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This is part 2 of the New Canaan design document for Van Buren, the canceled Fallout 3 by Black Isle Studios.

Contents

1 Main page of document
3 Part 2
Document start icon The following is the original document or a transcript thereof.

Monster Roster

Most of the monsters in New Canaan aren't monsters at all, but members of the 215 Rail Line powder gang. They will attack one week after the PC arrives in New Canaan. This is a big concern for many of the people in the community, and they are seriously worried about what is going to happen when the group arrives.

Wasps (8) - These annoying bastards can be found lingering around the edges of Emma's Union bar in the Outskirts. They are extremely hostile, and will attack animals and humans on sight.

Jackson (1) - This mean-spirited bastard used to be a foreman on the 215 Rail Line for NCR until the contracts dried up and Dodge didn't have the money to pay the workers. It didn't take long for Jackson to say "fuck this shit" and take to the desert with his crew, raiding wherever they found caravans—the groups that they fault for the problem. Over time, though, Jackson has become desperate, and has turned his sights on New Canaan. Not being a tactical mastermind, he has announced when he expects the surrender of the city's goods to him. Jackson wears metal armor and a Kevlar helmet, and he carries a 7.62mm assault rifle, several frag grenades, and a .44 magnum revolver.

Boilermaker (1) - A quiet, evil bastard, Boilermaker worked for the rail lines shoving precious coal into the engines of the trains on their rare trips. However, like the others, he was out of a job when the line work dried up. He suffered a lot of heat and smoke damage to his face, and he wears a welding mask to cover it. He wears football pads on the rest of his body. Boilermaker is huge and really strong, and he carries a flamethrower with plenty of ammo and a hefty baseball bat. Boilermaker looks for the least heavily armored people and beats them with his baseball bat. The rest he burns.

215 Snipers (2) - Two jerks in Jackson's outfit. They're equipped with .223 hunting rifles, combat knives, construction outfits, and motorcycle helmets. They hang back with Jackson and blow away people at long distance. They make a lot of arm and leg shots to disable people.

215 Gunners (3) - Three different jerks in Jackson's outfit. They're all equipped with 9mm submachineguns, lead pipes, leather outfits, and motorcycle helmets. They try to get into mid-range so they can burst large groups. They often flank the field just in case people try to run from the thugs.

215 Thugs (10) - Ten general assholes in Jackon's outfit. They're all equipped with a variety of melee and thrown weapons: lawnmower blades, switchblades, sledgehammers, lead pipes, fire axes, hatchets, spears, etc. They wear leather armor and construction helmets. As might be expected, they close in to close range and try to "wolf pack" people down.

Random Encounters Surrounding the Area

Encounter 1: Powder Gangers (4 times max) - A pack of 5-10 powder gangers. These jackasses are similar to the 215 Gunners and Thugs in the New Canaan monster roster. The ratio of gunners : thugs is always about 1:3. In groups of 9 or 10, there will also be one equivalent of a 215 Sniper. One of the men is always a gunner "leader" who can be talked with. Successful Barter (moderate), Deception (moderate), or Persuasion (hard) can be used to prevent the group from attacking. Medical aid can be offered in lieu of goods, as can Mechanical aid (fixing weapons and armor).

Encounter 2: Van Graff Caravan (3 times max) - Eight bad kids from the Van Graff trading family out of Redding. The Van Graffs are willing to trade some of their weapons, ammunition, and drugs for almost anything. If the player is wanted by NCR, they will not hesitate to ambush the PC with everything at their disposal. Obviously, they don't care about NCR, but they would like the bounty. Barter (easy) can be used to talk them out of an attack in exchange for goods, Deception (very hard) can be used to trick them into thinking the PC is more powerful than he/she appears.

Encounter 3: Lost Enclave Patrol (Unique/LK 8/Outdoorsman 100+) - Six Enclavers humorously lost in northern Utah. One wears a suit of Enclave Combat Armor similar to Arcade Gannon's (CNPC). The others wear bits and pieces of leather armor or metal armor. They are carrying mixed and matched weapons and a lot of broken tech. The leader (in ECA) will approach the PC and ask him or her if he or she knows the way to the MacArthur Army Base. If the PC is at all hostile or "weird" to the Enclavers, they will become defensive and will fight back. If the PC is helpful, the Enclaver will give the PC some "junk" (broken down weapon parts), and head out. Insert comedic banter between confused team members about whether they are in Utah, Colorado, or Kansas, and you have comedy gold!

