Reservation The Reservation is a location in the Four States Commonwealth . Background . The Reservation , formerly known as the , was a top secret military and nuclear research facility before the bombs dropped . It was tasked with developing and building the nuclear missiles that went into the B . O . M . B . satellites . The Reservation was nestled deep in the rocky hills of northern New Mexico where the U . S . government felt that no enemy satellites or spies would ever think to look . But nuclear bombs and missiles don ' t usually discriminate . During the flurry of falling bombs and missiles from the holocaust , the area around and near the Reservation was annihilated – it would seem that someone had a hunch about the Reservation ' s whereabouts . However , even though the area around the Reservation was destroyed and rendered radioactive , the Reservation itself remained relatively intact thanks to most of the facility being underground . In fact , many people who worked at the Reservation survived the attacks , but over time many succumbed to radiation poisoning and died . Out of fifteen - hundred people who were at the underground facility when the bombs fell , only forty " survived , " and eventually became ghoul s . Due to fear , these " survivors " did not venture out of their impromptu bomb shelter for nearly ten years . After about a decade of lollygagging about within the maze - like corridors of The Reservation ' s sub - levels , the surviving ghouls eventually ventured topside . It was then that about a dozen ghouls were tasked with braving the radioactive wasteland and seek out other " survivors . " Among these brave ghouls was Dr . Willem Clark , a lead Reservation scientist and part time thrill seeker ( in his smooth - skin days ) . Willem eagerly hit the wastes not only to seek out other survivors , but also to see what could be salvaged . Of the twelve ghouls who went into the wastes , Willem was the only one to return after almost a year . Willem was accompanied by fifty or so other ghouls that he found in his travels ; ghouls who wanted a safe place to live , away from not only the hardships of the wasteland , but also away from the persecution ghouls experienced from smooth skin humans . Willem ' s return was celebrated among the ghouls , but Willem himself was unable to celebrate . He witnessed first hand the prejudice and reprehensible treatment ghouls received in the wastes , and he vowed to make a difference . With near religious fervor , he proclaimed the Reservation a sanctuary for what he called the Children of the Wasteland s ; the ghouls . He preached his version of the truth about ghouls and their rightful place as rulers of the Promised Earth . Willem became the unchallenged leader of the growing ghoul community and mandated that all the knowledge and research that was archived and stored in the Reservation ' s libraries and laboratories should further the ghouls ' cause . Research once again blossomed in the Reservation , and over the course of nearly two centuries , weapons and war materials were hacked together to one day not only beat back what they thought would be an inevitable invasion by smooth - skins , but eventually to overtake and conquer the " chosen peoples ' " lands . The Reservation ghouls are not planning an immediate invasion , at least not yet , but are actually a very paranoid group that believes it is inevitable that either the smooth - skins or the mutants will invade their precious facility and try to wipe out the ghouls . This paranoia feeds the ghouls ' desire to scavenge , create , and build new weapons with whatever they can find in the " gold - mine " of a research facility . In addition , the labyrinth of underground tunnels makes hiding the ghouls ' accomplishments and numbers from prying eyes easy . In fact , the casual passer - by on the surface of the Reservation would only see one ruined one - story office buildings , two dilapidated aircraft hangers with decaying aircraft , and maybe two dozen ghouls meandering about . Surrounding this decaying mess is a large stretch of barbed wire and sheet metal ( probably from destroyed planes in the hangers ) that keeps trespassers away and the ghouls on the surface feeling a tad safer . No other organization or faction is aware that deep underground this ruined community there is a multitude of ghouls working , researching , creating , and living in paranoid harmony ( and armed to their rotting teeth ) . One of Willem Clark ' s immediate plans is to find a way to disable a potential threat to the Reservation . On the third level of the Reservation , there is a powerful gun called a Nuclear Nellie , capable of firing a nuclear shell some thirty miles away . However , Willem lacked sufficient uranium to make a complete nuclear weapon , so he used what was left to make a dirty bomb . He figures that a dirty bomb delivered in the heart of an enemy ' s town will be enough to devastate their growth . This type of bomb , Willem felt , would buy enough time for he and his ghouls to increase their combat prowess , and , more importantly , find a