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Two drafts of the EPA design document for Fallout 2 were published in Chris Avellone's Fallout Bible 6 and Fallout Bible 8. The location they detail, the Environmental Protection Agency ("Earth Protection Agency" in the first draft), did not appear in the final game.

First draft by Jason Suinn[]

Document start icon The following is the original document or a transcript thereof. It was obtained or extracted from Fallout Bible 8.
FB8 Earth Protection Agency design doc
Transcript

Earth Protection Agency (EPA)
Play on words for Environmental Protection Agency.
(handwritten "Check on the agency." in the upper right corner)

Description
This area will be the site of a pre war industrial waste management company that used to handle the highly toxic waste byproducts of the industry giants of the time. With the ensuing turmoil caused by the war this site was abandoned. After many years of neglect and deterioration the once safely stored chemicals have leaked out forming a huge lake of toxic sludge. Combining with the radiation and FEV virus that was released into the environment due to the war, this lake now has mutative properties of a unique and very unwholesome nature. This would not be a problem in itself if the lake was left alone, since for an animal to mutate, it would have to ingest this toxic substance. No creature in it's right mind would do this.

Enter the "Doctor". This self proclaimed Doctor has discovered the unique qualities of the lake and has decided to make it his life's goal to carry out experiments with the lake and other chemicals he has found at the site. I like to characterize the Doctor as the type of person who liked tormenting insects and animals as a kid. (i.c. pulling the wings off flies, stepping on snails, tying cans to a cat's tails...) Keeping this in mind, the Doctor has taken it upon himself to create various monstrosities and release them upon the world of Fallout

The Workshop
This is the area where the Doctor spends most of his time. It's basically a converted warehouse with many cells and some examination tables. It is here where the Doctor works on his subjects. In the cells that line the walls, the player will be able to see the results of his experiments (Centaurs, floaters, death claws and people?) Through dialogue, the player will be able to learn from the "Doctor" that he is the one responsible for creating and releasing these horrors into the environment.

The Lake
This area is essentially a large glowing lake surrounded by barrel upon barrel of industrial toxic waste. It will be highly radioactive and must be passed to enter the Doctors workshop. This area will use existing art with the possibility of maybe a couple new barrels or different labels for the barrels.

Seeds and Ideas

  • I was thinking that the doctor might also dabble with drugs made from the chemicals he finds in the barrels. Maybe possible connections to New Reno. Little or no new inventory art required. The successful drugs the Doctor creates are highly addictive and do REALLY screwed up things to the player. Maybe some kind of permanent damage to the player's stats or something funny like instant addiction, but instead of having to take more of the drug the player has an insatiable craving for iguana on a stick. There will also be Easter Egg drugs. Maybe a drug that will counteract the damage done from the bad drug or if the player never took the bad drug it will result in a permanent increase in a stat.
  • Give the player the option to somehow open the cells while the Doctor is in the lab. The creatures would come out of their cells and attack the Doctor.
  • If there is a connection to the cartel, maybe the player will be able to buy drugs from the doctor that he would normally have to buy from the cartel...of course some the drugs might be a little tainted.
  • Maybe a small maze the player is tricked into entering (go get my widget). In it, the Doctor let's his pets roam free.
  • The Hero type character will spot some of the Doctor's human test subjects locked in two separate cells. Unlocking the first cell release some grateful villager types, but releasing the second cell will release some of the Doctor's troops. The Doctor's troops will be ordinary villager types except they'll be exceptionally strong and fast, not to mention crazed. Kind of like the temple crazies from the Beast Master

Second draft by Chris Avellone[]

Document start icon The following is the original document or a transcript thereof. It was obtained or extracted from Fallout Bible 6.
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 post-holocaust 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.

Special items[]

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

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:

EPA map![]

FB6 Environmental Protection Agency map

Major 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 because the presence of a powerful magnetic field that keeps erasing their short-term memories (they keep repeating the same argument every five minutes, forget everything they say, then repeat it again) . Only by fixing the problem with the magnetic coils, interrupting the conversation and ordering them to stop can the player stop the gridlock.

Holograms can only be destroyed by an EMP grenade, or by stealing or destroying the EPA power core in Sub-Level Yellow.

Gas-Filled Level: One of the levels is filled with poisonous gas. If the player wanders around this level, he will take considerable damage every round until he leaves or dies. A player can either make brief "hops" onto the level to steal things from the labs there or else find an oxygen mask hidden on one of the lower levels that allows him to breathe freely as long as he has it in one of his two hands.

Ventilation Horror: In order to get access to the main EPA complex, the player has to navigate a series of ventilation shafts where he can only use small weapons against the inhabitants of the ventilation shaft: Giant Mantises, Small Scorpions, and the occasional man-eating plant.

