Boulder design document / 2 This is part 2 of the Boulder design document for " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Locations . The Locations section of the document will probably be a series of entries , each one describing each location within the area . Designers will determine what format and procedure works best for them . Each location section should probably cover the following information , however : Remember that most of Boulder is irradiated and subject to toxic clouds and acid rain . Within the dome there are health & hygiene posters everywhere . Boulder Train Station . The NCR train is here in part 1 , but not in part 2 ( you can find it moved down an unused spur in the south with a good Luck roll ) , or maybe they drove it back here after dropping everyone off as close to Bloomfield as they could . Jackals are all over the place , trying to figure out what the train is and what it means . If the PC pulls up in their own train and the Jackals are present , they ' ll attack . Presper ' s train , the General , is here in part 1 , rigged with explosives . It also has a radio detonator on it . This is a hard thing to open , possibly more of a part 2 sort of thing . There ' s a terminal with the schematic for the Quarantine Center still on display , plus some hacker code left on file to hack into the QC . It ' s actually a fake code - virus left by Presper to mess with the PC ' s PipBoy . There ' s a trail leading west to the Quarantine Center . Several blood pools and trails as if creature s were killed with one shot and then dragged to another area ( where there ' s just bones ) . It was Pierce ' s guys killing the Jackals , who ate their dead . Jackal Camp . Short - hair is an insult for these guys . They have long hair and grow long beards . They live in holes dug in the ground or in old world basements . Males are the leaders , determined by Strength and fighting ability . They ' ve been moving east because of pressure from the unified tribe s . If you sneak in to talk to Crazy Bitch , you may be able to convince her to get them to leave . Crazy Bitch " explained " to the Jackals that eating the flesh is the source of their fertility , and those that eat more are more likely to give birth more , and those who are less fertile must have eaten a person with a bad spirit . Culture info can be learned by talking to the Jackals , Jimmy T , or Crazy Bitch . Someone in fatigues won ' t be attacked on sight because they ' ll be mistaken for an ally of Larsen . Years ago in the west they found and attacked Jimmy T , but he beat the crap out of them ( and ate them ) . Then he healed one who tried to attack him later , and that one went back to the others and told them he had magic in his hands , so after that they welcomed him when he came around , and even shared food ( since in a way he carried some of the tribe ' s strength with him ) . Then Crazy Bitch showed up and started talking her own medicine and talking smack about Jimmy , who left . Then Galenski ' s truck showed up . . . Someone with a super mutant won ' t be attacked on sight because of Jimmy T . They represent the Civ vs Anarchy theme . Jackals Quote : " Gabble cackle ! Eat , eat ! Man , man ! Good to eat ! Cackle Gabble ! Eat , eat ! " ( Quote from the book Rediscovery of Man ) . They used to have dogs , but ate them when they got hungry . They ' d prefer humans ( humans give them the most strength ) . They prefer to attack outsiders , then other Jackal tribes , then members of their own tribe ( weakest first ) . The tribe leader eats first , and the others get the rest when he ' s done . If a male is killed , his wife and kids are given to another male in the tribe , or ( if he or they are disliked ) eaten . They like hit - and - run tactics , often firing once for the legs to slow down prey . They like using sledgehammer s in fights , clubbing foes like stlaughterhouse cattle . They don ' t like ghoul s ( they think they ' re the risen dead ) and will drive them away with ranged weapons . Jackals will have no respect for bald characters . The Jackals want to eat the people in Boulder , including the Sleeper s , which would feed them for months . The Jackals know other tribes despise and fear them . They number about 100 . Crazy Bitch doesn ' t want the Jackals to go into Boulder because it holds the poison of the old world , and she was pissed when Larsen made peace with the tribe without her permission . Script : If you ' re in the Jackal camp , the Jackal kids follow you around , sniffing at your heels . If you move toward them , they run away . In combat , they run away if 25 % of their number is killed , grabbing bodies before they go . Dead Ghoul Graveyard . The north end of town where the glowbugs tend to show up . There are several dead glowing ghoul s here , all shot with bullets . One of them looks somewhat eaten . Some are in rags , some are jackals , one is an NCR soldier . They have gear , but it ' s radioactive . All are full of bullet holes . There ' s a quest to bury them in cement or move them elsewhere so they won ' t contaminate stuff . Boulder Dome Level 1 / 2 . Presper jokes and calls the Jackals " humanitarians " It ' s about five city blocks in diameter . Several apparent entrances , only three work . Science option : Quarantine Center or use radio . Stealth : hide in truck or via the Water Pump . Combat : fight through the garage . Speech : negotiate with Larsen ' s men or Helen . Level 1 . 