recursal/Fanatic-Fandom huggingface dataset:
Ancient Playground

The **Ancient Playground** is a pre-war recreation area in Central Park in the Empire Wastes, between 84th and 85th St.

## Background

Central Park has 21 playgrounds that are unique in design and character. Most of them were built in the 1930s as part of a system of playgrounds located along the Park perimeter.

Ancient Playground was one of several playgrounds in Central Park that were rebuilt during the 1960s and 1970s in the adventure style. Adventure-style playgrounds—an alternative to playgrounds with traditional equipment—typically include interconnected play features that encourage exploration and imaginative play.

## Layout

At the entrance to the playground are the Osborn Gates, ornamental bronze gates. Beyond the gates is a sitting area with a path connecting to a public restroom.

The play area has a swingset and a geodome as found in many other playgrounds in Fallout 4, however as part of the adventure style design, the other sections are built uniquely with platforms and poles that connect the different sections.

## Locations

* **Osborn Gates**, a closed ornate gate
* **Public restrooms**, a men's and women's public bathroom

## Notable Loot

1. The South Gate House contains some starting equipment, such as clothing, aid items, and basic weapons based on your level.
2. The pilot of your crashed and sunken air travel often will contain good quality armor, or even basic weaponry, based on your level.

## Gallery

Arial view of the play areaView of the Osborn Gates
South Gate House

The **South Gate House** is a free-standing structure in Central Park at the South East corner of the Central Park Reservoir. The building is one story tall, with a sub-level, underneath the main entrance, that was once used for pumping the water from the reservoir for distribution.

## Layout

The South Gate House is a waypoint for the local trade caravans. It’s mostly used as a place to stop and rest. It is modestly defended and sparsely supplied.

The interior of the Gate House is partially flooded and the lower section is inaccessible. A simple cooking station and a small weapons workbench are located inside on the main level, along with 2-3 basic bed rolls on the floor near the wall opposite the weapons bench. There is a small, wooden table with a few chairs around it. Some miscellaneous junk and debris is scattered around, and stack/piled in the corners of the room.

Outside the Gate House near the stairs is a brahmin water trough near the trees. Two street lamps at the bottom of the stairs are illuminated. There is also a bulletin board up near the door, attached to the wall of the gate house that has several notices up on it from the various caravans. Basic defensive structures shield the building's entry.

There is a spot light, on the North side of the Gate House facing the reservoir that the player will be able to see from the water when they first arrive. This light also signals to the Northern City State Coalition (NCSC) that the location is still safe and being used by the caravans. If the light ever goes out this means that the location has fallen to hostile forces, or is no longer safe to be used by the caravans.There is a second light that faces South that serves a similar purpose. Any caravan that approaches and notices the lights are out should avoid the location until the situation can be assessed.

## Notable Loot

* Fusion Core in the Fusion Generator located by the pipes.
* A low-quality pipe weapon and modest number of rounds in a container near the bench.

## Gallery

South Gate House at the Central Park Reservoir
Crystal Ann

**Crystal-Ann** is a character living in an open-air apartment building in Gas House. She was getting married on October 23rd, and saw the bombs fall before she was wed. She’s heavily tormented by the memories of the war, the dying, the pain and chaos, and has since turned to Glee. Most of the time she is in a drugged state and incoherent. Else, she is in intense pain both physically and mentally.

## Background

This pre-war ghoul is tormented by the memories of the past, and seeks to drown herself in chems to silence these thoughts. She has true trauma from the Nuclear War; from the paranoia and hatred of the Communists that she now regrets, to the horrors seen in the bombs themselves, to the devestation of the survivors after the bombs fell. She spends most of her time in an inebriated state of bliss where she is barely coherent, but in moments of lucidity, the memories return and bring tears to her eyes.

When she is high, her brain is fogged. Sentences don’t connect correctly, and her train of thought varies. She is happy, in a way. Sometimes even flirty. Never ‘horny’ though, just like a puppy love sort of flirt. She’ll randomly laugh or hum or even sing, albeit slurred and off-key. When sober, every second is torture for her; both mentally and physically. She sucks her teeth in sharp pains, and winces between words. Her pacing is sporadic, as she will try to quickly finish a sentence when in pain, or slow down from fatigue. She hides her pain, and gives into her pain, with heavy cursing and a ‘tough’ persona.

Her character is not meant, in any capacity, to be comic relief, but is to instill a true sense of pity from the player. As well as hopefully act as a personal example as to why the war was hell.

## Interactions with the Player Character

### Unmarked Quest

It's Your Wedding Day

If Crystal can resume life sober from Glee, she will give up her final security blanket; her wedding dress. She will task the Tourist with returning her dress to the bridal shop she bought it from 210 years ago. She knows it won't still be open, but she wants closure. Regardless of what you do with the dress, as long as you take it off her hands, she will have that closure.

The quest is a basic reversed fetch-quest. Start with an item, put it back where it came from. If you return the dress, the player will recieve a small amount of XP, otherwise the player could sell the dress, or wear it themselves.

## Other

Nick Garods is a reference to Daniel Garodnick, a lifelong resident of Cooper Village, and real life New York City Council Member.
Jack the Jerk

**Jack the Jerk** is a character at the Cantina in Bellevue.

### Background

Jack came to Bellevue years ago for medical reasons, selling meat to pay for his medical bills; and after he finished treatment, he decided to stay in town to continue selling his meat. He is famous for his meats, and sells his secret jerky to those who pay. He’s popular amongst the BMG. He seems a bit shady regarding the BMG, but otherwise he plays nice with the rest of the town.

### Interactions with the Player Character

* Acts as Vendor
* You can provide Jack with applewood to begin offering Jerky.
Tetragrammaton

The Tetragrammaton is a post-apocalyptic faction in New York City with its origins deeply rooted in pre-war religious traditions, primarily drawing from the Jewish community. However, their core values encompass people from various faiths, including Islam, Hinduism, and more. The faction's primary mission is to provide humanitarian aid, healing, and support to the injured, displaced, and downtrodden residents of the Wasteland. Despite their mysterious and complex name, their core values are quite simple - to extend help to those in need, regardless of their affiliations or backgrounds.

## **Background**

The Tetragrammaton emerged from the post-war remnants of pre-war religious organizations that came together in response to the catastrophic events of the Great War. In the chaos and devastation that followed the nuclear holocaust, these individuals found strength in their shared faith and commitment to serving humanity.

The Tetragrammaton has a complex internal struggle regarding whether to maintain their indiscriminate aid or focus on helping their own members exclusively. Their compassion has earned them allies among other humanitarian groups, while some more exclusionary factions may view them with suspicion. The Tetragrammaton's culture revolves around compassion, faith, and the belief that helping others is a sacred duty. They draw from a blend of pre-war religious teachings and post-apocalyptic necessity to guide their actions.

## **Members**

### High Cleric Abigail

High Cleric Abigail is a respected leader of the Tetragrammaton. She is known for her unwavering dedication to the organization's mission and her compassionate approach to helping the people of the Wasteland.

### Brother Samuel

Brother Samuel is a key figure in the Tetragrammaton, known for his healing abilities and deep spiritual insight. He plays a vital role in administering medical care and providing spiritual guidance to those in need.

### Sister Maria

Sister Maria is responsible for managing the Tetragrammaton's shelters, where the displaced and homeless can find refuge. She ensures that these sanctuaries are welcoming and secure.

### Elder Joseph

Elder Joseph is an advocate for extending the Tetragrammaton's help to all, even those who might be considered outsiders. His efforts align with the faction's core principle of compassion.
Harland Trophin

**Harland Trophin** is a character at Bellevue Hospital in Bellevue.

Harland is a middle-aged man, and the unspoken “next-in-line” for the head of Bellevue. For now, he is in control of the outer workings of Bellevue, acting as the Mercenary Group’s main contact. Harland and his older brother, Martin have a strained relationship, often making each other's lives harder on purpose. Harland is a little more street smart, and more ‘one of the people’, whereas Martin sees himself above everyone else. He knows he can’t take power outright, but is smart enough to know he can take it indirectly, especially with the Sole Survivor’s help as an outsider. He’ll promise you the world, but will throw you under the bus at the first sign of trouble.

### Interactions with the Player Character

#### Quests

* The Circle of Life
* And I Am Telling You, I'm Not Going

#### Other Interactions

You can talk to Harland on Patrol Rounds, but he will not speak with you other than curt replies.

