Burham Springs design document / 2 This is part 2 of the Burham Springs design document for " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Cast of Characters . Generic NPCs . Phil . Phil is a tall , lanky white man in his late 30s . He wears a safety helmet and metal armor . Under his helmet , he has short , salt - and - pepper gray and black hair . He carries a pump - action shotgun and has absolutely no reservations about using it . Phil has a very terse attitude , and tends to be short with people . The first time he sees the Protagonist , he will fire a " warning shot " near them and tell them to " PUT YOUR FUCKING WEAPONS AWAY AND DON ' T TRY ANYTHING STUPID , ASSHOLE ! " Phil will respond without much hostility if people do as he asks . The Hanged Man , however , might incite Phil to open fire on the party . Phil used to be a railway worker until NCR shut the operation down . He never spent time in a powder gang , but he spent plenty of time as a bounty hunter tracking down his old comrades ( a not - too - endearing aspect of his history ) . Sparky , his companion , was one of those he tracked down . Sparky was one of the few survivors of the explosions in the Burham Springs mine , and a former railway worker with Phil . Sparky . Sparky is a short man with an average build in his mid - 30s . He wears a ballistic vest and a safety helmet . He carries an arc welder , a fire axe , three grenades and six sticks of dynamite . He is a twitchy guy , but usually only responds to Phil or to extremely loud noises ( which cause him to attack , erratically ) . Sparky can ' t talk well , and stutters a lot . He also mis - hears things a lot . His hearing range is dramatically reduced from what it should be , given his PE . He more than a little frazzled , often unable to think about what he ' s saying . Sparky is a former railway worker who blasted away rocks with powerful explosives . He earned his name from the arc welder he carried around to light fuses . Sparky joined a powder gang after the railway operations shut down . He did well in the group , making plenty of raw explosive traps for their use . However , that all ended when the 5th Engineering Company blew the Burham Springs mines . Sparky survived , but only barely . His hearing was almost entirely destroyed , and his mind was shaken pretty badly . He ' s clear - headed enough to work with Phil and to recognize Frank , but not much else . He doesn ' t look like he ' d be much of a threat in combat , but he is pretty handy with his arc welder and with his thrown explosives . He also has two Bonus Move perk s , allowing him to close on opponents startlingly fast . Frank LaFrancis . Frank is a ghoul of average shape and size , wearing leather armor ( and a motorcycle helmet . He carries the most accurate weapon of the trio : a laser rifle . He also has a . 45 submachinegun just in case people get too close . Most importantly , however , Frank carries the detonators for a large number of explosives all around the surface of Burham Springs . Frank is the smartest person in Burham Springs , and the other two are well aware of that fact . Frank was quiet about his background with Phil and Sparky , and he has no intention of telling the PC where he came from . Frank does , however , like to do business in his highly trapped shop . When he ' s not in his shop , he can be found salvaging in the mines . He usually salvages during the day , when Phil and Sparky are on the surface . If trouble starts , though , he will emerge to deal with troublemakers . Companions ! There are no CNPCs available in Burham Springs . Monster Roster . The majority of monsters found in Burham Springs are found inside the mines and caves . There are a finite number of monsters , so the PC can clear out an area and feel satisfied that it is no longer a problem . Geckos ( 16 ) - The ever - lovable geckos make an appearance near the front of the mine and around the edges of the surface of Burham Springs . They go towards creatures with food before others . Gehenna s ( 18 ) - These horrible monsters are slightly larger than human s and appear to be made of black tar and shiny oil . They are vaguely human - shaped , but their features are hard to analyze through the flames that constantly sputter across their bodies . Their eyes are bulbous glowing orange spheres that seem stuck into their ovoid heads . The Gehennas are dangerous both for their fiery melee attacks and the toxic fumes they breathe onto enemies . When they die , they collapse into a disgusting pile of smoking black goo . Gehennas are fairly mindless monsters , usually attacking anyone they see who moves too quickly . They have very poor senses , and can sometimes overlook creatures that stand still . Molech s ( 6 ) - These are huge , hulking , heavily irradiated Gehennas that exist primarily in the toxic caves . They are similar in appearance to the Gehenna s , but less humanoid and more monstrous . They do not have identifiable eyes , but small glowing green spheres of various sizes poke out from the skin all over their bodies . Their long , serpentine necks have a head that is essentially a huge , fanged mouth . Molechs spray streams of toxic