source of uranium so he can build actual nuclear weapons to complete the process of turning the Earth into his Promised Earth . Since the area surrounding the Reservation is highly radioactive , the only safe way to approach the makeshift surface community by a human is with a lot of Rad - X , or a radiation suit . Since there is trade on the surface , the player would be able to come across traders who sell radiation suits , or the player could mug a group of traders for their suits – it ' s up to the player . When the makeshift gate guards are approached by someone wearing a radiation suit , the ghouls will be civil , but not warm ( civil enough to find out what the hell you want ) . Mention that you ' re here for trade and they will let you into a holding area just big enough for perhaps two - dozen people . Here the player will find a couple of old husks of Army trucks posing as trade tents , an actual tent used for slave trading , and about a three ghouls to communicate with and trade . No sightseeing allowed . Layout . Trading Post Locations . The Trading Post is pretty much the only locale non - ghouls will ever see of the Reservation ; that is , any free non - ghoul . The ten - foot outer wall is comprised of steel paneling from automobiles , tanks , helicopters , and whatever other metal siding the ghouls could find , and meshes into the surrounding jagged , rocky hills . It literally looks like a junkyard exploded to form this wall , but it is effective in keeping out undesirables , especially when the two Gatling gun towers are taken into consideration . Another natural ( depends how you look at it , really ) safeguard against intruders is the high level of radiation in the area . During the big war , several nuclear bombs fell within five miles of the Reservation , but never actually hit it . Because of this , the region still glows with radioactivity even after two - hundred years . Also , since this region is still highly radioactive , all non - ghouls visiting the Trading Post must either wear a radiation suit or be stocked to the gills with Rad - X and Rad - Away . Failure to do so will result in high doses of radiation , sickness , and death within a week . If the gate guards deem the player worthy of trading ( and most likely they will since they always seem to be interested in new folks who might have something interesting to offer , especially services ) , they will allow the player entrance into the Trading Post , but nowhere else . Upon entering , the player will see two beat - to - hell husks of what used to be Army supply trucks . Mended with spit and gum ( some places literally ) , the cargo beds and tarps now serve as makeshift stores . The store to the north is run by a ghoul named Hank . Hank is a friendly enough ghoul who seems to be in complete social contrast to the surly ghoul guards at the gates and looming inside the Trading Post . Hank ' s little shop specializes in weapons and ammo , and seems to have a very good supply of both . As it turns out , Hank is the master weapons smith of the Reservation and oversees all scavenging of materials , and manufacturing and forging . If Hank doesn ' t have the conventional weapon the player wants , it might not exist anywhere else in the wasteland . Hank is also accompanied by a human female dressed in a radiation suit who seems to be doing the brunt of the physical work . As it turns out , this female is Jillian McKinley , one of the escaped prisoners and current slave for Hank . It seems that Jillian was an exceptional mechanic and had a gift when dealing with guns and ammo . The ghouls were impressed with her abilities in this capacity and gave her to Hank . Hank eagerly accepted the help and quickly grew fond of Jillian . Over the course of a few months , this fondness turned into a crush , though he never made any advances on Jillian knowing that a beautiful , smooth skin woman would never shack up with a drippy , smelly ghoul ( and he ' d be right , in this case ) . However , Jillian does not mind working for Hank , as slavery goes , especially since the alternative was too horrible to imagine . This horrible alternative is something the player can investigate further , if he so chooses . The store to the south is run by Betty , a female ghoul who has a way with armor , if not congeniality . She does not like humans and likes even less that she must deal with them in order to trade . In addition , her surly attitude is coupled with the fact that she has a crush on Hank . She might actually act on the crush , but his affection towards Jillian is so obvious that she just does not see the worth in trying . Normally she would just kill the human , but Jillian is Hank ' s property and Betty would be kicked out of the Reservation if she did . On the east side of the Trading Post is a large Army tent . This tent is used specifically for slave trading and is run by a very intimidating ghoul named Horatio . Before becoming a ghoul , it looks like Horatio must have been a very large athlete of some sort , something akin to a football interior lineman or professional wrestler . In