Likewise, you can talk to Harland at the Cantina, but he will actually speak with you and be rather pleasant, having eaten.

### Notes

Harland in the Cantina is actually a different NPC, just with the same model and voice actor, allowing him to have different dialogue options depending on his location.
Loisada

**Loisada** is a settlement in South Eastern Manhattan, located the same as the prewar neighborhood of *Alphabet City*.

## Locations

### Interiors

German-American Shooting Gallery
St Nicholas Kirche

## People

### Enemies

Delancey St. Raiders
Ghouls

## Quests

### Side Quests

Summertime
Tender Shepherd

## Background

Loisada (Alphabet City) was the pre-war Bohemian enclave within the East Village. The residential area was filled with restaurants and bars, and was popular with students, artists, and young families. The people who resettled the area found the infrastructure mostly intact, but settled with a much different culture in mind.

Loisada is a militant settlement, with heavily armed civilians.

## Inter-City Relations

Loisada is often fighting with Delancey St. Raiders, or ghouls and mutated creatures that make their way over from the South Sea. It gets along well with Gas House, but often skirmishes with West Burgbridge.

Loisada hates the NCSC, believing them to be weak and elitist. However, they are too far away to do anything about them. But they’d appreciate those who do.

## NPCs

### Shooting Society

The former German-American Shooting Society Clubhouse is filled with mounted animals, and firearms.

#### Dr. Mallory Blade-Sheppard

Evil incarnate. Living on the edge of the South Glowing Sea, Dr. Mallory Blade has mutated into a ghoul unlike any other. She is the cutthroat leader of Loisada, who rules with an iron fist and a pearly smile. No one knows what happens to those who go missing, but Dr. Blade is likely behind it, although no one would confront her with that.

### St. Nicholas Kirche

The church no longer exists in our world, but in the fallout world, this church still stands, but was converted from a place of worship to a place of war. There is a shooting gallery, gun workshop, ammo dispensary, and firearm commissary.

## Quests

1. *My Lord and Master*
2. *Oh, My Mysterious Lady*
3. *Rat-Tat-Tat-Tat*
4. *Summertime*
5. *Tender Shepherd*
6. *The Sun Won't Set*

## Player Interaction

The player may choose to side with Mallory and sabotage the NCSC, but at little to no gain to the player, and will cause the ending of the game to be much more difficult.

If the player helps Mallory expand her influence, the land between Bowery and West Burgbridge becomes occupied, and ironically becomes much more secure and safe. However, they hinder the trade between Brooklyn and Manhattan.

## Relation to Main Games

Loisada Citizens sometimes remark: “What’s that thing on your wrist? A digital alarm clock?” in reference to the Pip-Boy 3000 Alarm Clock promotional item for Fallout 3.

## Notes

* Loisada is a bastardization of “Lower East Side”, as pronounced by the Latinx population. It refers to the area known as Alphabet City.
* Alphabet City gets its name from the Avenue names changing from numbers to letters. It shares its name with the real-world neighborhood.
The Empire Times

The **Empire Times** was a pre-War newspaper published in New York City.

## Background

This paper was founded (or possibly renamed) in 2033. Their slogan is "New York's Official News Paper since 2033".

## Known facilities

* Empire Times building main offices in New York City.
* Times Square previous head quarters in New York City, and modern tourist attraction.

## Known products

* *Empire Times* newspaper - Daily Newspaper distributed in New York City. Monday-Saturday prices are $35 an issue. Sunday editions are $60.

## Known articles

* A Man, No Plan, Panama - 10/23/77
* Domestic Terrorism in Watoga, WV - 10/23/77
* Grounded Planes Cause Chaos - 10/23/77
* United States Forces Push Chinese Military Back - 10/23/77

## Appearances

Times Square, as well as the Empire Times building both appear in *Empire Wastes*. Issues of the *Empire Times* newspaper can be found throughout New York City..

## Behind the scenes

The Empire Times is a reference to The New York Times, the real-world newspaper.

## Gallery

Early Edition October 23rd, 2077Morning Edition October 23rd, 2077Empire Times Billboard (post-war)
Artifacts of the Ancients

**Artifacts of the Ancients** is an unmarked quest in Empire Wastes.

## Summary

**"Artifacts of the Ancients"** is an unmarked quest that involves working with the Raiders under Nephthys in Ammu Nahi to retrieve valuable artifacts from the ruins of the American Museum of Natural History. The quest showcases the raider gang's unique interest in ancient history and provides an opportunity for the player to gain favor with Nephthys and her followers.