bile from their green spheres and bite with their disgusting mouths . Molechs are more likely to spot immobile creatures than their Gehenna cousins . Agricola MRs ( 12 ) - Manufactured to handle toxic waste in uranium mines and near blast sites , the Agricola MRs use vacuum - tubes only , no integrated circuits . As such , they are impervious to EMP s but are rather bulky and slow . Agricolas are motivator ( jet ) driven , like Floating Eye Bot s , a necessity considering their operational environment . The Agricola robots are found inside of the AGRICOLA Lab adjacent to the toxic caves . The robots respond to the presence of intruders with hostility . However , this can be avoided if a sneaky character makes his or her way to the central computer of the AGRICOLA Lab . Random Encounters Surrounding the Area . Encounter 1 : New Canaan ites ( Unique ) - The player encounters a group of New Canaanite merchant - missionaries . There are only four of them : one man , one woman , and two children . They are walking with two brahmin . They are friendly folks , and are willing to trade with people who don ' t have a horrible reputation . The player can trade with them , escort them to their destination ( randomly chosen between Hoover Dam , Fort Abandon , and the Ciphers ) for Karma , bully them into turning over all of their goods , or outright murder them ( big Karma loss ) . Encounter 2 : NCR / Powder Gang Standoff ( Unique ) - Somewhere in the wilderness of Utah , members of the 5th Engineering Company spotted power gang members prowling for caravan s . They followed the group to this ramshackle gang hideout , where a shootout began . By the time the player arrives , they are having a standoff . Dead brahmin , ranger s , dog s , gangers , and overturned carts are everywhere . The powder gangers are up against a cliff wall and the NCR soldiers are trying , in vain , to flank them . Unfortunately , since this actually is a gang hideout , traps are everywhere and snipers are just waiting to pop brave NCR heroes . The PC can talk to the powder gang , sneak around and disarm the majority of the traps , fix a bunch of damaged NCR 9mm submachinegun s ( the guy carrying them was blown up by a mine ) , or storm in and kill the gangers . If the player wants to support the gangers , he or she can rally the powder gangers to attack the soldiers , sneak up to the NCR munitions wagon and blow it up ( causing huge damage to the soldiers ) , volunteer to heal up the gangers , or just attack the soldiers outright . Encounter 3 : Gecko s ( 5 times , maximum ) - Your average , everyday encounter with a group of hostile geckos . PCs with good Outdoorsman will be able to avoid the encounter entirely or set up favorable conditions . Geckos are a good source of skins for crafting leather armor and a few other items . Encounter 4 : Radscorpion s ( 5 times , maximum ) - Your average , everyday encounter with a group of hostile radscorpions . PCs with good Outdoorsman will be able to avoid the encounter entirely or set up favorable conditions . Radscorpions are a good source of poison for drug s and antidote s . Encounter 5 : Electro - beetle s ( 4 times , maximum ) - Your average , everyday encounter with a group of hostile electro - beetles . PCs with good Outdoorsman will be able to avoid the encounter entirely or set up favorable conditions . Electro - beetles are a good source of bio - cell s for small energy cells . Quests . Main Quests . New Canaan Connection . Area : The area of the game and the map in the area where the quest is initiated . Quest Name : The name of the quest . Designer : The designer responsible for the quest so people know who to contact . Dstatus : The status of the design . Script : The programmer in charge of programming the location . Dscript : The status of the coding for the quest . LogStat : What ' s the status of the log for these quests ? Do you get the unsolved version , do you get the solved version , and do you get a good / bad Karma and a stupid one , if appropriate ? Passable : Is the quest passable in " some " form ? QA 100 % : Is the quest completable in ALL forms ? Note that quests should reinforce the " feel " of a location . As an example , Redding in " Fallout 2 " was set up to be a frontier , rough - and - tumble Western mining town , with a " Gold Rush " kind of ambiance about it . Quests in the town involved becoming the sheriff ( a career move that , in classic Western style , no one wants ) , dealing with drunken brawls in the local saloon , dealing with dirty infighting between the two mining companies , trying to help out the local country doctor , cleaning out an infested mine , dealing with a band of robbers , and so on – the nature of the quests made you feel like you were in a Old West movie . Also , if there is a companion in town , make sure you indicate how to get him in your party , and set up the conditions as a quest . ( " To get Cassidy in your party , you need to find him in his tavern , ask him about his recent rash of troubles , then invite him to come with you . You will gain + 500 XP , + 1 Reputation , and Cassidy comes with a Shotgun , leather armor , several shells , and a lot of whiskey . " )