Reservation design document / 1 This is part 1 of the Reservation design document for " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Overview & History . The Reservation , formerly known as the Los Alamos Nuclear Testing Facility , was a top secret military & 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 ghoul s 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 ghoul s , 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 Wastelands " < nowiki > ; < / nowiki > 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 - skin s , but eventually to overtake and conquer the " chosen peoples ' " lands . The Reservation ghoul s 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 . 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 ghoul s 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 . The Area is composed of five maps Map Flowchart & Layout for The Reservation . Reservation : Trading Post . " Legend " Trading Post Locations . The trading post is pretty much the only local non - ghoul s 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 gattling 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 ghoul s 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 middle 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 . Trading Stores ( A ) . On the east side of the Main Courtyard are two weather beaten husks that used to be Army transport trucks . The canvas and metal cargo covers look like they have been patched more times than anyone but an obsessive - compulsive would care to count . These two trucks now serve as makeshift stores where two ghouls stand as proprietors . Hank , a non - threatening ghoul with a somewhat doom - and - gloom outlook on life , sells guns and ammo in the northern store , and Betty , a female ghoul , who ' s serious to the point of being robotic , sells leather and metal armor in the southern store . Between the two , they share a human slave dressed in a radiation suit , named Jillian McKinley – one of the escaped prisoners . Slave Trading Tent ( B ) . On the east side of the Main Courtyard is a large Army tent , in relatively the same patchy condition as the Army trucks , which serves as the slave trading station . It is run by an unusually large ghoul , named Horatio . From the looks of Horatio , one could assume he was a large athlete of some kind in his smooth skin days . In addition to Horatio , there are several slaves tied up at any given hour of the day inside the tent . Accompanying the tied up slaves are usually two ghoul guards brandishing automatic rifles . The only furnishings are two cabinets stock full of Rad - X and Rad - Away . Outside traffic varies from different types of slave traders , but most , it would seem , come from Caesar ' s Legion s . Evidently , Caesar ' s Legions enjoy trading human slaves for firearms , armor , and ammo . The player can learn that the ghouls only buy human s ; ghoul and super mutant slaves are not wanted . Reservation Main Gate ( C & G - 1 ) . Coming from the World Map , the player will first come across the Reservation ' s Main Gate and wall . The Main Gate and wall are made up of welded car doors and sidings , combined with scrap metal sheets from what looks like aircraft ( if the tiles set does not look exactly like this , no worries – this is more for " creative color " and " artistic expression " ) . The Main Gates are open inward during the daylight hours and closed at night . During the day , two well armed ghoul s stand guard and question all incoming visitors to the Reservation Trading Post . Gattling Gun Towers ( F ) . At the Main Gate , there are two Gattling Gun Towers . Each tower is stationed on the outside portion of the Main Gate , about twenty feet apart . Atop these twelve foot towers rests a hand crank gattling gun and a ghoul ready to shoot anyone who steps out of line . The gattling guns rotate a full 360 degrees , so no one is out of their range . Access to the towers is from ladders on the inside of the Main Gate wall . Should anyone be try to climb these ladders , they will find out first hand how devastating a gattling gun can be . Also , there is an identical Gattling Gun Tower at the Reservation Town Gate , manned by a twitchy - fingered ghoul . Reservation Town Gate ( D & G - 2 ) . This gate and wall are almost identical to the Main Gate , except the Town Gate is a single steel door , some twenty feet across , that opens to the north . This gate is locked at all times and cannot be opened except by the direct authority of Willem Clark , the Reservation ' s leader , or one of his top appointees . It is heavily guarded by four well equipped ghoul s and a Gattling Gun Tower . Reservation : Town . " Legend " Town Locations . 