Reservation Sub - Levels The Reservation Sub - Levels were built similarly to a typical vault . Sub - Level 1 . This level is the main sleeping area for the sub - level ghouls . 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 . 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 experimentation . Main Elevator . This is the Main Access Elevator that goes back to the surface and to the 2nd sub - level . Sleeping Quarters . 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 ghouls really have no use for a toilet … I think . Locker Room . 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 . 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 ) . Sub - Level 2 . 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 19th 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 ghouls 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 slaves 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 masks 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 packs , 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 . This is the Main Access Elevator that goes back to the surface and to the 1st sub - level . Shooting Range . 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 ghouls 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 . 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 ghouls labor away making leather and metal armor , 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 . Weapon Smithing Facility . 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 ghouls 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 . 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 packs , 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 . 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 . 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 . Understand the needs humans have to expel their internal wastes , the ghouls 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 . This is the Elevator that goes only to and from Sub - Level 3 . Sub - Level 3 . 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 Ghouls . However , only Belle will give the player the time of day , the other two will brush the player off . Elevator to Sub - Level 2 . This is the Elevator that goes to and from Sub - Level 2 , exclusively . Born Ghouls Quarters . 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 . 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 . 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 ) . 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 . 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 . 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 . 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 ghouls make sure that there is nothing pleasant about them . Since the ghouls of the Reservation hold most humans 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 Legions and the Blackfoot slave trade . Appearances . The Reservation Sub - Levels were to appear in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios .