B . O . M . B . - 001 design document / 2 This is part 2 of the B . O . M . B . - 001 design document for " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Locations . Map 1 – Living quarters . Airlock 1 . Exiting from Hermes XIII , this is the PC ' s first stop . It is a very sterile looking room with an access panel next to the closed door leading into the station itself . No special access codes are needed to open the door , but the player will have to stand in the airlock for at least five seconds so the decontamination spray can hose the PC down . Once that happens , the player may simply click on the access panel and the door will open . Medical Facility . The Medical Facility is at least twice as large as Airlock - 1 . It has six beds with three lined up against the south wall and three against the north wall . Smack dab in the center of the room is an Auto - Doc which the player may use at any time . There are also cabinets and shelves along the east and west walls , each holding various med - kit s and drug s . If it ' s in the game , the player may concoct self - enhancing drugs and such in the lab that is placed next to the Auto - Doc . It ' s not an overly elaborate lab , but it is sufficient to make drugs and med - kits . It is basically one large table with beakers , tubes , and bottles lying about . Storage . This room simply houses more med - kits , drugs , stim - packs , etc . Central Hall . Exiting through the north door from the Medical Facility will place the PC in the Central Hall of the Living Quarters . Here the player will find several , recently used , fold - out beds attached to the east wall and three computer terminals attached to the west wall . Two of the three computer monitors are non - operational , but the lone operational central computer will display a countdown . At the top of every minute an audible computer voice will give a countdown status - for example , " T minus 120 minutes and counting to missile launch . " This audible warning will continue until T minus 60 seconds , in which case the audio will countdown the seconds to launch . Also in this hallway , the player will run into two maintenance / security brain - bots . They look similar to the standard brain - bot s , with the addition of two extra limbs that are laser guns . The brain - bots will immediately attack the PC on sight . However , the PC may avoid this conflict if he first observes the brain - bots ' patrol pattern . There is a window of opportunity for the player to safely run into the Maintenance Room adjacent to the Medical Facility . Inside the Maintenance Room , the player will find another computer terminal that is directly tied into the brain - bots . A bit of hacking will get the PC into the brain - bots ' command routines , where the PC may opt to disable the brain - bots . If the PC is not very science savvy , there are also quite a few EMP grenade s and ammo for a pulse weapon . Maintenance Room . The Maintenance Room is a bastion of hi - tech mechanic ' s delight . There are a couple of mechanic ' s labs the PC can tool around with , as well as materials to upgrade equipment – time permitting , of course ; those missiles will fly soon , you know . Also in this room are four docking stations for brain - bot s . Three of the four are empty , but one has a brain - bot that looks like it has been recently deactivated . The PC can do some investigation on the brain - bot , as well as on the maintenance computer , and discover that the little bot has indeed been recently deactivated . A quick notes entry on the computer states that the brain - bot exhibited unusual actions , and even emotions , such as loneliness , anxiety towards Dr . Presper and his cronies ' arrival , and even an attempt to halt Dr . Presper ' s plan to nuke the Earth ' s surface . The PC may opt to reactivate the brain - bot and try to reason with it ( it will not take a dedicated Science Boy to reactivate the brain - bot ) . The brain - bot will first identify itself as S . O . R . - 1000 Alpha , and then go into a tirade about how he must stop Presper from destroying the populated areas . The PC may discover through conversing that the brain - bot became " self - aware " about eighty years ago when a minor electrical surge opened up some new neural pathways . Alpha , as he likes to be called , then began a crusade to learn all he could about what happened to the Earth , why B . O . M . B . - 001 was built , and study the bourgeoning