## Walkthrough

The quest becomes available when the player establishes a friendly relationship with Nephthys and earns her trust. She approaches the player, sharing her fascination with ancient artifacts and her desire to acquire specific relics from the ruins of the American Museum of Natural History. Nephthys provides the player with a list of artifacts she seeks, including a relic from the Egyptian exhibit, a pre-war weapon rumored to be hidden in the armory, and a unique fossil found in the paleontology section. She also mentions potential obstacles, such as security systems, traps, or rival scavengers guarding the artifacts.

The player explores the museum ruins, encountering various challenges and puzzles as they search for the desired artifacts. They may need to disable security systems, solve riddles, or navigate treacherous areas to reach their objectives. Along the way, the player can encounter rival scavengers or hostile creatures that have taken up residence in the museum. They must decide whether to engage in combat, use stealth to avoid confrontation, or negotiate with these factions to secure the artifacts. Once the player has successfully retrieved all the requested artifacts, they return to Ammu Nahi and present them to Nephthys. She expresses her appreciation and rewards the player with unique raider-themed equipment, valuable resources, or an improvement in their reputation within the raider settlement.

As a bonus, Nephthys may offer the player the opportunity to display the artifacts within Ammu Nahi. They can choose where to exhibit the relics, whether in a dedicated museum area or as prestigious decorations within Nephthys's personal quarters. The quest concludes with the player basking in the admiration of the Raiders under Nephthys's rule. They may receive additional quests or benefits from the raider gang as a result of their successful collaboration in acquiring the ancient artifacts.

## Quest stages

* Stage 5 - Speak to Nephthys and Accept the Artifact Retrieval Task
* Stage 10 - Receive the Artifact List and Gather Information
* Stage 15 - Explore the Museum Ruins and Retrieve the Artifacts
* Stage 20 - Deal with Rival Scavengers or Hostile Creatures
* Stage 25 - Deliver the Artifacts to Nephthys
* Stage 30 - Decide on the Artifact Display Location
* Stage 50 - Quest Completed
Hajmar

**Hajmar** is an NPC in Anderson.

### Background

Hajmar was born and raised within the confines of Anderson. His parents were among the original members who established the settlement, and he has known no other life beyond its boundaries. Growing up surrounded by raiders and the struggles of post-apocalyptic survival, Hajmar possesses a unique perspective on the world.

Hajmar is curious, imaginative, and full of childlike wonder. He finds solace and escape in the stories and tales he hears, often retelling them in condensed versions to entertain and engage others. Despite the harshness of the wasteland, he remains hopeful and sees beauty in even the smallest things.

Hajmar's character adds a touch of innocence and vulnerability to the raider settlement of Anderson. Through his storytelling and resilient spirit, he embodies the hope and resilience that can emerge even in the most challenging circumstances. His presence serves as a reminder of the importance of nurturing and protecting the younger generation amidst the chaos of the post-apocalyptic world.

### Quests

* The Jellicle Ball

Hajmar plays a small but significant role in this quest as he entertains the guests of the Jellicle Ball with his condensed versions of Hans Christian Andersen tales. The player can interact with Hajmar to listen to his storytelling, gaining insight into the stories and characters that have influenced the settlement's culture and values.

* The Inevitable Turn

Although not directly involved in this quest, Hajmar's presence in Anderson serves as a reminder of the stakes involved in the conflicts between Anderson, Lennon, and other factions. The player may encounter Hajmar during their interactions with other characters in Anderson, providing glimpses into the impact of the ongoing struggles on the settlement's youngest residents.

### Notes

Hajmar is a reference to Hajmar in "Ole Lukoie" by Hans Christian Anderson, from whom Anderson derived its name from. There are statues of HCA's literary figures throughout the area. Hajmar is a good child to whom Ole Lukoie tells wonderful stories.
John

**John** is an NPC in Anderson.

### Background

John is a wanderer who stumbled upon Anderson after the schism between Anderson and Lennon. He decided to stay with Anderson and has become an integral part of the community. Originally not from the area, John brings a fresh perspective and a sense of optimism to the settlement.