1 . East Truck Garage Entrance : This is what Galenski uses to get his truck in and out . Currently occupied by a bunch of Jackals ( 3 packs of 12 ) . The Jackals have tried to block the engine with car s but the truck is big enough to bust through should it be going fast enough . A few junked cars are inside . Normally they ' d use the radio radio , but it was broken in the last Jackal attack . Using another means the door opens in 5 minutes . Honking the horn means it takes 15 minutes . Helen can tell you this . Door takes 2 rounds to open or close , and Jackals try to get inside while it ' s doing so . This leads to the antechamber , which cleans you with water and disinfectant before opening the inner door ( only once the outer door is closed ) . Once through the antechamber , you ' re in a bigger room with three exits and a catwalk ; it ' s a trap by Pierce and the other NCR guys . They just want you to surrender . 2 . Galenski Family Quarters . Where Helen , Eddie , and their six kids live . 3 Lobby Entrance : Lobby : exit door with guard desk , poster that says " security is everyone ' s business " , and a wall rack with some supplies ( canteen , hypodermics from RadAway , flare , empty needler cartridge s ) . All other cabinets here have been torn open , especially ones marked with medical symbols . The exit door leads to a tunnel that leads into the dome . 4 . Baggers Quarters . The quarters of the now - locked - out RadAway - addicted soldiers . 5 . Storage . Some medical supplies , some other misc tradeable stuff the scientists have set aside for Eddie to barter with . 6 . Main Bathroom 7 . West ( Damaged ) Truck Garage Entrance : Sealed closed because the dome is still in hibernation mode . 8 . Cafeteria / Kitchen . Mainly a dispensary for the nutrient paste , as they don ' t really have any other foods . 9 . Quarantine Center Entrance : This is how Presper got in , using passcodes he hacked . The grad students got in using the passcodes Presper gave them . If you go in through here you ' ll have to leave the truck behind , which Helen doesn ' t want to do . Plus , Larsen and the others may be hanging around here trying to get in , too . The Jackals have a scout nearby , who ' ll run to warn his fellows if the PCs approach . Built like a hospital , but severely junked . There ' s a speaker console here that has been wrecked recently ( by Larsen ' s group ) . If repaired and a radio is used on it , you can make a computers roll to hack in and open the door . Inside is a tunnel with vents . Once you ' re in it seals and sprays you with disinfectant . Ghoul s or super mutant s in the group mean the opposite door doesn ' t open unless you hack it , otherwise you ' re allowed in . 10 . NCR Quarters . This is where Presper and his soldiers stay in part 1 when they ' ve taken over the place . 11 . Hydropontics Garden . Just a cement basin right now since they ' ve had problems growing things . The PC can actually grow stuff here with the right combination of Science and Outdoorsman . Water Pump Shack : This building has dials and pipes . There ' s a clog , but the gauges are broken so you can ' t tell ( you can repair it ) . You can then use a tool to seal off water flow in one big pipe to allow you to go in through one of the two hatches . Going down is a one - way trip unless you use a rope . Following the pipe takes you to a big water tank that ' s almost completely full . You can bust through a weak part of the tank wall or try to open a hatch . Interior : Many places with indestructible glass / plastic walls so you can see stuff in other areas but not get to it . Clean and disinfected , like a hospital . Air is stale and warm . Very brightly lit ( difficulty sneaking ) . Many strange machines everywhere , some of them incomprehensible . They still hold classes on repairing things so they can all do Boulder upkeep . Air filtration system is broken , which is why the geeks are in suits . Zax may have flooded the air with something to keep them away ? Decontamination chamber to level 2 so the geeks can enter their living quarters and not have to be in the suits 24 / 7 . Still has vending machines that vend gum and cola . Crackling 50 ' s music is always on , and the noise of fans Presper ' s group has taken most of the useful medicine , leaving weird stuff . Medical log : notes on the Blue Flu , research on FEV , and how the super - mutants will probably survive it . Event : Xian is rescued but they put her into decontamination along with the PCs because they don ' t know if she ' s been infected with something else . However , the scientists don ' t explain this to the PC , they just take her away and push the PC into a decontamination chamber . They keep their own infection a secret for a while , if possible . Level 2 . 