societies that popped up here and there on the scorched Earth . To make a long story short , Alpha can become a CNPC and help the PC thwart Presper ' s plans to " cleanse " the Earth . Yes , he is a late level CNPC , but he can be very helpful , especially to a PC who is not Science focused . Plus , Alpha has dual laser guns , baby ! Lastly , since Alpha is so late level , he does not count against the PC ' s companion limit – Alpha ' s a freebie . Another fun thing the Mechanic Boy can do in the Maintenance Room is assemble a freeze gun . A bit of investigating in this room will turn up a schematic on a prototype freeze gun which the PC can use to assemble the gun . However , not all the parts for the gun are available in the Maintenance Room , so the PC will need to find viable substitutes for the components . Needed components are ; freezer coil s ( kitchen ) ; water and container s ( bathroom ) ; crushed crystal ( TV in rec . room ) ; power source ( S . O . R . - 1000 Beta of Delta ) . The remainder parts are in the Maintenance room . Once assembled , the gun works great against any armor since if super - freezes joints and moving parts , so the gun is effective against robot s as well as the NCR guys . The gun will not necessarily kill a foe , but it will render it immobile , giving the player uncontested turns against the cripple d enemy . Rec . Room . The Rec . Room holds a ping - pong table , two computers used for gaming and information , a dining table for four , and a large projection TV . The PC can play around with the computers and get some information about the early days of the space program , and other miscellaneous stuff . A fun Easter egg might be to put an old Interplay game on one of the computers for the PC / player to play . There has to be something in Interplay ' s inventory that is really small ( compared to today ' s games ) that can be put into an in - game computer . The PC can break the TV monitor and use the broken crystal for the freeze gun . Bathroom . The Bathroom has two showers , two sinks , and three toilet stalls . Perfect for cleaning up or relieving one ' s self . The PC can find water container s to use with making the freeze gun . Kitchen . The kitchen comes complete with a packaged - food processor , cutting table , and a freezer . The freezer coil s can be used to assemble the freeze gun . Mini - Med . This is a much slimmed down version of the Medical Facility . It basically just has one bed and medical supplies ( med - kit s , stimpak s , etc . ) . Missile Room 1 . This is where five of the eight missiles that are going to be launched are stored . The ten foot thick , red silos come out of the floor and extend into the ceiling and form two rows of eight silos each ( more or less , depends what the artist comes up with ) . The player can access the mini - computers that are attached to each silo and see which silo has a missile in it and which do not . Some of the silos show empty because the U . S . government never got the chance to fully stock B . O . M . B . - 001 before the war started . However , for those silos that have a missile in it , the player can try to sabotage the missile launch system on a per silo basis . Unfortunately , this type of Science Boy tactic takes quite a bit of time , and the likelihood of the player sabotaging more than five silos in less than two hours is highly unlikely . But , sabotaging the silos would cause a systems overload , which in turn would cause the station to eventually blow up – like a couple of minutes after the non - sabotaged missiles launched . Airlock 2 . This airlock looks exactly like Airlock 1 , but this airlock is a transition from Map 1 to Map 2 and back again . Also , there are six space suits for the PC to use on himself and his companions . Map 2 – Space Walk . Inner Hull Support . This is a steel reinforced support system that maintains the structural integrity of the round missile station . These are round tubes with a flat walkway in - line with the rest of the station . In order for the PC , or anyone , to walk on the hull support , the PC will need magnetic boots ( supplied in Airlock 2 , along with the space suits ) . Going in a straight line , the PC may walk to the east side of the missile station and enter the Command Center through Airlock 3 . Of course , the PC must contend with the Security bots on the Central Hub . Central Hub . The Central Hub is the direct center of the missile station . The platform