John is known for his warm and friendly nature. He is a compassionate and empathetic individual who genuinely cares about the well-being of others. Despite the harsh post-apocalyptic world, John maintains a positive outlook and tries to find joy in the little things. He is a strong advocate for unity and harmony within Anderson.

John's character provides a contrasting perspective within the raider settlement of Anderson. He represents the hope and humanity amidst the chaos, reminding others of the importance of compassion and unity. His presence adds a sense of optimism and a desire for positive change within the quests and interactions in Anderson.

### Quests

* The Inevitable Turn

John seeks the player's help in fostering better relations between Anderson and neighboring settlements. He believes in peaceful coexistence and wants to build bridges of understanding and cooperation.

* The Jellicle Ball

John plays a significant role in this quest as he assists in organizing and preparing for the social gathering in Anderson. He helps coordinate various activities and encourages residents to come together and enjoy the event.

### Notes

John is a reference to the main character of The Traveling Companion by Hans Christian Anderson, from whom Anderson derived its name from. There are statues of HCA's literary figures throughout the area.
Lennon

**Lennon** is a raider base in Central Park.

## Background

Lennon, along with Anderson, were once part of a large raider community called Loeb. However, at some point they split into their two respective settlements.

Lennon is in the West side of Central Park, situated around the Strawberry Fields, and most of “The Lake”. They also took over The Dakota, a historic Apartment Complex, that they’ve given their raider touch. With the Dakota as their main stronghold, the rest of their territory is not as built-up.

Their society is based on raiding outward, instead of building up their own area. They are usually aggressive anywhere you find them.

## Inter-City Relations

Lennon has a specific hatred of Anderson, as they have bad blood from an old schism long since forgotten. They will often attack the area surrounding Anderson.

Lennon does not, however, attack Ammu Nahi. They begrudgingly concede to their strength, and avoid them when they can. However, they will fight to defend their territory from Ammu Nahi raiders and scavengers.

Juilliard is the closest settlement to Lennon, and thus clashes with Lennon the most frequently. The guards at Julliard want to do something preemptive, but the settlement does not want to spend the manpower.

## NPCs

* Best Mele based raider with a grudge.
* Epstein The official ‘manager’
* Martin George The invasion planner
* Cliff The raider version of a Visual Artist
* Leisohn Keeper of Lennon’s history.

## Side Stories/Quests

* The Inevitable Turn
* The King of Broadway
* We Do Not Belong Together

## Player Interaction

*The King of Broadway*

1. **Side with Lennon** Even when siding with the player, Lennon has no goals or aspirations other than raiding and pillaging, and will continue living similarly to the way they were already. However, Juilliard will hate that you did this.
2. **Side with Juilliard** Siding with Juilliard will ultimately lead to the dissolution of Lennon. While Lennon raiders will still exist, they will not be in such high numbers, and they will evacuate The Dakota.

*The Inevitable Turn*

1. **Side with Epstein** The player's actions determine the stability of Lennon under Epstein's rule and its future interactions with other settlements.
2. **Side with Martin George** The player's choices influence the direction Lennon takes under Martin's leadership and its relations with neighboring settlements

## Notes

The Strawberry Fields is the IRL location for the John Lennon memorial, where Lennon received its namesake. Likewise, Strawberry Fields received its name from the Beatles’ song “Strawberry Fields Forever”, written by Lennon. However, It’s not mentioned directly within the game, and is almost an Easter Egg as to where the name came from.
Gramercy Roughs

The Gramercy Roughs are a formidable gang that operates in the shanty town of Mercy, formerly known as Gramercy Park. Despite their not-so-merciful reputation, this group holds a tight grip on the drug trade, making them a prominent force in the area. Their name is a play on the historical significance of the neighborhood and the word "rough," which aptly describes their nature.

## **Background**

After the Great War and the fall of society, the remnants of Gramercy Park's pre-war residents found themselves unable to afford life within the safety of walled settlements. They formed Mercy outside the walls of Bellevue and became vulnerable to the harsh realities of the post-apocalyptic world. Amid the squalor and violence, the Gramercy Roughs emerged as the dominant force.

The Gramercy Roughs specialize in the distribution of the new drug "Glee," which has rapidly gained popularity in Mercy. It serves as an escape for the sick, impoverished residents living in the shadow of the former Gramercy Park. These roughs control the trade, exploiting the addiction that plagues their fellow inhabitants.