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 , car s ( with 50 ' wings , no less ) , and a couple of tank s 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 wreckages there . There are some ghoul s 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 snuck 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 ghoul s 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 shotgun s , 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 . Reservation Town Gate ( O & E ) . The Town Gate is a single steel door , some twenty feet across , that opens to the north . This gate is locked at all times and cannot be opened except by the direct authority of Willem Clark , the Reservation ' s leader , or one of his top appointees . It is heavily guarded by four well equipped ghoul s and a Gattling Gun Tower . Dilapidated Helicopter Hangers ( A & B ) . Here are two medium sized helicopter hangers . They are mostly caved in with sever char marks on the west side as a result of a nuclear explosion about a mile away during the big war . There is still a lot of concrete and rebar debris within the hangers , as well as scattered pieces of helicopters poking through . Some of the piles of debris look like they have been moved aside to reveal a helicopter or two , but the exposed choppers also look like they have been picked apart over a long period of time . Decrepit Office Building ( C ) . This one story office building did not get the full brunt of the western nuke thanks to the two Helicopter Hangers . Still , a lot of the building has fallen , save for a handful of rooms and office spaces . In the rooms that did not collapse are ghoul s eking out an existence . These ghouls are unwilling to talk to smooth skin s since they came to the Reservation to avoid the smooth skins and their prejudices . Central Street ( D ) . This asphalt road has seen better days . It is pock - marked , cracked , and uneven due to seismic activity over the years . During its heyday , it was used not only for automobiles , but also tank s and other heavy equipment . However , these days all it is used for is a graveyard for broken down and forgotten heavy equipment . Along the whole stretch of the street can be seen the burned out husks of tanks , jeeps , and armored personnel carriers ( F ) . Shanty - Town Shacks ( C & H ) . At the north - east section of the town are a bunch of fallouty shanty - town shacks and tents . These are the living quarters of the rest of the top - side ghoul s . Nothing fancy at all about these shacks ; just cots , a few boxes used as furniture and maybe a chair for the privileged few . At the center of this little shanty village is a very large tent , perhaps at one time an Army command tent . Inside , everything seems a bit nicer than anything that ' s in the other shanty shacks . There is a normal bed that actually looks livable ( as long as the person sleeping in it does not have a strong sense of smell ) , a rectangular meeting table that is in decent condition , and a couple of cabinets storing who - knows - what ( or who ) . This is the residence of Colonel Green ; a ghoul who used to be a ranking colonel at the Reservation when the bombs hit . Even after 200 years , Colonel Green still commands respect and authority among the other ghouls , and it looks like he has a small contingency of soldiers under his command . The player will come to discover that Colonel Green is indeed in command of all the surface guards , including the five who hover around him during the day . Railroad and Railcars ( R , S , & T ) . During the time before the big war , a railway went through the northern most side of the Reservation . The railway was never on any public maps , and no one except the people who worked at the Reservation and top military brass knew about the railway . At the time , this railway was the best way to deliver and pick up large pieces of equipment and vast quantities of supplies . However , the railways went dead after the big war , and the two supply cars waiting on the tracks to be taken to another secret location would never move again . That is , until Willem Clark got creative and decided to build his own train engine . Using different components from the tank wreckages all over the surface of the Reservation , he and his fellow ghoul s built an engine into one of the supply cars . Looking every bit like a Junkyard Wars concoction , the new train engine is functional . The only thing is , it has nowhere to go . But the plan is to eventually find someplace to go ; a place that is a perceived threat to the Reservation . Upon the other supply car , Willem will mount his Nuclear Nellie howitzer gun and take it within thirty miles of its intended target . From there , it is his goal to fire a dirty bomb into his enemy ' s base / town , which will hopefully cause enough havoc as to collapse any organization that might have existed . But again , Willem still needs a destination . The railcars , the tracks , and the access gates are all kept in much better condition than the rest of the surface area of the Reservation . Equipment Lift & Main Access Elevator ( K & L ) . Near the seemingly abandoned railcars is the Equipment Lift and the Main Access Elevator . The Main Access Elevator is very similar to all the other vault elevators in the other " Fallouts " . It will take the PC to sub - levels 1 and 2 , but not 3 ( that one has a separate elevator which can be accessed on sub - level 2 ) . The Equipment Lift is a large , steel platform elevator that goes directly to Sub _ level3 and can only be operated from the 3 sub - level . Both elevators are working and well maintained , however , the equipment lift needs a new cable in order to function – the engine works , just no cable for the actual lift . Reservation : Sub - Level 1 . " Legend " Sub - Level 1 Locations . 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 ghoul s . 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 that look like they ' ve never been used ( and with ghouls , they probably haven ' t . . . do ghouls even poop ? ) . 