is large enough to hold a radio antennae dish , a handful of people , and two ill - tempered security bots . The security bots have magnetic treads which allow the security bots to move along the walkway without floating off into space . An adept Stealth Boy may sneak passed the bots , Combat Boy may choose to blow the bots away with a pulse gun or EMP grenade s , and the Science Boy may develop a way to depolarize the bots ' magnetic treads and have the bots float away harmlessly . Map 3 – Command Center . Airlock 3 . This airlock looks exactly like Airlock 2 , but this airlock is a transition from Map 2 to Map 3 and back again . No space suits in this airlock . Mini - Med . This is a much slimmed down version of the Medical Facility . It basically just has one bed and medical supplies ( med - kit s , stimpak s , etc . ) . Meeting Room . Directly east of Airlock 3 is the station ' s Meeting Room . A large cut - away map of the world is hung on the east wall with red thumbtacks precariously placed on Midwestern locales . An observant PC ( INT > 5 ) will notice that the thumbtacks are on the same points that the missile targeting solutions are assigned . In the center of the room is a large meeting table and eight chairs all around . Engineering . Directly south is Engineering . This room has several computer terminals attached to large computer storage banks , similar to the spinning tape storage banks from the fifties . There are also four generator type things evenly spaced on the floor . Here , the player will also find an NCR engineer . The player has several choices ; if the player successfully snuck into the Command Center , he may choose to kill or knock out the engineer , take his armor and helmet ( essentially his uniform ) , and use the PC ' s Deception skill to try and infiltrate the Command Control Room . Another option is to try and speak to the engineer using Speech skills , thus trying to convince the engineer that Presper has not been entirely honest with them ( the whole death virus thing ) . Another choice is to blow the snot out of the guy and not worry about him . Reactor Core . In this medium sized room is a large nuclear reactor with four smaller power nodes at each corner of the room . The reactor is very well insulated , but can be sabotaged using more than two dynamite s or two C - 4 charges ( using more will not do any more damage ) . Using these explosives will breach the plutonium containment and leak a hell of a lot of radiation all over the Command Center . Also , reactor meltdown will commence , which gives the PC exactly five minutes before total meltdown and BOOM ! Lastly , causing this type of catastrophe will initiate the emergency missile launch protocol , giving the PC four minutes to set new targeting solutions and one minute to get the hell out of Dodge . The one consolation about the emergency launch protocol is that six out of the eight missiles have a 50 % chance of missing their assigned target , so if the PC can only reprogram half the missiles in the four minutes , there is still a chance that all the missiles will miss their targets . It ' s a gamble , but it ' s the price one pays for using meathead tactics . The same rules apply if the PC uses science on the reactor and programs it to overload . Command Control Room . This is the ultimate room where the PC can save the world or help destroy it . There is a large monitor on the east wall that shows a close - up section of the Mid - West as seen from B . O . M . B . - 001 . Several red targeting reticules highlight different designated targets ; Hoover Dam , New Canaan , Shady Sands , New Reno , Vault City , Denver , Brotherhood Main Bunker , and Maxson ' s Bunker ( although the targeting computer uses old , pre - war names for the locations ) . Directly underneath the large monitor is the targeting computer . This is where the player may reprogram the targeting solutions . If the player chooses to disarm the missiles , he will be able to disarm all but two missiles . Since the computer was programmed to " cleanse " the areas that had been exposed to the New Plague , it will refuse to halt all launches and insist that two missiles be launched . The player must choose two targets to hit – empty , uninhabited areas are not an option . If the player does not choose , then the computer will choose the two largest populations . Also , reprogramming targeting solutions takes a fairly long time . Since both the station and the Earth are moving , the computer must calculate for optimal launch trajectory , atmosphere re - entry , target positioning dependant on the Earth ' s current facing relative to the station , distance , fuel , and weather . All these factors could take some serious calculating time , especially since none of these variables are constant ; the core information must be extracted on the fly and then worked into a target solution . It is quite possible that the player will not have time to reprogram all the missiles , so he would have to choose carefully which ones to change furst . Dr . Presper can be found fiddling around another computer that is in the left hand corner of the room . If the player ever decides to muck around this computer , he will find that Presper was using it to calculate explosion scenarios , radioactive fallout disbursement patterns and half - life , and other brainiac calculations . The center of the room holds the computer processing core , a large , metallic object that is shaped like a smaller Zax computer . Two NCR soldiers walk around this thing pushing buttons and such . Escape Pods . Directly north of the Command Center is the hallway for the Escape Pods . These are accessible at any time and hold two people each . There are five pods total . All the PC needs to do is access the control panel over one of the escape pod doors and accept the emergency escape request . One of the ideas I was toying with to keep the ending of the game " Fallouty , " was that the escape pod does not have a designated landing site . Because of its limitations , the pod will land like a ' 60 ' s space capsule , parachutes and all , in an unknown , remote area . This way the player will get an end movie CG of having his PC leaving the pod and wandering into the sunset of an unknown land – play sad music and shed a tear . Then roll the " and what happened to . . . " stills and narratives . Missile Room 2 . This is where three of the eight missiles that are going to be launched are stored . The ten foot thick , red silos come out of the floor and extend into the ceiling and form two rows of six silos each ( more or less , depends what the artist comes up with ) . The player can access the mini - computers that are attached to each silo and see which silo has a missile in it and which do not . Some of the silos show empty because the U . S . government never got the chance to fully stock B . O . M . B . - 001 before the war started . However , for those silos that have a missile in them , the player can try to sabotage the missile launch system on a per silo basis . Unfortunately , this type of Science Boy tactic takes quite a bit of time , and the likelihood of the player sabotaging more than five silos in less than two hours is highly unlikely . But , sabotaging the silos would cause a systems overload , which in turn would cause the station to eventually blow up – like a couple of minutes after the non - sabotaged missiles launched . Cast of Characters . Generic NPCs . Dr . Victor Presper ( EPIC VILLAIN : SCIENCE BOY : 30 ) . Importance - Epic Shtick : Presper is a " quiet " mad scientist , and he is considered to be an end - game - level - threat on par with the Master from " Fallout 1 " , and his stats reflect this . He is the smartest man on Earth except for possibly the player . Karma : Presper is at 0 Karma . Equipment : " Super PIP Boy " monitors his health , acts as a motion sensor , and has a programming attachment built in that allows him to instantly create and download his own programs . " Needler Pistol : ( 4 AP , 2 - 12 + 12 " with Penetration that cuts Armor in Half ) , with 3 HN Piston - Propelled Needle s in the chamber filled with tranquilizer darts . He also carries a Multitool , a radio , and a Flashbulb Projector with a Bulb that has six flashes remaining , with the command : HALT action loaded into the punch card . Presper would much prefer to spar with words than with bullets . Skills : 75 % Small Arms , 5 % Big Guns , 25 % Melee , 25 % Unarmed , 45 % Missiles , All Science s 250 % ( or whatever the % mechanism is ) , 250 % Game - Theory . Traits : All science traits . I mean , all of them . - Presper accrues double the fatigue as if on half - rations , because he is fighting sleep all the time . He is secretly afraid of being asleep , and he will do anything to prevent being tranquilized or knocked out . ( 3 ) Multi - Tasking - as long as two separate tasks are within reach , Presper can proceed to do both at half his normal skill percentage with independent hands . He could code two computer programs , for example , or work out a math theorem in his head while shooting someone with his tranquilizer gun . Perks ( 5 ) : Cinematic Epic Bonus Perk : Smartest Man on Earth Except for PCs that , well , makes Presper the smartest man on Earth except for potentially the PCs , Mad Scientist which allows Presper direct input from the GM to perform his twisted actions , Action Boy ( 2 ) gives him a + 2 AP on all actions , Inventor ( + 25 % to all invention rolls ) , Master of Sciences , and all other Science - related perks Prisoner 31 . 