakersfield (better known as Necropolis after the Great War). As part of the vast Vault Experiment Program, the Vault 12 door was designed not to close properly. Thus, massive amounts of radiation attacked those within the Vault, most of whom were turned into the current ghoul population. Generally, in the Fallout universe, massive exposure to radiation might cause humans to transform into ghouls.

20Edit

Viperslogo
The Vipers are one of the three groups of raiders that originated from Vault 15, the other two being the Jackals and the Khans. The Vipers are mysterious followers of an ancient religion (or so they claim). They usually only come out at night to hunt for food or to conduct raids. They are very ruthless when it comes to combat. They prefer stealth to strength. They usually carry bone knives dipped in pit viper venom. This poison, when in the blood stream, paralyzes the victim. Most victims captured in this way are taken back to their hideout.

21Edit

FO01 NPC Master B
Richard Grey, ominously known as the Master, is the horribly mutated brain behind the Mutant Army which roams California during the mid-22nd century, worshipped as a god by the Children of the Cathedral, and eventually defeated by the Vault Dweller. It is a hideous mutated creature composed of several other creatures and electronic parts, all apparently melded together. Apart from his appearance, one of his most notable features is his unique style of speech. His voice is computer-generated and sentences are composed, apparently in real-time, from samples of several peoples' speech.

22Edit

Fo1 plasma rifle
The Winchester Model P94 plasma rifle is an industrial-grade energy weapon, firing super-heated bolts of plasma down a superconducting barrel ending in electromagnetic claws helping to form the plasma bolt. It is powered by microfusion cells. This rifle appears in Fallout, Fallout 2 and Fallout Tactics. In Fallout 3, it was replaced by the Enclave plasma rifle, and is only mentioned by Owyn Lyons. However, it makes a return appearance in Fallout: New Vegas in its original form.

23Edit

Fo1 Brotherhood Interior
Lost Hills in Southern California is the headquarters of the Brotherhood of Steel, located northwest of Junktown and the Hub, southeast of the Mariposa Military Base and south of Vault 13. Lost Hills was a pre-War government security bunker. Located almost entirely underground, the only indication of the presence of this installation was a small, reinforced structure containing the primary access elevator. After the Brotherhood seized the location, two sentries in powered armor stood guard at the entrance at all times.

24Edit

FO01 NPC Set G
Set is the leader of all the ghouls in Necropolis in 2161, except for the underground ghouls who lived in the sewers and the glowing ones who live in Vault 12. He has a son called Typhon. Set is annoyed at the super mutant presence in Necropolis and tries to recruit the Vault Dweller to take care of the problem. He is not mentioned in the Vault Dweller's memoirs, but the Vault Dweller did kill the super mutants, which led to the slaughter of everyone in Necropolis, including Set himself.

25Edit

Harry
The Mariposa super mutants are a variety of super mutant common on the West Coast and in the Midwest that originated from the Mariposa Military Base in California. While some of them can be rather stupid, in general they are more intelligent and civilized than their distant Vault 87 super mutant cousins. Super mutants were first created on the West Coast by Richard Grey, also known as "The Master". The great majority of super mutants produced by the Master and later his Lieutenant in Mariposa's Vats were big, dumb brutes. Physically, they were vastly superior to humans, but they had the intelligence of children. Which factor exactly determines the results of a "dipping" is still uncertain; prevalent theories are radiation damage and inoculation of the subjects. As a rule of thumb, the cleaner the subject, the better.

26Edit

Clancy Brown
Clarence J. Brown III (Clancy) (born January 5, 1959) is an American actor and voice actor. He voice acted the role of Rhombus in Fallout.

His well-known roles include

  • Captain Byron Hadley in The Shawshank Redemption
  • Viking Lofgren in the 1983 hit drama movie Bad Boys
  • Rawhide in The Adventures of Buckaroo Banzai Across the Eighth Dimension (1984)
  • a cameo in the 1995 movie Dead Man Walking
  • Career Sergeant Zim in Starship Troopers (a role he would reprise in the animated television series Roughnecks: Starship Troopers Chronicles)
  • Captain William Hadley in The Guardian, and
  • The Kurgan in the original Highlander.

27Edit

Steelmonk
The Children of the Cathedral (commonly abbreviated CoC) were a widespread religious cult that the Master established as a cover for his activities and to spread his philosophy. Publicly, the Children were a post-doomsday cult that preached peace and unity. They worshiped the Holy Flame that destroyed all the world's evil (the nuclear fire that destroyed civilization in the Great War) and talked of their Master who would lead them to a better existence. But they were more than a creepy but altruistic cult. The entire religion was elaborated by the Master to cultivate a pool of normal human operatives in the wastes and to prepare the world for his coming. Every person the CoC converted to their faith was one more person who could willingly be dipped in FEV. All Children eagerly awaited their chance to be baptized in the great baptismal font to the north - the vats of FEV in the Mariposa Military Base.

28Edit

FO01 Overseer Cinematic
Overseer Jacoren, his first name having been shown in concept art, is the leader of Vault 13 around 2161.

He was fully aware of the Vault Experiment program conducted by the Enclave, and has therefore tried to do everything to keep the Vault closed for 200 years, just as the program wanted it to be. As it is quite unlikely that he could have been more than 100 years old, the knowledge about the experiment was probably passed to him from the previous Overseer, most likely one of his parents.

When the vault's only functioning water chip got damaged and shut down, he sent one of the vault dwellers, who later became known as the Vault Dweller, into the wasteland to find a replacement chip. In the course of his adventure, the Vault Dweller ended up defeating the mutant threat, and was subsequently expelled from Vault 13, as the Overseer thought that he would ruin the Vault Experiment by convincing people to leave the Vault.

Despite the Vault Dweller's exile, many people chose to follow him into the Wasteland. Although the Overseer tried to stop them, he was eventually tried and sentenced to death for his crime.

29Edit

Fo1 .223 Pistol
The .223 pistol is a weapon in Fallout and Fallout 2. It resembles a .223 rifle modified and cut down for use as a pistol. This is a one-of-a-kind firearm, obviously made with love and skill.

In Fallout, it can be found as a reward for the quest, Help Irwin in the Hub. In Fallout 2, it is buyable in NCR, New Reno (special stock in New Reno Arms), San Francisco or you can get it from the random encounter "A gang" in the New Reno area.

The pistol's appearance is a reference to Deckard's handgun in the movie Blade Runner.

30Edit

Fo1 Hub Townmap
The Hub is a major trading city in Fallout. It is a large community of traders, barterers, gamblers, and other interesting scum. The Hub is a stopoff point for caravans north to Shady Sands and Junktown and south to the Boneyard. The wide variety of people passing through ensures that there is always something interesting going on. The Hub was founded in 2093 by a man named Angus, who set up camp around a filthy oasis in the desert, and proceeded to begin trading with other settlements. In 2096, a man called Harold rose to the level of a caravan boss in the Hub. His caravans suffered occasional attacks in the wastes, but Harold's caravan outfit survived and prospered... until the mutant attacks begin to pick up a few years later.

31Edit

Vault Boy
Vault Boy is an iconic advertisement character for the Vault-Tec Corporation within the Fallout universe, appearing frequently in their manuals and training films.

In the Fallout games, the Vault Boy is used to provide an iconic representation of the perks and stats available to the player character.

In appearance, he is a young male cartoon character with wavy hair (brown in earlier appearances, blond by the time of Fallout 3) wearing a vault jumpsuit. His design pays homage to generic 1950's style mascots.

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