Environmental Protection Agency The Environmental Protection Agency was a location for " Fallout 2 " that was eventually cut from the game . The following is a description of the location from the " Fallout Bible " # 6 , written by Chris Avellone : The EPA was full of an odd assortment of puzzles , fighting , and various weird adventure " seeds " ( literally ) , including , but not limited to : The EPA was supposed to use the Vault City / Vault 13 tile set for interiors ( bright white , like original vault ) . Special scenery objects include an EPA parking lot sign , and color - coded symbols on the walls , running the whole range of the rainbow . Art . The breakdowns of map flow is listed above . Major adventure seeds . Carnivorous Jungle . The player character has to navigate a jungle filled with Venus mantrap s . This isn ' t as much an adventure seed as a combat - based necessity in order to enter the EPA in the first place . Gas - Filled Level . One of the levels is filled with poisonous gas . If the player character wanders around this level , they will take considerable damage every round until they leave or die . Ventilation Horror . In order to get access to the main EPA complex , the player character has to navigate a series of ventilation shafts where they can only use small weapons against the inhabitants of the ventilation shaft : giant mantises , Small Scorpions , and the occasional man - eating plant . Hologram War . The player character can encounter some of the custodial holograms that still fill the EPA corridors . They were mostly used as tour guides while the EPA was still in operation , but ever since the " Big Silence / Great Static " following the " Big Flash , " they have become somewhat warped in their duties . They have taken the bureaucratic mentality to a lethal extreme , imposing regulation and regulation upon each other until they have become gridlocked in their duties and can no longer function . The heads of each division are currently arguing ad nauseum in one of the EPA conference rooms because the presence of a powerful magnetic field that keeps erasing their short - term memories ( they keep repeating the same argument every five minutes , forget everything they say , then repeat it again ) . Only by fixing the problem with the magnetic coils , interrupting the conversation and ordering them to stop can the player stop the gridlock . Holograms can only be destroyed by an EMP grenade , or by stealing or destroying the EPA power core in Sub - Level Yellow . Other seeds . Static Zzzzzt . The player character discovers one malfunctioning hologram that speaks only in static ( like a fast food drive through speaker ) . If the player character repairs the holograms projector ( or slows down his speech ) , they can learn some important codes or other information . Mr . Chemmie ! The player character discovers a small appliance in one lab ( Mr . Chemmie ) that takes various raw materials ( plants , beer , condoms , chemicals , garbage , Scorpion tails ) and turns them into various pharmaceuticals like Rad - X , Mentats , RadAway , and so on . The player character can experiment with the machine to create certain drugs or bizarre substances . Characters with a high Intelligence , Luck , or a high Doctor or Science skill can create special drugs that no other character can . Mr . Chemmie always speaks in exclamation marks . The Brave Little Toaster . In one of the abandoned kitchens in the EPA is a small , intelligent toaster with an IQ of 6000 . All of its brain power is focused towards convincing humans to make toast . Dialogues with it will be somewhat one - sided , as the player character will ask it a question , and it will respond with some question about whether the player would like toast or waffles . While the toaster seems like just an incidental strange character , it does happen to mention ( almost in passing ) in its dialogue that it is broken and can ' t access everything it needs in order to successfully make toast . If the player character repairs it , then it can provide them with the following : the secret code for the vault in one of the New Reno casinos ( which is otherwise near - unopenable ) , some secret codes for jinxing the slot machines out of their cash , and some other bonus items . ABACAB . One of the computers in the EPA mentions a simple cure for epilepsy . Apparently , by repeating a series of letters with the proper inflections , a listener can be cured of either autism or epilepsy . If the player character discovers this and goes to New Reno and says the code phrase to the Barking man ( who didn ' t make it into the game ) , then he will be cured and gives the player a minor award ( in addition to the minor experience award ) . No News of a Thaw . The player character may discover some hibernation cells in the lower levels of the EPA , and depending on what type of character they are ( combat , stealth , or diplomatic ) , they can free one of three hibernating humans that have been preserved since the great silence . Primary characters . Hologram 00000 , Director of Science . A brilliant hologram that can ' t express himself properly as an electrical short has damaged his vocal abilities , and now he can only communicate through displaying binary numbers ( a character with good Science skills or a high Intelligence can read the binary codes , decipher what he is saying and fix him ) . Hologram 10001 , Director of Security . A gung - ho marine hologram who peppers his speech with a lot of crude German phrases . He believes that everything in the complex should be killed and then the EPA allowed to reboot . Fortunately , he can no longer command any of the robots , all the weapon defenses have run out of ammunition , and all he can really do is bluster about how much he would like to destroy everything if he was in charge . If the player performs some tasks for this Director , they can get access to the security locker rooms , which holds some old ammunition , weapons , and some armor . Hologram 12001 , Director of Operations . A weaselly , nervous - smiled male hologram . Only characters with a high Intelligence can make out what the hell he is saying since he uses so much double - talk . Nothing can be gotten out of this director , since he has no authority over anything . Hologram 10031 , Director of Ground Maintenance . A frustrated hologram who is in charge of all the ground maintenance at the EPA . The fact he has no physical body and none of the robots do anything he says has forced him to operate at 100 % inefficiency for the past few decades . The other directors always bring this up whenever they can . If the player character fixes the robots or takes care of some of the gardening and landscaping problems around the EPA ( killing the lethal plants ) , the Director will hire them , allowing them access to the EPA medical cabinet and storage shed ( which contains new seeds , chemicals , herbs , and various insecticides and weed killers ) . Hologram 40011 , Director of Public Relations . This sexy - sounding ( yet somehow prim and proper at the same time ) hologram is in charge of all the tours and press releases . Her syrupy - sweet attitude and her constant stream of press releases gets annoying really fast . Nonetheless , the player character cannot get to certain areas of the EPA complex without her . There are also some portions of the complex that will only open if she leads the way ( mostly the museums and petting zoo ) . Characters with a high diplomatic skill can get much more out of her than other characters . Secondary characters . There are no secondary characters . Tertiary characters . Zzzzzt . A malfunctioning hologram that speaks only in static until he is repaired . When repaired , he is quite relieved and can provide the Chosen One with information on various mysterious objects in the EPA sub - levels , along with codes that allow access to restricted areas . Brave Little Toaster . A genius - level toaster . It has a 6000 IQ . It likes to make toast . Mr . Chemmie . A cheerful , hyperactive little drug - making appliance . Appearances . The EPA was originally to appear in " Fallout 2 " , but was eventually cut off because of lack of time to finish it . It was mentioned in the Sierra mission statement holodisks and in the " Van Buren " Nursery design document and also mentioned in " Fallout Bible " .