Complete Fallout Bible.pdf

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THE COMPLETE
FALLOUT BIBLE
THE COMPLETE
FALLOUT BIBLE
SEP 14
SEP 14 TH
2004
COMBINED BY CYKKE
PDF processed with CutePDF
TH
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FALLOUT BIBLE: SECTION ZERO
JAN 15 TH
TH - FEB 25 TH
INTRO: BLACK ISLE STUDIOS MESSAGE BOARDS
This Fallout Bible "update" is actually a compilation of three other previous updates that were posted on
Fallout fan sites before the Feb. 25 th one, contained in the archives, below. We're not trying to confuse you,
we're just playing catch up here. This is "Update 0," if you will. If you've already seen the other updates on
the net, this document doesn't contain anything new except there's a PDF version of it now.
This may be the first Fallout Bible update you've seen on the Black Isle Studios site, but hopefully not the
last. For those of you who haven't seen these before, the Fallout Bible is just a collection of all the
background material and hi-jinks from Fallout 1 and Fallout 2 compiled into one document so the fans can
take a look at it. Some of it's a little rough, so if you see anything wrong or if you think of anything you'd
like to see, drop me a line at Cavellone@blackisle.com and I'll see what I can do. I can't promise I'll answer
your emails immediately, but I will get around to it, usually when the weekend hits.
In any event, these updates will now be appearing hopefully twice a month (on every other Monday) on the
Black Isle Studios website, but you can usually find it not long after at any of the Fallout fan sites across
the web. The next update should be Monday, March 11 th , pending some major catastrophe.
Thanks for supporting Fallout,
Chris Avellone @ Black Isle
FF
TH 2002
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DISCLAIMERS
1. The information presented here is a rough draft and will need some heavy revision, but on some level, I
wanted you guys to see the core information we had lying around so you can see some of the ideas that
were being batted around.
Ideally, the information contained in these updates will be revised in the future based on your comments
and possible evidence gathered from within the game - some of the people that put this documentation
together (me and others) don't have nearly as much knowledge of facts within the game as some of you fans
out there. Mistakes and inconsistencies are bound to crop up. When they do, we'll do our best to correct
them.
2. I have gotten all the emails on the Bible, I have read them all, and even if I don't have time to respond to
each one (special apologies to Jason Mical - I still have to read the PNP game fully), please keep additional
questions coming. I want to know everything you want to know.
3. Some of this information you'll see in the Bible is going to be incomplete. The reason for this is because
if we ever do a future Fallout product, I don't want to write Black Isle into a corner - we want to leave some
holes to fill in ourselves... or holes to escape out of. So forgive the sins of omission when they crop up. Just
consider them extra fuel for fan fiction plotlines.
4. The information contained within this documentation could ruin many of the surprises in Fallout 1 and 2,
so readers should be aware that there are plenty of spoilers contained within the information below.
5. Also, I just wanted to say if you guys ever have any movie or book suggestions that you think have
interesting material relating to the Fallout genre, don't hesitate to email me. Again, my contact information
is:
I may not be able to respond to every email you send, but I guarantee I will read them all and try to give
you a response when I can.
6. To the above, I would also add any music suggestions for fifties-style tunes... we're running a Fallout Pen
and Paper game at work, and I need theme music pretty badly.
7. Suggestions for material to include in the Bible, questions about Fallout events, and suggestions for good
source material are welcome, but I cannot give hints or walkthroughs for the game, provide technical
support, answer questions outside of Fallout 1 or 2, or read fan fiction or fan-created material for Fallout.
8. All of these updates will be collected into a huge honking document at some point - the doc you're
reading now is just one of the many rough drafts you're likely to see.
9. And if you ever need to satisfy your Fallout cravings, and you have a few friends with the same craving
and some dice, I strongly recommend you check out Jason Mical's pen-and-paper Fallout role-playing game
at:
Don't let the web address fool you, Jason's a nice guy.
10. All the PIP Boy pictures in this document are courtesy of BIS artist Brian Menze, who did work on
Fallout 1, Fallout 2, Torment, TORN, Icewind Dale, Heart of Winter, and now Icewind Dale 2.
11. Translators be warned: the information below may undergo revisions based on feedback, so you might
want to wait until the next update to make sure the information below stays solid.
Thanks for supporting Fallout,
Chris Avellone down here at Black Isle Studios
ANSWER ME THESE QUESTIONS THREE
Here are three huge questions courtesy of Sean McGrorey:
1. Why was it that so many ghouls left necropolis between Fallout 1 and 2 to settle in Broken Hills
and Gecko? Is necropolis empty now? Also, why was it that Harold joined the ghouls? I remember
him talking as if he weren't a ghoul; When you type in "ghouls" in the question box in the first
Fallout he refers to the ghouls as "them".