either case , it looks like a lot of the size carried over to his present ghoul form . Horatio mainly stays inside the Army tent where he can watch over his newest slave acquisitions and bargain with the members of Caesar ' s Legion s , the main suppliers of the slaves . A large bargaining table rests on the south side of the tent , and along the eastern wall are two cabinets filled with Rad - X and Rad - Away , which will be used on the purchased slaves before taking them into the Reservation proper . At different times during the day , the north end of the tent is occupied by sickly slaves suffering from radiation exposure . Also at different times in the day , the slaves are taken through the heavily guarded Town Gate in the north , never to be seen again . Town . Some things get better with time ; the Reservation Town is not one of those things . Upon entering through the homemade steel gate , it becomes apparent that the Reservation , though it missed most of the Big War and the after affects , it did not miss all of it . The player is immediately walking through chunks of debris that looks every bit the two - hundred years it is . The asphalt road that goes north and west is cracked , bleached from sand and sun , and full of potholes , some of them as big as a car . On this road can be found several abandoned husks of what were once fine quality jeeps , cars ( with 50 ' wings , no less ) , and a couple of tanks here and there . With a bit of close examination , the player can find that a lot of parts have been salvaged from these abandoned vehicles , but for what use , that ' s a mystery – for now . Going west , the player will run into two helicopter hangers that are pretty much destroyed . There ' s not much to look at here , except the careful scavenger might find some useful parts from the helicopter wreckage there . There are some ghouls living in the less exposed sections of the hangers , but for the most part , these are just big ruins . To the east , after entering the town proper is a dilapidated office building . Several sections have caved in from either an old bomb blast or time – or both . However , in the offices that have not collapsed , several ghouls have taken up residence . All the ghouls here are very standoffish , and will try to avoid conversation . All , that is , except for Florence , a very old ghoul who was old even when she was human before the bombs dropped . Florence was the disgruntled janitor for the office building , but the day the bombs fell she was in sub - level 1 cleaning a particularly stubborn commode . " Luckily " for her , she survived the war , but became even more cantankerous over the last couple of centuries . However , even though she is a fungus - grump , she is more than willing to chat the player ' s ear off ( if she isn ' t tempted to eat it ) . If the player gained access to the town proper through sneaking , Florence is a good primary source for the player to discover how to get into Sub - level 1 . Down the dusty road and further into the Reservation Town , the player will come across a true shanty town , complete with holey , rank tents and holey , rank ghouls living in them . In the center of this shanty town is a large Army tent occupied by the commander of the Reservation guards , Colonel Green . The Colonel is another ghoul who was around when the bombs first dropped . He was assigned security duty at the Reservation and was in Sub - level 2 when the war started . He will not give away any information about the sub - levels , but he will speak to the player to find out his / her intent . However , if the player sneaks into the town proper , he and his men will immediately try to capture the player to find out how he / she got in , and how the ghouls could make good use of the player . It ' s up to the player to decide if he / she wants to go along with being captured . The last stop for the player is at the railroad cars , Main Access Elevator , and Equipment Lift . This area is heavily guarded by the ghouls and would represent quite the challenge for the sneaky player type . In fact , sneaking into the elevator and using it is pretty much impossible without the guards noticing . If the player gets captured , he will be brought before Measles and questioned , in which case , depending on how cooperative the player is being , Measles will contact Dr . Willem Clark , via direct comm . link , and consult . Negotiations can start from this point . Based on either the negotiations or the player ' s actions within the Trading Post , there are several ways the player can get authorized access to the sub - levels - which will be explored in more detail in the Quests section . But as a primer , a couple of ways is to foil a scam being placed on Horatio by a Caesar ' s Legion slave trader . Another way is to turn in Hank for being a dissenter . And another way is to seek out and kill a caravaner who managed to steal some shotguns , ammo , and a couple of human slaves . Bringing back his head and the loot will make Measles very pleased , who will in turn contact Willem Clark about the deed . Willem Clark finds it interesting that a human would care so much as to help ghouls , so he decides to meet with the player . Measles will then escort the player to Sub - Level 1 and introduce the player to Willem Clark through the General Computer . Only a mouth appears in the computer monitor ( obviously Willem ' s ) , and the owner of the chewed up mouth will ask some questions of the player . It is here that Willem will offer Measles as a companion and will give the player access to Sub - Level 2 , the level where all the ammo and arms are manufactured . Sub - Level 1 . If the player gains access to the sub - levels , this is more than likely his first stop . Built pretty much like a typical vault , this level is the main sleeping area for the sub - level ghouls . This level is clean , crisp , and very well taken care of , unlike the Reservation Town . The contrast between the two should be somewhat shocking . The floors of the level are sparkling , the walls show no sign of wear , and the sleeping quarters are very well maintained , with two beds each and toilets in pristine condition . Depending on the time of day , half the beds and / or rooms will be occupied by ghouls in clean white lab coats , and the other half of the rooms will not . In addition , each room will have two chests for the ghouls to store stuff . Conversation is pretty limited here to just floats and such , except for Marty . Marty is a disillusioned ghoul who has the same type of thinking that Hank has ; all is not right in paradise . If Marty feels like he can trust the player , he will divulge some of the things he ' s working on . One of those things is the assembly of dirty bombs on sub - level 3 . The player will get the opportunity to eventually help or hinder Willem Clark and his diabolical plans based on info from Hank and Marty . Of course , one of the best ways to earn trust from Measles is to snitch on Marty about his rebellious thoughts , but I ' ll get into more detail in the quests section . In addition to speaking to Marty , the player can hack into the General Computer on this level and find out little tidbits about the Nuclear Nellie , the dirty bombs , and just the very slightest hint at the ghoul procreation experimentation . Sub - Level 2 . Once the player has access to Sub - Level 2 , he will have access to mechanics labs engineered for weapon , armor , and ammo - smithing . However , the player may be in for a bit of shell shock once he enters Sub - Level 2 . This level is very dirty , akin to an early 19th century English machine factory . The floors and walls are covered with soot and the air is a thick fog of mixed fumes generated by large boilers and burners . Evidently there is not a good air filtration system on Sub - Level 2 , not that the ghouls would really need one . The player would be wise to use a gas mask down here ( radiation is not as big a factor as on the surface . The sub - levels were well enough insulated during the Big War to keep out most of the radiation from above , but obviously not all ) . However , the people who do need protection from the fumes are the human slaves working in the large , but smog congested smithing rooms . All of them have scarf - like materials wrapped around their faces as a weak form of protection , though every one of them frequently coughs . Though one might expect to see a few large slaves handling the brunt of the shoveling , the opposite is true . All the slaves lurking about are quite frail . At first assumption , one might think that their frailness is a result of long term exposure to the level ' s fumes and poor treatment of the slaves . However , a bit of investigation will reveal that all the working slaves are usually the weakest of the crop purchased . Evidently , the strongest human slaves are carted off to a room that emits a strange green glow through the door cracks on Sub - Level 3A slave or two may mention that at night , when they are resting in their holding cell , that they can hear screams coming down the hall where the " Green Room " is . The first room the player will run into is the firing range directly north . It looks like a standard indoor firing range , except for the filth , comes complete with three ranges and , at any given time , a couple of ghoul guards trying out a new conventional firearm . Since the guards have a bit of an ego , they are anxious to challenge the player to a contest of skills . Best of ten shots at the maximum distance in the range wins the contest ( prize is TBD ) . To the northeast of the level is a large room used for armor manufacturing . Inside , there are two large furnaces next to makeshift anvils and tables . A couple of ghouls bang away at stretching leather and forming metal to make suits of armor . Several slaves toil away at moving around the scrap materials and shoveling coal into the furnaces from large piles of coal along the northern wall . Just south of the armor - smithing room is the weapon and ammo - smithing room . It looks very similar to the armor smithing room , except that there a lot of medium sized crates filled with ammo