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 experiment ation . Main Elevator ( A ) . This is the Main Access Elevator that goes back to the surface and to the 2 sub - level . Sleeping Quarters ( B ) . The rooms in Sub - level 1 are pretty ordinary when it comes to vault sleeping quarters . Each room is very clean and well kept . Each room also has two twin size beds and a footlocker at each bed . The bathrooms are spotless , not so much because they are constantly cleaned , but because ghoul s really have no use for a toilet . . . I think . Locker Room ( C ) . This is a pretty typical vault locker room , with two rows of lockers running down the center of the room , separated by a wall going down the center of the room . Each locker will be filled with an assortment of goodies the player can loot . What those goodies are remains TBD . General Computer ( D ) . At the end of the outside of the Locker room is Sub - Level 1 ' s General Computer . From here the player can access very generic stuff , like the work schedule of the lab techs , the guards , how many slaves were brought into the Sub - Levels , and how many had to be put into the incinerators after the failed procreation experiments . . . huh ? Yes , the player can get a bit of information about the ghoul procreation process and see that the human slaves have something to do with it . A bit of good hacking will reveal the name of the chief doctor in charge of the experiments , Dr . Sebastian . Also , the computer will give a brief history rundown of the Reservation ' s great leader and founder , Dr . Willem Clark . The history will practically deify the doctor , basically proclaiming him the savior of the ghouls ; their very own Christ , as it were . However , from conversations and reading the computer history , it seems that no one , except a very select few , have seen Dr . Willem Clark in a very long time – perhaps in over fifty years . There is no doubt he is still on the Reservation , but it would seem he has secluded himself to Sub - Level 3 . Evidently , he wants to be closer to his " children " and the daily conceptions ( don ' t try to picture it , it will rot your brain and make you start thinking David Hasselhoff is a sexy man ) . Reservation : Sub - Level 2 . " Legend " Sub - Level 2 Locations . 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 19 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 ghoul s 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 slave s 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 mask s 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 pack s , 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 . Main Access Elevator ( A ) . This is the Main Access Elevator that goes back to the surface and to the 1 sub - level . Shooting Range ( D ) . A standard , three lane firing range except with overly used targets at the far end of the room and a lot of soot and dirt on the walls . There are no working pulley systems to bring a target back and forth to the shooter . Every once in a while , the player may run into a ghoul guard or two who are practicing . These ghoul s will challenge the player , provided the player is there with the permission of Willem Clark , to a shoot off . The winner gets an epithet or something like that . However , once the player does this challenge , he will not be challenged again . Hey , ammo ' s valuable , even if the ghouls make most of their own . Armor Smithing Facility ( E ) . This room looks like a cross between a medieval forge and a turn - of - the - century machine sweatshop . Two large furnaces roar with fire and crackle whenever metal is placed close enough to melt . Two ghoul s labor away making leather and metal armor , and four to six slave s toil with cleaning up the scraps and shoveling coal into the furnaces . There are a couple of large tables holding various tools , remnants , etc . Also , there are two makeshift anvils the ghouls use to forge steel , and two large tubs of murky , black water to cool the steel . No talking here , too much work to do . Weapon Smithing Facility ( E ) . This room also looks like a cross between a medieval forge and a turn - of - the - century machine sweatshop . Two large furnaces roar with fire and crackle whenever metal is placed close enough to melt . Two ghoul s labor away making gun barrels and components , then assemble them , and four to six slaves toil with cleaning up the scraps and shoveling coal into the furnaces . There are a couple of large tables holding various tools , remnants , etc . Also , there are two makeshift anvils the ghouls use to forge steel , and two large tubs of murky , black water to cool the steel . No talking here , too much work to do . Chemical Laboratory ( G ) . A large table and four big tubs of green goo are all that occupy this room . On the table is an assortment of beakers , tubes , measuring devices , and other assorted lab stuff . The player may use this facility to make stim pack s , Rad - X , and any other chem in the game . If the player is allowed to be on Sub - Level 2 , then the techy who comes into the facility every once in a while will not raise an eyebrow . However , if the player is not allowed to be there , then the techy will flip out and call the guards . The Incinerator ( H ) . This lovely room has a very large , rusty , burnt looking incinerator smack in the middle . The iron doors are kept closed and locked when not in use , but the heat and sound of the searing flames within can be heard and felt from out in the halls . At the foot of the incinerator ' s big iron door is scattered pile of ash and burned debris . A