Quests

Main Quests

Clear out Wasps for Emma

  • Initiator: Emma
  • Importance: Minor
  • Brief: Emma, the owner of the Union, has a problem with giant wasps that swarm around in the area behind the bar. She needs someone to whack them. Pretty simple.
  • Science Boy, Diplomacy Boy, Stealth Boy: The science boy could conceivably poison the wasps with the right food (poisoned animal or insect carcasses).
  • Combat Boy: The combat boy simply has to annihilate all eight of the wasps.
  • Quest Flags:
"10_Clear_Wasps"
0 = Unaware of quest
1 = Emma told PC about quest
2 = Emma rewarded PC for killing the wasps
"10_Wasp_Count"
Count = Number of Emma's wasps that have been killed
  • Normal Journal: Emma told me that the giant wasps outside of the Union are starting to carry off drunk patrons who aren't careful. She'd like me to get rid of them.
  • Dumb Journal: Emma want me kill wasps.
  • Normal Journal: I killed eight wasps near the Union, and that seems to be all of them.
  • Dumb Journal: Me kill all wasps dead.
  • Normal Journal: Emma thanked me for killing the wasps and gave me something for the effort.
  • Dumb Journal: Emma happy me kill wasps. Give me things.

Deal with Marshall

  • Initiator: Bishop Mordecai, Doc Angela
  • Importance: Medium
  • Brief: Bishop Mordecai and Doc Angela are concerned with Apostle Jude's visits to Marshall, the Glowing Ghoul who is slowly dying near the edge of the Union Station. Mordecai wants Marshall to leave New Canaan, Angela just wants Marshall to stop contact with normals until he dies or gets radiation treatment.
  • Combat Boy: Combat boy has the option of killing Marshall, which, if seen by New Canaanites, will result in combat from all males. However, if it goes undetected, this will "solve" the problem. However, the combat boy gets no material reward, since admitting to the deed is admitting to murder.
  • Diplomacy Boy: Diplomacy characters can use Deception on the south gate deputy to distract him while Marshall escapes. They can also use Persuasion to convince the guard to let Marshall go, since the ghoul just wants to go die in peace.
  • Science Boy: Science Boys can give six doses of Rad Away or Rad-X (or any similar combination) to Jude.
  • Stealth Boy: Stealth Boys can tell Marshall they will distract the gate guard with noise. They can do this through the use of timed traps or thrown weapons. However, if the gate guard detects the PC at the same time as the noise, he won't be moved from his spot. He'll just yell at the PC and tell them to knock it off.
  • Quest Flags:
"10_Mordecai_Marshall "
0 = Unaware of quest
1 = Mordecai told PC about quest
2 = Mordecai rewarded the PC for protecting Jude or getting rid of Marshall without killing him
"10_Angela_Marshall "
0 = Unaware of quest
1 = Angela told PC about quest
2 = Angela thanked the PC for protecting Jude or getting rid of Marshall without killing him
"???" (Instance name)
0 = Marshall is not dead
1 = Marshall is dead
"10_Marshall_Escaping"
0 = Marshall is not trying to escape
1 = PC convinced Marshall to try to escape, and Marshall is waiting for the guard to be convinced or distracted
2 = PC convinced Marshall to try to escape, Marshall waited for the guard to be convinced or distracted, and the dumbass PC didn't successfully do it within a six hour window after Marshall was convinced.
3 = Marshall escaped from New Canaan! Hoorays!
"10_Guard_Deceived"
0 = Guard has not been deceived while Marshall is attempting to escape
1 = Guard has been deceived while Marshall is attempting to escape
"10_Guard_Persuaded"
0 = Guard has not been persuaded while Marshall is attempting to escape
1 = Guard has been persuaded while Marshall is attempting to escape
"10_Guard_Distracted"
0 = Guard has not been distracted while Marshall is attempting to escape
1 = Guard has been distracted while Marshall is attempting to escape
"10_Jude_Medicated"
0 = Apostle Jude has not been given six doses (combined) of Rad-Away or Rad X.
1 = Apostle Jude has been given six doses (combined) of Rad-Away or Rad X.
"10_Mordecai_Deceived"
0 = PC has not rebuked Mordecai about letting Jude visit Marshall
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:

De-Trap Union station

  • Initiator:
  • Importance: Medium
  • Brief: The
  • Combat Boy, Diplomacy Boy, Stealth Boy: The
  • Science Boy: The
  • Quest Flags:
"11_Repair_Pump_Hose"
0 = Unaware of quest
1 = Frank told PC about quest
2 = Frank rewarded PC for fixing pump and hose
"11_Pump_Fixed"
0 = Pump is not fixed
1 = Pump is fixed
"11_Hose_Fixed"
0 = Hose is not fixed
1 = Hose is fixed
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:

Diagnose John

  • Initiator:
  • Importance: Medium
  • Brief: The
  • Combat Boy, Diplomacy Boy, Stealth Boy: The
  • Science Boy: The
  • Quest Flags:
"11_Repair_Pump_Hose"
0 = Unaware of quest
1 = Frank told PC about quest
2 = Frank rewarded PC for fixing pump and hose
"11_Pump_Fixed"
0 = Pump is not fixed
1 = Pump is fixed
"11_Hose_Fixed"
0 = Hose is not fixed
1 = Hose is fixed
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:

Get Bulk Gun Parts for Steve

  • Initiator:
  • Importance: Medium
  • Brief: The
  • Combat Boy, Diplomacy Boy, Stealth Boy: The
  • Science Boy: The
  • Quest Flags:
"11_Repair_Pump_Hose"
0 = Unaware of quest
1 = Frank told PC about quest
2 = Frank rewarded PC for fixing pump and hose
"11_Pump_Fixed"
0 = Pump is not fixed
1 = Pump is fixed
"11_Hose_Fixed"
0 = Hose is not fixed
1 = Hose is fixed
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:

Get Rid of the Squatters

  • Initiator:
  • Importance: Medium
  • Brief: The
  • Combat Boy, Diplomacy Boy, Stealth Boy: The
  • Science Boy: The
  • Quest Flags:
"11_Repair_Pump_Hose"
0 = Unaware of quest
1 = Frank told PC about quest
2 = Frank rewarded PC for fixing pump and hose
"11_Pump_Fixed"
0 = Pump is not fixed
1 = Pump is fixed
"11_Hose_Fixed"
0 = Hose is not fixed
1 = Hose is fixed
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:

Investigate Drug Trafficking

  • Initiator:
  • Importance: Medium
  • Brief: The
  • Combat Boy, Diplomacy Boy, Stealth Boy: The
  • Science Boy: The
  • Quest Flags:
"11_Repair_Pump_Hose"
0 = Unaware of quest
1 = Frank told PC about quest
2 = Frank rewarded PC for fixing pump and hose
"11_Pump_Fixed"
0 = Pump is not fixed
1 = Pump is fixed
"11_Hose_Fixed"
0 = Hose is not fixed
1 = Hose is fixed
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:

Make Deal with NCR

  • Initiator:
  • Importance: Medium
  • Brief: The
  • Combat Boy, Diplomacy Boy, Stealth Boy: The
  • Science Boy: The
  • Quest Flags:
"11_Repair_Pump_Hose"
0 = Unaware of quest
1 = Frank told PC about quest
2 = Frank rewarded PC for fixing pump and hose
"11_Pump_Fixed"
0 = Pump is not fixed
1 = Pump is fixed
"11_Hose_Fixed"
0 = Hose is not fixed
1 = Hose is fixed
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:

Make Deal with Burham Springs

  • Initiator:
  • Importance: Medium
  • Brief: The
  • Combat Boy, Diplomacy Boy, Stealth Boy: The
  • Science Boy: The
  • Quest Flags:
"11_Repair_Pump_Hose"
0 = Unaware of quest
1 = Frank told PC about quest
2 = Frank rewarded PC for fixing pump and hose
"11_Pump_Fixed"
0 = Pump is not fixed
1 = Pump is fixed
"11_Hose_Fixed"
0 = Hose is not fixed
1 = Hose is fixed
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:

Overthrow Jeremiah Rigdon

  • Initiator:
  • Importance: Medium
  • Brief: The
  • Combat Boy, Diplomacy Boy, Stealth Boy: The
  • Science Boy: The
  • Quest Flags:
"11_Repair_Pump_Hose"
0 = Unaware of quest
1 = Frank told PC about quest
2 = Frank rewarded PC for fixing pump and hose
"11_Pump_Fixed"
0 = Pump is not fixed
1 = Pump is fixed
"11_Hose_Fixed"
0 = Hose is not fixed
1 = Hose is fixed
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:

Recover Daniel

  • Initiator:
  • Importance: Medium
  • Brief: The
  • Combat Boy, Diplomacy Boy, Stealth Boy: The
  • Science Boy: The
  • Quest Flags:
"11_Repair_Pump_Hose"
0 = Unaware of quest
1 = Frank told PC about quest
2 = Frank rewarded PC for fixing pump and hose
"11_Pump_Fixed"
0 = Pump is not fixed
1 = Pump is fixed
"11_Hose_Fixed"
0 = Hose is not fixed
1 = Hose is fixed
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:

Repel 215 Attackers

  • Initiator:
  • Importance: Medium
  • Brief: The
  • Combat Boy, Diplomacy Boy, Stealth Boy: The
  • Science Boy: The
  • Quest Flags:
"11_Repair_Pump_Hose"
0 = Unaware of quest
1 = Frank told PC about quest
2 = Frank rewarded PC for fixing pump and hose
"11_Pump_Fixed"
0 = Pump is not fixed
1 = Pump is fixed
"11_Hose_Fixed"
0 = Hose is not fixed
1 = Hose is fixed
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:

Resolve 215 Rail Line Gang Threat

  • Initiator:
  • Importance: Medium
  • Brief: The
  • Combat Boy, Diplomacy Boy, Stealth Boy: The
  • Science Boy: The
  • Quest Flags:
"11_Repair_Pump_Hose"
0 = Unaware of quest
1 = Frank told PC about quest
2 = Frank rewarded PC for fixing pump and hose
"11_Pump_Fixed"
0 = Pump is not fixed
1 = Pump is fixed
"11_Hose_Fixed"
0 = Hose is not fixed
1 = Hose is fixed
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:

Resolve Jericho Water Plant Issues

  • Initiator:
  • Importance: Medium
  • Brief: The
  • Combat Boy, Diplomacy Boy, Stealth Boy: The
  • Science Boy: The
  • Quest Flags:
"11_Repair_Pump_Hose"
0 = Unaware of quest
1 = Frank told PC about quest
2 = Frank rewarded PC for fixing pump and hose
"11_Pump_Fixed"
0 = Pump is not fixed
1 = Pump is fixed
"11_Hose_Fixed"
0 = Hose is not fixed
1 = Hose is fixed
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:

Re-Establish Mordecai

  • Initiator:
  • Importance: Medium
  • Brief: The
  • Combat Boy, Diplomacy Boy, Stealth Boy: The
  • Science Boy: The
  • Quest Flags:
"11_Repair_Pump_Hose"
0 = Unaware of quest
1 = Frank told PC about quest
2 = Frank rewarded PC for fixing pump and hose
"11_Pump_Fixed"
0 = Pump is not fixed
1 = Pump is fixed
"11_Hose_Fixed"
0 = Hose is not fixed
1 = Hose is fixed
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:

Teach Pablo about Salicornia

  • Initiator:
  • Importance: Medium
  • Brief: The
  • Combat Boy, Diplomacy Boy, Stealth Boy: The
  • Science Boy: The
  • Quest Flags:
"11_Repair_Pump_Hose"
0 = Unaware of quest
1 = Frank told PC about quest
2 = Frank rewarded PC for fixing pump and hose
"11_Pump_Fixed"
0 = Pump is not fixed
1 = Pump is fixed
"11_Hose_Fixed"
0 = Hose is not fixed
1 = Hose is fixed
  • Rewards:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
  • Normal Journal:
  • Dumb Journal:
Area Quest Name Designer DStatus Script SStatus Log Stat Passable QA 100%
11_Burham_Springs
Map 1/3: Burham Springs, Toxic Caves Repair the Water Pump Sawyer Done
Map 1: Burham Springs Get Rid of Lingering Geckos Sawyer Done
Map 3: Toxic Caves Extinguish Fires of Burham Springs Sawyer Done
Map 1: Burham Springs Blow Up the Mines for CoS Sawyer Done
Map 1: Burham Springs New Canaan Connection Sawyer Done

Area: The area of the game and the map in the area where the quest is initiated.

Quest Name: The name of the quest.

Designer: The designer responsible for the quest so people know who to contact.

Dstatus: The status of the design.

Script: The programmer in charge of programming the location.

Dscript: The status of the coding for the quest.

LogStat: What's the status of the log for these quests? Do you get the unsolved version, do you get the solved version, and do you get a good/bad Karma and a stupid one, if appropriate?

Passable: Is the quest passable in some form?

QA 100%: Is the quest completable in ALL forms?

Note that quests should reinforce the "feel" of a location. As an example, Redding in Fallout 2 was set up to be a frontier, rough-and-tumble Western mining town, with a "Gold Rush" kind of ambiance about it. Quests in the town involved becoming the sheriff (a career move that, in classic Western style, no one wants), dealing with drunken brawls in the local saloon, dealing with dirty infighting between the two mining companies, trying to help out the local country doctor, cleaning out an infested mine, dealing with a band of robbers, and so on – the nature of the quests made you feel like you were in an Old West movie.

Also, if there is a companion in town, make sure you indicate how to get him in your party, and set up the conditions as a quest. ("To get Cassidy in your party, you need to find him in his tavern, ask him about his recent rash of troubles, then invite him to come with you. You will gain +500 XP, +1 Reputation, and Cassidy comes with a shotgun, leather armor, several shells, and a lot of whiskey.")

Previous: Part 1Up: New Canaan design documentNext: Part 3
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