Colonel Green ' s Quest Colonel Green ' s Quest was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It is located in the Reservation . Background . When the player first meets Colonel Green , he will seem like any other ghoul in regards to Willem Clark . However , Green is one of a few ghouls with independent thought and would like the player to find out in depth information about Willem ' s true plans for the Reservation ' s future . As it turns out , Green does not see eye - to - eye with Willem when it comes to contact with outside human communities . Green would prefer the ghouls remain somewhat isolationists and build up a formidable defense just in case anyone decides to attack the Reservation . Willem , on the other hand , wants to establish friendly contact with well developed outside human communities , or at least that is what Willem wants everyone topside to believe . What ' s fishy about this " friendly " scenario is that Green has always known Willem to despise smooth skins and has looked for ways to ensure the ghouls take over as the predominant sentient species on Earth . If , as Green suspects , Willem is being deceitful and looking for ways to take the battle to the outside communities , Green would like to find out about it and then try to stop it . His reasoning is that to attack an outside community would only set that community up as a martyr and earn the Reservation the wrath of all smooth skins . All out war is not what Green wants and he will try to convince the player to find out if that is Willem ' s true intent . Walkthrough . The first phase of Green ' s quest is for the player to " volunteer " to be the Reservation ' s ambassador of good faith . The player can find out about this position from Measles , Willem , and / or Green . In a nut shell , Willem needs a smooth skin liaison to communicate to the well established outside human communities about the Reservation ' s desire to build a rail system to further trade and quicken travel . Willem will offer trade in ammo , firearms , radiation removal , etc . If the player accepts the position , it is his job to convey these wishes to either Hoover Dam or New Canaan – the two most established human communities . Should either say yes ( and they probably should ) , the player will return to inform Willem about the success . Next , Willem will ask the player to find a heavy duty lift cable so the lift at the Reservation can be made functional again ( he ' ll actually convey the request for the cable at the same time the player accepts the ambassador gig ) . Doing these two things will grant the player access to Sub - Levels 1 & 2 so the player can have a radiation proof area to rest ( level 1 ) and a place to modify weapons and make ammo ( level 2 ) . Phase two entails finding dissenters to help the player gather information about Willem ' s plans . Two contacts are Marty , the chem . lab ghoul who ' s running side drug trafficking , and Fred , the oldest living slave in the Reservation . Both contacts will give hints as to research , a " super " cannon of some sort ( Nuclear Nellie ) , and the procreation experiments . The player will be expected to convey this information to Colonel Green . The more dissenters the player can uncover and then tell Green , the better Green will feel about trying to later take over . Stage three involves getting the player into Sub - level 3 ; the level where all the confirmative information rests . The best way is after the player returns the last prisoner to Tibbets Prison and learns of Fort Abandon being the central headquarters for the NCR troops , the player has the option of telling Willem about the NCR threat . Willem , concerned and intrigued with this new information , will invite the player to a personal meeting on Sub - Level 3 , Willem ' s office . Here the player can try to convince Willem to use the dirty bomb on Fort Abandon , provided the player is convincing enough about the NCR danger ( Persuade > 85 ) . Willem is pretty hard to convince since he thinks an established community like Hoover Dam or New Canaan is a bigger , long term threat . Also , Willem is curious as to how the player found out about Nuclear Nellie and will insist on knowing how the player acquired the information . If the player spills the beans about Marty and Fred , Willem will show his thanks by allowing the player to live , but he will have to leave the Reservation and not look back . If the player includes Colonel Green in the tattle - tale , Willem will be most appreciative and agree to take out Fort Abandon before hitting either New Canaan or Hoover Dam . The most optimum outcome for using Nuclear Nellie on Fort Abandon is for the player to first tell Green about the NCR threat at Fort Abandon – this is contingent on if the player already did stage one and two of this quest . Colonel Green would instantly know that the NCR at Fort Abandon is a threat to all ghoul s and smooth skins and would then muster up the courage to overthrow Willem Clark . Green will ask the player if he would like to help in the upcoming battle and promises , if they are victorious , to use Nuclear Nellie on Fort Abandon as soon as possible . Colonel Green ' s men are extremely loyal to Green , so the player will have a formidable force to help with the battle against Willem Clark . The battle between Green and Clark will start in the Town at the main elevator . Green will convey through floats that the Trading Post was already taken over by the gatling gun operators who were loyalists to Green , so the player needn ' t worry about that area . The elevator battle should be fairly short and sweet , with a handful of armed Clark loyalists shooting at the player and Green ' s men . The regular ghoul civilians will cower in their shanty tents , except maybe a handful of extremist zealots . After the Town battle , the player ' s troops will go to Sub - Level 1 and get the occupants there to surrender after the four or five Clark loyal guards get shot in the eyes ( or whatever other attack kills them ) . From there , the Green brigade will head down to Sub - level 2 and finish off the guards there . Once the last guard is wasted , Green will override the Sub - level 3 elevator and head down with the PC . There , Green , his men , and the PC will be met with more Clark guards in addition to two other born ghoul s and Measles & Belle . If Measles is part of the PC ' s group , Measles will turn on the player at this time ( what , you thought Measles would let the PC beat on daddy ? ) . If the PC slept with Belle , she will not be in the battle . Instead , she will be hiding out in one of the shanty shacks awaiting the outcome of the battle ( hey , we need that ghoul junior slide show for the end of the game ) . Once the epic combat is over , the PC not only can get the full story about Nuclear Nellie , but also the whole ghoul procreation process . Also , since the PC accompanied Green in the battle and earned Green ' s respect , all the human slave s will be freed and given the necessary equipment to traverse the radioactive wasteland safely . The player may then access Willem ' s computer to get the launch codes for Hermes XIII , since Willem never locked out his computer . Lastly , Green will make good on his promise of firing Nuclear Nellie on Fort Abandon , and may even conduct actual friendly trade with the other human communities – for reals ! Now , if by some chance the player has a yellow streak down his back and does not accompany Green in the battle , Green will still win the fight , but all the slaves will not be freed , and two of the non - speaking born ghouls will have escaped the battle to meet the player in a later " random " encounter ( cue sinister music ) . The player will still have access to Willem ' s computer , but will not have any bargaining power to negotiate the slaves ' freedom . Also , Green will fire Nuclear Nellie on Fort Abandon , but he will resort to his original plan of isolationism for the Reservation ghouls . If the player does not want to deal with all the above crap , he can choose the Commando approach . Of course , the player will have to be VERY high level to waste all these well trained ghouls – a level that would coincide with the second half of the game , close to or after the player returns all the prisoners to Tibbet ' s Prison .