and guns ( a lot for the FO3 world , anyways ) . One side is filled with crates of non - functioning weapons , and another , guarded by four ghoul guards , is filled with functioning guns and ammo , though this side is much smaller than the non - functioning side . The two weapon smith ghouls toil away at dismantling the non - working guns to either piece together the different parts into a functioning weapon , or melt down the metal to forge new components . The slaves cart coal from the stockpile in the armor smith and shovel it into the furnaces in the weapon smith facility . Again , these slaves are frail and look like they are going to keel over at any moment . Even though the slaves are frail , the floating toxins do not help their health conditions . The slaves rarely live longer than a couple of years before the toxins kill them . The player will have the opportunity to either find proper gas masks or devise a makeshift air filtration system . Running the whole show on Sub - Level 2 is Milt the Foreman . He can be found walking from room to room , making sure things are running smoothly . He ' s a no - nonsense ghoul who tells it like it is , and he ' ll waste no time telling the player what he thinks of human scum . In any event , Milt will serve as a focus point to augment current weapons and armor for the player to make them more deadly , provided the player has the blessing of Dr . Willem Clark . If not , he ' ll call the guards and they will lay the smack down ! There ' s also a Chem Lab on this level where the player can use the chem . - mechanic ' s table to concoct stim packs , Rad - Away , and other such things . There is a science techy in here every once in a while , but he only comes in to get supplies and such – nothing to buy here . But if the player follow said techy , he will see that he takes a different elevator than the one the player came . This elevator is the only way to Sub - Level 3 and its big mysteries . There ' s also the requisite sleeping chambers for the ghoul workers , as well as a bathroom / locker - room complete with lockers for the player to pick . The last place of note on this level is the Incinerator Room . Periodically during a given day , a techy will come up from Sub - Level 3 with a large , covered trash can . He will head into the Incinerator room and dump the contents into the very large incinerator . The player may try to investigate the ashes and such around the incinerator to determine what was thrown in there . A good Perception will uncover human bone in the ash . Sub - Level 3 . Sub - Level 3 used to be the meat and potatoes of the Reservation back in the day . Little has changed in that regard . While Sub - Level 2 maintains manufacturing of armor and arms for trade on the surface , the true research and development , and the means by which Willem Clark fulfills his dream , occurs on Sub - Level 3 . The only way for the player to access this level is through the southern elevator on Sub - Level 2 . The use of this elevator requires the visual approval of Willem Clark himself . The player ' s options to gain entry are to earn the trust of Willem Clark through completing quests , going Rambo and killing everyone topside and the first two sub - levels – this brings Willem and his cronies to the player for a final showdown , and by doing this Willem forgets to reset the security on the elevator - , or the final way is to sneak down the elevator using deception . However , since Willem visually checks everyone in and out of the elevator through a heavily protected camera over the elevator , and he is personally familiar with all who works for him , the player would need a very high Deceive skill to pull off the scam . As Sub - Level 1 is sharply contrasted in appearance and feel to Sub - Level 2 , so is Sub - Level 3 to both previous levels . Not only is Sub - Level 3 very clean and tidy , but it is also eerily dark and cold , both figuratively and literally . The halls are permanently lit by red power back - up lights , and the purple glow of the force field at the end of the hall accentuates the dark mood . During the daylight hours , the entire level is deathly silent , save for the hum of the force fields . During the night , inconsistent screams of terror and pain can be heard coming from within a room ; a room known to the slaves only as the " Green Room . " The first room to the right from the elevator in Sub - Level 3 is a long room consisting of three smaller rooms . The rooms are regular , square rooms each with a single bed and a cabinet against the wall . If the player has entered this area during the day , the rooms will be empty . However , at night the rooms will be occupied by their respective owners getting ready for a good night ' s rest . These rooms , as it turns out , belong to the successful results of the ghoul procreation experiments . Like Measles , these three ghouls are born ghoul s . However , only Belle will give the player the time of day , the other two will brush the player off . Appearances . The Reservation was to appear in Black Isle ' s canceled " Fallout 3 " .