1 : " Dr . Victor Presper " Dr . Presper has a simple dream ; to preserve the master race – human s . The good doctor was born and raised in the area formally known as Shady Sands , now known as NCR . He spent many of his years as a scientific advisor to President Tandi before his disillusionment settled in – a disillusionment fueled by the caravan houses that ate away at NCR . When his breaking point finally came , Presper became determined to find a way to rid the world of chaos and human impurities , and discovered his savior in Limit 115 . Through extensive research , Presper discovered the history of Limit 115 and its genocidal potency , and also discovered a viable means to cleanse the world . Using Ulysses , the quarantine prison , and a ballistic satellite known as B . O . M . B . - 001 , the way to human planetary domination and order became clear . He needed to get to B . O . M . B . - 001 and use the nuclear weapons to clean the filth and wretch that currently occupied the surface . Presper and his followers released the New Virus in the remote areas near Boulder and Denver . It was close enough to the quarantine prison to spur ULYSSES into action , but not near enough to huge populations to start a general panic Once enough people were infected and ULYSSES " arrested " enough people to just about fill up the prison , Presper infected himself , Coleridge , and a handful of loyal soldiers so they too could be taken into the prison . Once there , the rest of Presper ' s men , who were not infected , would stage an attack on the prison which would allow everyone to escape . This event would start a countdown of sorts for missile launch on B . O . M . B . - 001 . ULYSSES would asses the viral spread , try to gather up the escaped prisoners , and once 90 % of the prisoners had been retrieved , launch nuclear missiles to " clean & prevent " any further infection . By the time this happened , Presper had planned to be on , and in full control of , B . O . M . B . - 001 , and reprogramming targeting solutions to clean the areas " he " wanted . Humans of his choosing would wait out the second nuclear holocaust in the Boulder Dome , until the day came where he declared the Earth safe for pure blood humans once more . The only thing that really was a time consuming factor for his plan was figuring out the launch codes on the satellite . But Presper knew he was more than intelligent enough to eventually figure it out . After all , he was far more intelligent than the monkeys who originally programmed the launch computers on B . O . M . B . - 001 , or so he thought . General Coleridge ( EPIC COMBAT 15 , DIPLOMAT 5 ) . Importance - Epic Theme Music : " Minstrel Boy - " Black Hawk Down . Karma : Coleridge has Positive Karma for the purposes of Intuition . He doesn ' t believe in killing anyone unless his life is threatened , and he believes solely in his holy crusade to take back NCR from Lt . Gov Dodge . Equipment : Super Stimpak , 3 normal stimpak s , Full Fort Combat Armor Mark 2 , Gas Mask , 10mm pistol with a full magazine , 2 Flare s , Night - vision goggles , 3 Frag Grenade s , 3 Tear Gas , 3 Flash Grenade s , Combat Knife , Assault Rifle with Scope , with 3 extra 24 Shot 5mm magazines , a tube of nutrient paste , PIPBoy . Traits : Gifted ( + 1 to all Stats ) , Skilled ( Normalizes Skill Points ) Perks ( 5 ) : Cinematic Epic Bonus Perk : Born Leader : Anyone within Coleridge ' s zone of influence gains + 2 to Sequence , + 10 % to all skill rolls , and + 1 AG . Cult of Personality : Coleridge gains positive reactions from everyone , whether they are good Karmic or Bad Karmic , Detect Lies : Coleridge can detect lies easily by watching someone , and Action Boy ( 2 ) gives Coleridge + 2 Action Points . Weapons Skills < br > 125 % Marksman < br > 93 % Melee < br > 113 % Unarmed Science Skills < br > 75 % Medic Captain Davidson ( COMBAT 25 ) . Importance - Minor < br > Will only be at B . O . M . B . - 001 if not killed in Grand Canyon . Theme Music : " Running Gun Blues , Veteran of the Psychic Wars , Fight Club : Who is Tyler Durden ? ( Track 1 ) or What is Fight Club ? ( Track 3 ) " Karma : Davidson has 0 Karma . He is a super soldier who follows orders , and he has no will of his own - everything he does is for Coleridge . Equipment : 1 Super Stimpak , 3 Normal stimpak s , Full Fort Leavenworth Combat Armor Mark 2 , Gas Mask , 2 Flare s , Night - vision goggles , 3 Frag Grenade s , 3 Tear Gas , 3 Flash Grenade s , Super Charged Riot Prod , 14mm Pistol with 6 bullets , Combat Knife , Assault Rifle , with 3 extra 24 Shot 5mm magazines , a tube of nutrient paste , PIPBoy . Traits : Gifted ( + 1 to all Stats , slower Perk Rate ) , Strong , Silent Type ( + 1 ST , + 1 EN ) Perks ( 5 ) : Cinematic Bonus Perk : Born Killer ? Not sure what this Perk would do , except that he ' s designed to kill people . More Criticals ( 1 ) ( + 5 % to all criticals ) , Die Hard ( below 25 % , gives 10 % to all resistances ) , Toughness ( + 10 % to " all " Resistances ) , Action Boy ( 2 ) gives Davidson + 2 Action Points , and Bonus Move + 1 gives him + 2 Bonus movement APs . Weapons Skills < br > 150 % Marksman < br > 150 % Melee < br > 150 % Unarmed Science Skills < br > 75 % Medic < br > 93 % Outdoorsman Captain Pierce ( COMBAT 12 ) . Importance - Minor < br > Will only be at B . O . M . B . - 001 if not killed in Grand Canyon . Theme Music : " Trip Like I Do " ( Filter + Chemical Brothers ) Karma : Pierce is a bad person . Equipment : 2 stimpak s , Full Fort Leavenworth Combat Armor Mark 2 , Afterburner Gum , and possibly Buffout s , Gas Mask , 2 Flare s , Night - vision goggles , 2 Frag Grenade s , 3 Flash Grenade s , Holdout 10mm Pistol with a full 12 bullet magazine , Combat Knife , Sniper Rifle , with an additional 24 . 223 FMJ rounds , a tube of nutrient paste , PIPBoy . Traits : Gifted ( + 1 to all Stats , slower Perk Rate ) , Finesse ( Attacks do - 30 % Damage , but he has a + 10 % chance to cause criticals ) . Perks ( 4 ) : More Criticals ( 1 ) ( 6 : + 5 % to all criticals ) , Martial Artist ( 1 , + 1 Melee Dam , + 1 DT HTH , and - 5 % to hit ) , Bonus Ranged Damage ( + 2 to all Ranged Damage Attacks ) . Skills : Weapons Skills < br > 125 % Marksman < br > 95 % Melee < br > 95 % Unarmed Science Skills < br > 75 % Medic Major " Border " Briggs ( Combat 12 ) . Importance - Minor < br > Will only be at B . O . M . B . - 001 if not killed in Grand Canyon . Theme Music : " Save Yourself " ( Stabbing Westward or the clip from " Pulp Fiction " ) Karma : Briggs has 0 Karma . Time and the player ' s influence , will tell whether he is bad or good . Equipment : 1 stimpak , Full Fort Leavenworth Combat Armor Mark 2 , Gas Mask , 2 Flare s , Night - vision goggles , 3 Frag Grenades , 1 Tear Gas ( used 2 against Rico ) , 3 Flash Grenade s , Riot Stick , 10mm Pistol , Shotgun with 2 shells , and 6 12 gauge shell s in a side pouch . Combat Knife , Assault Rifle , with 3 extra 24 Shot 5mm magazines , a tube of nutrient paste , PIPBoy . Traits : Guilty Conscience , Perks ( 5 ) : Action Boy ( 1 ) gives him a + 1 AP on all actions , Demolitions Expert gives him an additional bonus to Traps skill , Duck and Cover ( - 15 % and 2 DT from all Explosions ) , Unbreakable ( Brigg ' s does not get broken bones ) , and Forced March ( doubles fatigue time ) . Weapons Skills < br > 105 % Marksman < br > 85 % Melee < br > 85 % Unarmed Science Skills < br > 45 % Medic < br > 85 % Traps S . O . R . - 1000 Alpha ( Combat 15 , Science 15 ) . Importance - Intermediate Weapons Skills < br > 150 % Marksman < br > 100 % Melee Companions ! S . O . R . - 1000 Alpha ( Combat 15 , Science 15 ) . Importance - Intermediate Monster Roster . NCR Guard s - # ~ 4 , Lvl : 15 - 20 . The NCR Guards are armed with high powered rifles , grenade s , and combat armor . Security Robots - # ~ 2 , Lvl : 20 . These security robots are bad news . They are treaded beasts with a tall , thick torso and two gattling laser arms . . These robots do not respawn . S . O . R . - 1000 Beta & Delta - # ~ 2 , Lvl : 20 . Little brainbot s with two maintenance arms and two laser gun arms . They patrol the hallway of the Living Quarters and will attack the PC on site . Random Encounters Surrounding the Area . NONE ! Unless the PC gets intercepted by Klingons on the way to B . O . M . B . - 001 !