perceptive PC can sift through the ash and discover that these are the remains of humans . A couple of time per day , a techy from Sub - Level 3 comes to the incinerator with a large trash can and dumps its contents into the incinerator . Foreman Sleeping Quarters ( J ) . This is the one room on Sub - Level 2 that is not nearly as dirty and sooty as the rest of the level . It ' s far from clean , but compared to the rest of the level , it ' s worthy of a king . There are four beds along the walls of the room , a footlocker at the base of each bed , and a cabinet along one of the walls . Inside the cabinet are old books and magazines of varying interests . During the night time hours , these beds are occupied by the foreman , during the day , they are not . It is not wise to wake a sleeping foreman , even if you are there by permission of Willem Clark . These guys are very grumpy and need their ugly - sleep . Locker - room and Bathrooms ( I ) . Understand the needs humans have to expel their internal wastes , the ghoul s have tried to maintain the bathrooms on Sub - Level 2 . The commodes are functional enough to get rid of most waste , but some waste does back up , providing an even more noxious odor than the soot smells . Since the ghouls do not mind really bad smells ( hell , they smell bad enough ) , they have little sympathy for their slaves ' complaints of fouled toilets . The player may remedy this problem by fixing the clogs in the lines , or sending a cherry bomb down one of the commodes to blast the clog away . I ' ll need a scripted cut scene for this event of water and waste blowing out of the toilet . The bathroom might be really messy after this , but hey , these pipes are clean ( HA ! A " Cabin Boy " reference – which is in this doc for my amusement only and will not be in FO3 ) ! Elevator to Sub - Level 3 ( C ) . This is the Elevator that goes only to and from Sub - Level 3 . Reservation : Sub - Level 3 . Legend Sub - Level 3 Locations . 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 . Elevator to Sub - Level - 2 ( A ) . This is the Elevator that goes to and from Sub - Level 2 , exclusively . Born Ghouls Quarters ( D ) . At the southeast section of Sub - Level 3 is an entrance to a medium sized corridor . Along the north side of the corridor are three sterile looking , square rooms , each with a nice size bed and cabinet . Other than the slightest hint of blood drops here and there , and the occasional bone fragment , there is nothing extraordinary about these rooms , save for their owners . These three rooms belong to Born Ghouls ; ghouls , like Measles , who were not created through exposure to the FEV virus , but ghouls who were actually born into ghoul - dom . Through cruel experimentation on humans by Dr . Sebastian , these ghouls gestated and were birthed . Reveling in their infrequent success ( the ghoul procreation experiments have a 2 % success rate ) , Dr . Sebastian and Dr . Willem Clark keep their Born Ghoul progeny close at hand and comfortable . To them , the Born Ghouls represent the future of the ghoul " species , " and they will do everything in their power to make sure their " children " are well taken care of . Measles ' Room and Dr . Willem Clark ' s Room ( C & B ) . To the southwest is a large room . Upon passing through the steel door , there is a purple force field due west and a small room to the north . The room to the north is exactly the same size and style as the Born Ghoul rooms to the east . This room belongs to Measles ' , Willem Clark ' s right hand ghoul and sometimes personal bodyguard . However , since Willem never really leaves his chambers , Measles has been assigned additional tasks . In fact , the only time Measles is in this room is when Willem calls for him or it is nighttime – time to sleep . During the day , Measles is usually topside at the Trading Post making certain all is running smoothly . To get into Dr . Willem Clark ' s room , the player either needs to be invited , kill everyone on the previous levels which draws Willem and some of his cronies to deal with the player , thus leaving the force field down , or use his super mechanics skill on the purple force field . Otherwise , the player may only dream about what is inside . However , once inside ( and as long as Willem is not dead ) , the player will be greeted with almost sheer darkness , except for a soft glowing light resting next to a shadowy form . There is a bed , a cabinet filled with books , and a computer in this room , but they are hard to see in the darkness . As it turns out , the shadowy form is Dr . Willem Clark . He will say he prefers the dark because it allows him to be alone with his thoughts – and he has many , many thoughts . If the player feels brave , Willem will be happy to convey these thoughts . Bottom line , though , is that the computer in Willem Clark ' s room holds the launch codes for the Hermes - XIII space rocket . There are several ways to get these codes , which I will go into greater detail later in this doc . Scientists ' Sleeping Quarters ( F ) . Similar in style to the sleeping quarters on Sub - Level 1 , but a bit wider , this room is for the exclusive use of the techies and scientists of Sub - Level 3 . There are four beds , a few cabinets , and foot lockers at the foot of each bed . Other than that , there ' s not much to look at . The Green Room ( Ghoul Procreation Laboratory ) ( E ) . Like something straight out of a 1950 ' s horror move ( in living