Other seeds[]

Static "Zzzzzt": The player discovers one malfunctioning hologram that speaks only in static (like a fast food drive through speaker). If the player repairs the holograms projector (or slows down his speech), he can learn some important codes or other information.

Mr. Chemmie! The player discovers a small appliance in one lab (Mr. Chemmie) that takes various raw materials (plants, beer, condoms, chemicals, garbage, Scorpion tails) and turns them into various pharmaceuticals like RadX, Mentats, RadAway, and so on. The player can experiment with the machine to create certain drugs or bizarre substances. Characters with a high Intelligence, Luck, or a high Doctor or Science skill can create special drugs that no other character can.

Mr. Chemmie always "speaks" in exclamation marks.

The Brave Little Toaster: In one of the abandoned kitchens in the EPA is a small, intelligent toaster with an IQ of 6000. All of its brain power is focused towards convincing humans to make toast.[1] Dialogues with it will be somewhat one-sided, as the player will ask it a question, and it will respond with some question about whether the player will like toast or waffles.

While the toaster seems like just an incidental piece of strangeness, the toaster does happen to mention in its dialogue (almost in passing) that it is broken and can't access everything it needs to in order to successfully make toast. If the player repairs it, then the toaster can provide him with the following: the secret code for the vault in one of the New Reno casinos (which is otherwise near-unopenable), some secret codes for jinxing the slot machines out of their cash, and some other bonus items.

ABACAB: One of the computers in the EPA mentions a simple cure for epilepsy. Apparently, by repeating a series of letters with the proper inflections, a listener can be cured of either autism or epilepsy. If the player discovers this and goes to New Reno and says the code phrase to the Barking Man (who didn't make it into the game, so I put him in Planescape: Torment), then he will be cured and gives the player a minor reward (in addition to the minor experience award).

No News of a Thaw: The player may discover some hibernation cells in the lower levels of the EPA, and depending on what "type" of character he is (combat, stealth, or diplomatic), he can free one of three hibernating humans that have been preserved since the great silence.

Primary characters[]

Hologram 00000, Director of Science: A brilliant hologram that can't express himself properly... an electrical short has damaged his vocal abilities, and now he can only communicate through displaying binary numbers (a character with a high Science or Intelligence can 'read' the binary codes, decipher what he is saying and fix him).

Hologram 10001, Director of Security: A gung-ho marine hologram who peppers his speech with a lot of crude German phrases. He believes that everything in the complex should be killed and then the EPA allowed to "reboot." Fortunately, he can no longer command any of the robots, all the weapon defenses have run out of ammo, and all he can really do is bluster about how much he would like to destroy everything if he was in charge. If the player performs some tasks for this Director, they can get access to the Security Locker Rooms, which holds some old ammo, weapons, and some armor.

Hologram 12001, Director of Operations: A weasely, nervous-smiled male hologram. Only characters with a high Intelligence can make out what the hell he is saying since he uses so much doubletalk. Nothing can be gotten out of this director, since he has no authority over anything.

Hologram 10031, Director of Ground Maintenance: A frustrated hologram who is in charge of all the ground maintenance at the EPA. The fact he has no physical body and none of the robots do anything he says has forced him to operate at 100% inefficiency for the past few decades. The other directors always bring this up whenever they can. If the player fixes the robots or takes care of some of the gardening and landscaping problems around the EPA (killing the lethal plants), the Director will "hire" them, allowing them access to the EPA medical cabinet and storage shed (which contains new seeds, chemicals, herbs, and various insecticides and weed killers).

Hologram 40011, Director of Public Relations: This sexy-sounding (yet somehow prim and proper at the same time) hologram is in charge of all the tours and press releases. Her syrupy-sweet attitude and her constant stream of press releases gets annoying really fast. Nonetheless, the player cannot get to certain areas of the EPA complex without her... there are some portions of the complex that will only open if she leads the way (mostly the museums and petting zoo). Characters with a high diplomatic skill can get much more out of her than other characters.

Secondary characters[]

There are no secondary characters. It's all or nothing in the cutthroat world of the EPA.

Tertiary characters[]

Zzzzzt: A malfunctioning hologram that speaks only in static until he is repaired. When repaired, he is quite relieved and can provide the player with information on various mysterious objects in the EPA sub-levels, along with codes that allow access to restricted areas.

Brave Little Toaster: A genius-level toaster. It has a 6000 IQ. It likes to make toast.

Mr. Chemmie: A cheerful little drug-making appliance.


  1. Yes, I know it's a pop culture reference. Surprised? Sue me.
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