1 Goddard ' s office 2 Agnes ' office . 3 Residences 4 Main Bathroom 5 Physical Fitness Equipment . 6 Weapon Research Lab . It ' s connected to the Armor Research Lab by a common Mechanics Lab . The room to the south is a testing chamber . 7 Armor Research Lab . It ' s connected to the Weapons Research Lab by a common Mechanics Lab . The room to the south is a testing chamber . 8 Plague Research Lab . A generic science lab , used originally by the founders for plague research and now by the current scientists for the same thing . Contains a Science Lab . 9 Robobrain Operating Room . You can do the robobrain extraction procedure here if you want to , or use the operating table as part of the Medic skill . Connected to the CODE research room ( so you can immediately condition the brains you extract . 10 CODE Research room . A series of wall - beds with monitors . 11 Sleeper Research . Some machinery , including two working Sleeper tanks . One contains Nina , one of the grad students sent here by Presper . Robo - Brains : " We couldn ' t possibly fit a thousand people into the Vault s . But you could fit a thousand brains . " Robo - Brains : Where do you think those human brains for the robo - brains come from ? 3 - 6 research chambers ( you need codes to open them ) : see 27 _ Boulder _ Labs document for info . Well room ( contaminated and sealed ) Dome Scientist Routine : Waking Up . < br > Checking the Power Conduits to the Food Supply , Testing the Mix < br > Check for emergencies and task list . < br > Do a health check , blood samples , complete physical , log it into computer to study the disease . < br > Check the safety seals in their area . < br > Check the suits . < br > Climbing into the suits . < br > Checking each other ' s suits . < br > Check the PIPBoys , log the routine . < br > Doing a Perimeter Walk on Levels 1 - 3 < br > Check on Bedhead , get a log of his activity . < br > Check on ZAX , get a report . < br > Check the fusion plant . < br > Check the perimeter for leaks or possible break - ins . < br > Try to spend an hour learning something about the Dome and the curriculum . Boulder Dome Level Tunnels . You ' ll definitely be locked out of this area until Part 2 . Toxic , radioactive . Need the suits to survive . A combination of storm drains and steam tunnels , very claustrophobic . Hot and humid . Sounds of water running and dripping everywhere . Some places have exposed wires and pipes ; attacking them activates robobrain patrols to find and kill you . Contains : 1 Water Storage . A series of tanks . One of the tanks can be broken into and used as a tunnel to the secret entrance . . . 2 Don ' t know yet 3 Robobrain rechargers . They ' re here to guard the elevator access to ZAX level . 4 Don ' t know yet . Maybe storage 5 Sleeper Chambers . Rows and rows of sleeper tanks . Only one of these rooms is actually accessible to the PC , the others are just teasers . Sleeper chambers : room full of hatches in the walls , a sleeper in each . You ' re locked out by Presper ' s hacking , you have to beat it . You can also break open the door . Forcing the door attracts a robobrain squad . The sleepers are NCR scientists are nubile women Presper has selected to be part of his ruling elite / breeding elite . Presper has security programs keeping you from waking any of his sleepers , though someone with good skills can override it . Even if you get past the programs , you need an obscene level of Medicine to wake them without killing them . Each is numbered , with a console monitoring life signs . There ' s also an occasional CODE flash to correct irregularities in brain activity and give it proper stimulation so it doesn ' t atrophy . Presper : " " They ' re actually prototypes of some of the military medical cryogenic tanks that were in use before the war , though I think their malfunction rate was high . . . very high . " < nowiki > [ < / nowiki > cite the sickness that Pvt . Dobbs was afflicted with when he jumped out of the tank during " Fallout 1 " . < nowiki > ] < / nowiki > " What ' s the point of thawing out the troops when it just kills them anyway ? " " 6 Another Sleeper Chamber 7 Think Tank . Brains in the aquarium . These were the early people who were tested with CODE . Many went mad and were put into robobrain s , conditioned regularly . Others were important people who were seriously injured , or they suffered post - cryonic disease but managed to salvage their brains . They still have consciousness , though they ' ve been CODEd into sleep . You can connect them to ZAX to let him finish the problem but that means you ' re killing about 25 people ' s brains that still think like humans . They want to " taste " things in their aquarium , like Nuka - Cola , Mentat s , etc . Presper plans to download ZAX ' s data ( when / if ZAX fails ) into the brains . 8 Reactor Access . Here ' s where you can fiddle with the main reactor for the dome , and even fix it if you ' re skilled enough . 