Answer:
• Ghouls still have the human need to expand and move on - and in the 80+ years between Fallout 1
and 2, the ghouls spread out from Necropolis in all directions... and some had even left before the
events in Fallout 1.
• Necropolis is not empty now; ghouls are still said to reside there, though Set is no longer their
leader. It is not clear whether he is alive or dead.
• Harold joined the ghouls in Fallout 2 because Harold is a kindly sort who likes to help people -
when he sees a group of people trying to make their way in the wasteland, he tries to step in and
give them a leg up, especially when it can benefit life for everyone.
Wherever a key event in Fallout has occurred, Harold always seems to be right there in the middle
of things, helping to push the world along and make it a better place. His wit is a little dry and
raspy, but he's got a good heart.
• Harold is not a ghoul, but he is a mutant. What happened to him inside the military base during his
assault with Francine, Mark, and Richard Grey is unknown, but it is likely he was exposed to the
FEV virus and changed. His last known memory after the attack was passing out then waking back
up in the wasteland... changed.
2. Does FEV really cause sterility? In Fallout 1 it seemed like the answer was a resounding yes, and a
number of reasons for this were given by Zax and Vree. But then in Fallout 2 after you take Marcus
to the Cat's Paw he says "I hope she doesn't get pregnant" and says that the FEV doesn't make
mutants go sterile, it just makes it take a few years "to get the juices flowing again". Moreoever, the
deathclaws in Vault 13 were infected with FEV and yet they are able to reproduce. So, does the FEV
cause sterility or not?
Answer:
• FEV causes sterility in some creatures. FEV does cause sterility in super mutants and ghouls -
Marcus' comment in New Reno was a joke only (and it was an inappropriate one, for which I
apologize for). For other creatures, however, the FEV does not cause sterility - in fact, it may
actually speed up their reproductive cycles (in tandem with potential drawbacks). Known species
that can reproduce after being mutated with the FEV include most species of rats, the mantises
(who are known to have bred so fast they cover the Salt Lake City area like blankets), the
radscorpions, and the deathclaws. This is only a partial list.
• The deathclaws in V13 are a special case; as part of the Enclave experiments, they were bred as
fighting packs for the government. They were not supposed to be able to reproduce, but they were
attempting to do so at the time of Fallout 2. It is extremely likely that the Enclave scientists would
not have wanted the deathclaws to breed on their own for fear of losing control of them, but that
doesn't mean they would have made mistakes in engineering limiters or sterility in them.
• The wannamingos are a result of FEV virus experiments, but they are now becoming sterile. They
are not aliens, but word is they were designed as FEV-tailored weapons for waging war on other
countries... and they got loose. They do live a long time, but they were dying out at the time of
Fallout 2. They have only been sighted in the F2 area and nowhere else in the wastelands.
The eggs you see in Fallout 2 are the last generation of Wannamingoes to exist in the wasteland;
the young Wannamingoes seen in F2 will perish in five years, and their parents a few years before
that - an internal genetic clock will simply stop ticking, and they'll fall over dead. The
Wannamingoes are a vicious mutant breed that had their moment in the sun, and now their sun has
set.
To put the tombstone on their extinction, the largest known nest of Wannamingoes were wiped out
when the Great Wannamingo mine was reclaimed by Redding with the help of a traveling tribal.
The mother was killed, and the last remaining eggs were hunted down, stepped on, and then the
remains were examined by local scientists and doctors who came to the extinction conclusions
mentioned above.
Again, Wannamingoes are not aliens – they are a curious mutant or genetically-designed fighting
machine that has only been able to find a home in the cold, dark places of the wastes.
It is possible that the wannamingoes were old Enclave experiments (or even experiments from
before the Great War), and if this is true, then it's likely their genetic/biological deadman’s switch
was purposely engineered to keep them from breeding past a certain generation.
As a final note, this is strictly a personal decision on my part. If you want them to live for fan
fiction, pen-and-paper role-playing campaign purposes, or for your own peace of mind, feel free to
have some of them survive the stopping of their genetic clock – in the Black Isle universe,
however, the little buggers are already dead and their irradiated shells are scattered along the floor
of abandoned mines throughout northern California where they make nice crunching noises when
you step on them.
3. Are the radscorpions a product of the FEV virus? When you talk to the doctor, Razlo, in Shady
Sands, he tells you that they were once American Emperor Scorpions but that he has no idea how
they mutated because radiation alone couldn't have done it. For that matter, what about all of the
other creatures of the wasteland? Which ones have been mutated by FEV and which ones haven't?
Maybe in the bestiary each creature could have a stat that shows it's level of FEV infection.
Answer:
• The radscorpions are a result of a combination of radiation and the FEV virus, and Razlo in Shady
Sands is correct - they were originally Emperor Scorpions that have grown... big.
• FEV-Infected Critters in the wasteland include almost all the ones you've seen in F1 and F2:
Mantises.
Most species of rats.
Gecko lizards.
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