Fallout Bible 7 Fallout Bible 7 is the seventh installment of the " Fallout Bible " , a collection of documents containing background material for the first " Fallout " games compiled and written by Chris Avellone . This installment was released on July 29 , 2002 . All notes in italics come from " The Vault " editors , not from Chris Avellone himself . The seven deadly secrets of Fallout . Here ' s the seventh Fallout Bible update - if you missed any of the others , check the Black Isle main page ( www . blackisle . com ) , scroll down , and click on the " Read More News Here " section ( and scroll down or do a " Find " for Fallout ) . The first three updates have been collected into " Update Zero " and the fourth , fifth , and sixth update stand on their own . For those of you who haven ' t seen these before , the Fallout Bible is just a collection of all the background material and hi - jinks from Fallout 1 and Fallout 2 compiled into one document so the fans can take a look at it . Some of the stuff in this update a little rough , or just plain wrong because I forgot about somebody ' s dialogue or holodisk , so if you see anything wrong or if you think of anything you ' d like to see , drop me a line at Cavellone @ blackisle . com and I ' ll see what I can do . I can ' t promise I ' ll answer your emails immediately , but I will get around to it , usually when the weekend hits . This update contains seven deadly secrets of Fallout . They are not the same as sins , but they can be interpreted as such . Thanks for supporting Fallout , Chris Avellone @ Blaque Aisle Stoodios The seven deadly secrets . This update contains the following : Fast forward . Here ' s another list of stuff to start the update with . It ' s almost the same thing as last time , so you can fast forward over this if you ' re a veteran of these updates . http : / / feedback . blackisle . com And within fifteen seconds , someone will post an answer to your problem . The answer will occasionally be snide and sarcastic and may be followed by the words , " silly rabbit " or " dumbass , " but you will get your answer . So make your voice heard . For technical problems : support @ interplay . com And for any other questions regarding Interplay products , barring hints and tips : orderdesk @ interplay . com Big winners and big winters . I know I offered a prize on the wonderful world of nuclear winters last time , but I haven ' t sorted through all the answers yet , mostly because Outlook chose this weekend to start acting screwy . I will at some point , just not now . Pie in the face section . Welcome to the pie in the face of the section where you get to rub my nose in bad facts . This will most likely be a regular feature . So there ' s the retraction : Man , you Russians sure are sensitive . . . . and now I can ' t find the stupid document , so I ' ll have to leave it for another time . There was mention of an easter egg drug , a mad scientist in charge of the installation who was experimenting on people , and a lab protected by a maze filled with mutation s and trap s . A few questions . Here ' s a few questions . Not many . If I didn ' t answer yours , it ' s pending . One from Ashmodai : 1 . In case I ' m not on your blocked senders list already , I ' d have another question for you : Who ' s responsible for the exploding Tim Cain animation in the Interface folder of Fallout 1 ? Is it actually being used in the game as an easter egg or did just one of the designers waste some expensive development time on it ? Chris Jones , I believe ; he was a programmer on F1 , F2 , Arcanum , and now BIS ' Jefferson project - from what I heard , he snuck it in there one day , then Tim noticed it while trying to figure out why the " credits " routine was calling an animation . One from Kefir : 2 . In the Fallout Bible you have written , then FEV cause ghoul s and supermutants sterile but in the F2 in the Broken Hills in the Old Ghouls House ( or something like that ) lives a son of Set . Set cannot have a son because he ' s a ghoul , so cause FEV sterile or not ? ( Or is it only a joke ? ) According to designer Colin McComb < nowiki > ( who is so tough that [ 1 ] he did design on Planescape and [ 2 ] lives in Detroit ) , Typhon was Set ' s son before they became ghouls and became sterile and mutated and all gross - looking . < / nowiki > Still , because it was Broken Hills , it ' s best you simply ignore everything that happened there except for the racism angle and quests , the caravan s and Chad , the references to the Unity , and Marcus . There are no talking plants , no old ghoul ' s home , no treasure hunter , no ghoul getting run over , no scorpion intelligence experiments , etc , etc . Same with some aspects of the Sierra Army Depot ( the news holodisk , Skynet ' s " name , " etc , etc ) . At some point I ' ll put together a list of things that are going to be dropped from continuity because they are so painful they make sitting on the can squeezing out a load of superheated plasma seem pleasurable by comparison . Let ' s talk deathclaw s . So . . . deathclaws . So . . . Deathclaw evolution . " " had it right because they tapped into the collective unconscious and realized the truth . Or , they may have decided that they needed deathclaws to have hair so they had some way of identifying teams in a multiplayer game . I don ' t know . First off , deathclaws pay homage to the " shadowclaws " in " Wasteland . " They lurk in the mines near the Ranger Base . They are very tough and scary and can make you wet your pants . In the original Deathclaw concept art done by Scott Campbell ( who , among other talents , wrote the story for Fallout 1 and laid out many of the major NPCs and locations ) , the Deathclaws were to look like this : Which is not exactly what they look like now . Ah , but the Fallout 1 iteration of deathclaws is an even uglier story that reveals the true dark underbelly of development . A filthy , dirty secret , kept in the dark for too long . Now . . . now the truth must be told . Once upon a time , someone , somewhere , thought a Forgotten Realms fighting game would be a cool idea . As cosmic Karma would have it , it never happened . Many clay models were made , however , by the talented Scott Rodenheizer , who did many of the heads for Fallout 2 . By the way , I have a suspicion that not all the heads done for Fallout were actually " clay , " but were actually human heads covered in plaster . But I ' ll leave that for another update . If you are so blessed with the following book , please flip through the white - covered 2nd Edition AD & D " Monstrous Manual " , and amongst the pictures , you will see ( perhaps , maybe , coincidentally , nothing concrete admitted ) what the Deathclaw was originally intended to be . Time came when Fallout needed a nasty monster , and that model was available . So the Deathclaw ' s look was born . If you email me what the critter is first , you go into my growing list of big winners which have been piling up since the nuclear winter question from last time . So take your deathclaws with hair or take them from the worlds of Dungeons and Dragons . It makes no difference - their origins are what they are . Dogmeat or . . . ? Another secret : According to Fallout 1 designer , Scott Bennie ( who designed some of the central Hub , including Iguana Bob ' s , Jake ' s , and parts of the Thieves Guild , as well as the upper floors of the Cathedral ) , Dogmeat was originally called " Dogshit , " and , well . . . The Fallout area that never was : The Burrows . For your hot and heavy Fallout 1 behind - the - scenes viewing pleasure , I present some scanned designs of the " Burrows , " a location that , along with the Vipers and the Jackals , never made it into Fallout 1 . It was designed by Scott Campbell and Brian Freyermuth , so sit back , sip your tea , and enjoy . And yes , these documents are scanned . Why ? Because there ' s no way I was going to type this stuff out like the Jackals and Vipers in the last update and leave bloody fingerprints all over my keyboard . The reason for the circled sections below are unknown ; I know the FSEF was what West - Tek was called in the original Scott Campbell design documentation , along with Base Omega - > Military Base ( I ' ll try to include Scott Campbell ' s in a future update , so you can see the origins of what made it into the final game ) . You may blame me of this naming terminology if you wish , but it was out of my hands , long ago . Why didn ' t the Burrows make it in ? Well , according to Tim Cain ( obtained through Peter Nelleman / FO - Tank ) : Thanks to Tank for digging that up . In any event , that ' s it for update # 7 . You may debate , flame , or debate - flame me either at the address at the beginning of this update or on the message boards . Email is usually faster . . . even with Outlook acting all screwy . Until next time , Chris Avellone @ BIS