Techno - color ! ) , this is the laboratory where the madness of ghoul procreation takes place . There are two tables filled to the brim with tubes , bottles , beakers , a Tesla coil , and anything else that emotes a mad scientist feel . At the far end of the room are two big glass tubes filled with a viscous , green liquid . Inside this bubbling goo are two floating humanoid forms attached to tubes and wires . Closer examination reveals that the occupants of these tubes are human . Even closer examination will reveal that there is a large hose burrowed into the distended abdomen of each floating human , and from the wild , terrified eyes of the occupants , it becomes clear that the humans are terrified and in a great deal of pain . The individual running this show is a ghoul named Dr . Sebastian . He relishes in his work and is eager to talk about it , provided the player has permission to be in Sub - Level 3 ( Willem let ' s everyone know if the player is allowed to be there – after all , how many healthy humans are actually allowed to roam the dark halls of Sub - Level 3 ? ) . While all the sordid details of the ghoul procreation process will not be revealed , the player will get enough disturbing imagery to convince them that the process is not fun in the least – for the humans , anyway . Force Fields and the Main Generator ( G & O ) . To the north are a series of force fields that lead to the main power generator . The first force field is only accessible with the proper security pass ( yep , search for a keycard . There are several on the persons of the lab techs and Sub - Level 3 guards , plus the player may finagle one from an amorous ghoul . ) Of course , the force field can be circumvented by a talented mechanic . Once passed the force fields , the player has access to the Main Power Generator . If the player has aspirations to blow the generator up , he may . However , this will only knock out main power and the backup generators will kick in . And , even though the Main Generator is a sub - reactor , the heavy insulation in this room will keep the explosion confined to this room , thus not endangering the other rooms . The design thinking was that if anything would go wrong with the generator and is melted down , the resulting explosion would not " domino effect " with the nuclear warheads for the B . O . M . B . missiles . Nuclear Weapons R & D and Reservation ' s Main Computer ( H , I , J , K , & M ) . This massive room was once used to research and then develop the missiles and warheads that would eventually be used on the B . O . M . B . satellites . The first thing the player will run into is the Reservation ' s Main Computer core . This machine holds all the information about the B . O . M . B . and Hermes programs , and it also includes the launch codes for the Hermes - XIII space rocket . However , the launch codes are encrypted and require a heavy science skill to extract . This is just an alternative to meeting , face to face , Willem Clark , and gives the science / Stealth Boy another opportunity to advance . At the center of the room is a very large , Howitzer looking cannon . Named " Nuclear Nellie , " this gun was originally designed to fire a ten megaton nuclear warhead shell , cannon style , to a target some thirty miles away . In it ' s current state , Willem Clark changed Nuclear Nellie ' s design a bit to fire a dirty shell thirty miles away . The dirty shell uses the few , but remaining remnants of uranium and other radioactive material to distribute over a two city block area . The resulting contamination , Willem hopes , will cause the occupants of the newly radioactive zone to disperse and flee . Willem intends to one day use this device against an enemy , once he finds one that is a suitable threat . Until then , Nuclear Nellie waits . Another road block for Nuclear Nellie is the broken equipment lift . Some time after the Big War , no one knows exactly when , the heavy cable for the lift snapped , rendering the lift useless . If the player ever finds a replacement cable , the lift will once again function and Willem will be one step closer to fulfilling his dream . Finally , at the northwest section of the room , the player will find the hallowed husks of four nuclear missiles with the acronym B . O . M . B . - 001 painted on their sides . These missiles look like they have been rummaged over more than a hundred times and truly have nothing left of value attached to them , except maybe the metal shells . Slave ' s Quarters ( L ) . A filthy den of hopelessness , this large room is used to house the two - dozen or so slaves used in the Sub - Levels . The floor is filthy with dirt , blood , urine , and excrement , and there is a dead body or two protruding from the cave - in dirt and boulder piles . There is nothing pleasant about these quarters , and the ghoul s make sure that there is nothing pleasant about them . Since the ghouls of the Reservation hold most human s in utter contempt ( yes , the player would have his work cut out for him to woo Willem and his followers ) , they figure that treating the slaves as badly as the humans treat ghouls on the outside is justice served . Granted , much of the ghouls ' hatred towards humanity has been fueled and exaggerated by Willem Clark , but that does not make it less real for the Reservation ghouls . Besides , the ghouls figure humans are easy to replace at this time thanks to Caesar ' s Legion s and the Blackfoot slave trade .