9 Purification Center . Handles water , air , and temperature . Damaged . Flooded with toxic gas ( used to treat the water and then filtered out , but these rooms are all toxic . Filtration chamber has broken open and toxins from the water system are building up . Three separate subchambers , all filled with poison gas , all three need to be repaired . If you ' re good at mechanics / computer s you can route the poisons from room to room so one room is mostly clean to work in . Tri - Hydrox - Dioxide < nowiki > [ Biohazard ] < / nowiki > It ' s the sulfur - like smell that tipped you off , but you have a horrible feeling the gas is something called " Hydrox - Dioxide , " a hazardous substance you ' ve read about in the computer library in your vault . Hydrox - Dioxide was used by several pre - War companies in treating animal wastes and was outlawed by the EPA in 2066 . The chemical was used in recycling certain nutrients and extracting moisture from raw sewage , but it required careful storage measures and was both toxic and flammable . If inhaled , it can cause extreme nausea , and if you have the misfortune of being exposed to a large dose , it can be lethal . If you ' re smelling it now , you know it ' s only a matter of time before you all keel over - the best protection is to get some covering over your face and get out of the contaminated area as quickly as possible . 10 Morgue : many dead bodies with brains extracted , dating to pre - war times . Some are in better shape than others . Boulder Dome Level ZAX . Robobrain s patrol these halls for intruders . Robobrains will also step in to stop you from reaching ZAX ' s databanks and such if you are carrying radioactive equipment . A Elevator B ZAX AI . Here ' s where you go if you want to have a personal conversation with ZAX . C Emergency Generator . Nonfunctioning . Needs to be repair to do any major work on ZAX or the reactor . D - R Mainframe Databanks . long blocks of databanks , most of which are dark , only a few left . There ' s rattling noises from the vents . Then a room of long blocks of tape reel machines . Kinda maze - like , guarded by robobrain s . Has some recharging bays . Zax ' s inner core is where its machine intelligence is stored ; he welcomes you as you approach . He may ask the PC to activate and deactivate some of its databanks and tape reels , or change how some are connected . Bonus / Secret Tunnel Entrance . Leads you to where Xian is , almost dead due to lack of oxygen . Bonus / Baggers Camp . A camp used by Larsen ' s crew . Emotional Porn . Drama . It ' s a race against time : ZAX is dying , and if you don ' t save him , a ton of knowledge will be lost . Threat of the Plague : Do you stay and try to help the scientists with their disease , knowing ( or not ) that you are infected as well ? Do you destroy the dome so the scientists ' contagion cannot escape ? Presper : Here ' s where you meet him for the first time . That bastard is up to something . And it turns out those NCR guys who freed you from Tibbits Prison weren ' t the good guys after all . . . ZAX vs . ODYSSEUS : While ZAX is fighting ODYSSEUS , ODYSSEUS can neither control the robots here in Boulder or take over the factory ( Box ) in Denver . So keeping ZAX alive is in your best interest . Problems With Addiction : Larsen ' s addicted , and it ' s not really his fault — he had to take RadAway to keep the Dome safe , and now he ' s paying for it . He ' s still an asshole , but not an entirely unsympathetic one . Do you help the addict , despite that he ' s used the threat of violence against the scientists ? Or do you let him suffer , even though he ' s in his state because he was following honorable orders ? Does his alliance with the cannibals affect this in any way ? Unrequieted Affection : Agnes , Helen , and Xian are NPCs that could fall for the PC in some way . All three are already infected with the New Plague in one form or another . If Agnes or Xian stay out of their suits , they ' ll die . Helen won ' t leave without her kids , and dragging the kids everywhere is definitely bad Karma . Angry Authority : Goddard doesn ' t want the PC around because it interferes with what they ' re trying to keep working at the dome . But he knows Presper wants the PCs dead for some reason , so he has a reason to keep them alive ( the enemy of my enemy , and all that ) . It ' s a question of how long the PC can tolerate his control and condescension , and how long Goddard can put up with his rebelliousness . Crazed With Hunger : Are the Jackals evil ? No , they ' re doing what they have to do in order to survive . You can ' t change their minds over the course of the game . Is it OK to kill them just because they ' re attacking you ? Don ' t these poor bastards — humans , like you — deserve something better ? Other Role - Playing Tests and Epithets . Mad Scientist : If you extract the brain of one of your NPCs and put it into a robobrain , you get this epithet . Perhaps it gives you a bonus to Medicine but a penalty to Persuasion , since you come off as kinda creepy and crazy .