The Gramercy Roughs aim to solidify their power in Mercy, possibly by creating a cult of personality around their leader or by expanding their drug trade network. While they often clash with other groups in the region, they maintain a significant rivalry with the Healing Hands, who are attempting to bring a sense of community and spirituality to the suffering inhabitants of Mercy.

## **Interactions**

The player, as they navigate the treacherous streets of Mercy, may encounter the Gramercy Roughs in various capacities. Interactions with the gang could range from hostile confrontations to potential alliances, depending on the player's choices. Helping or opposing the Gramercy Roughs will significantly influence the faction's role in the player's journey.

## **Notes**

The Gramercy Roughs are a play on “Gramercy Riffs”, the ‘biggest gang in New York’ in the movie The Warriors.
Martin George

**Martin George** is an NPC in Lennon.

Martin George is a pivotal character in the Lennon settlement, representing an alternative path for Lennon's future. His ambition, charisma, and strategic mindset make him a formidable force, capable of reshaping the settlement and influencing the player's journey in "The Inevitable Turn" quest.

### Background

Martin George is a charismatic and ambitious raider within the Lennon settlement. Before joining Lennon, he was a scavenger and a wanderer, surviving in the harsh post-apocalyptic wasteland. He arrived in Lennon seeking refuge and quickly recognized the potential to shape the raider community into something more formidable and powerful. Martin possesses natural leadership skills and a persuasive demeanor, attracting a loyal following among the raiders dissatisfied with Epstein's rule.

Martin exudes charm and charisma, effortlessly swaying others to his cause. He is driven by a strong desire for power and influence, seeking to reshape Lennon according to his vision. Martin possesses unwavering determination to overthrow Epstein and become the new leader of Lennon. He is known for his strategic mindset, always assessing situations and devising plans to further his goals. Martin is not afraid to employ ruthless tactics to eliminate obstacles and secure his position of power.

### Quests

* The Inevitable Turn

Martin George plays a central role in "The Inevitable Turn" quest. He approaches the player and presents an alternative to Epstein's leadership, offering a different direction for Lennon. Depending on the player's choices, Martin becomes a key ally or adversary. As the quest progresses, Martin's actions and interactions with the player and other NPCs shape the path Lennon takes, leading to either a more aggressive and expansionist settlement or a cohesive, disciplined raider force.

### Player Interaction

1. Persuasion: Martin uses his charisma and eloquence to persuade the player to join his cause, showcasing the benefits of his leadership.
2. Assignments: He assigns the player tasks that further his agenda, such as gathering support, undermining Epstein's authority, or securing resources for the settlement.
3. Moral Dilemmas: Martin presents the player with challenging choices that test their loyalty and their commitment to his cause.
4. Dynamic Relationship: The player's actions and decisions influence Martin's opinion of them, affecting his willingness to trust and cooperate.

### Notes

Martin George is the inverse name of George Martin, the Producer of The Beatles. Lennon is named after the John Lennon memorial, located in the Strawberry Fields in Central Park.
The Road You Didn't Take

**The Road You Didn't Take** is the fifth main story quest in Empire Wastes.

## Detailed walkthrough

### The Dilemma

Attempting to go straight to the Island will bring the player through the South Sea and/or the Hudson River, both of which are death sentences. The player will need another way to access Liberty Island. You will need to ask around for possible methods of entry.

### Navyard

The Sole Survivor may find themselves in West Burgbridge. Asking around you will hear about Navyard possibly having a working ship that could theoretically take you to Liberty Island. Alternatively, if you meet Lynn at The Rock, her quest to find her lost son will eventually leave you with the same information, although it will not give a map marker for Navyard, nor will it explain the only way to Navyard is through West Burgbridge.

To go through Navyard, the player will take the path of Aquarius.

### Power Armor

Even with power armor, the radiation will still be too high. However, the New York Nuclear Safety Commission had created a special armor set that could assist with this. Billboards and posters litter the city, advertising the radiation impenetrability of their suit.

You will need to find the NYNSC offices, and track down the suit, and you will be able to Walk there through the South Sea. To do this, the player will take the path of Put On Your Sunday Clothes.

### New Jersey

Another fact is that Liberty Island is actually connected to New Jersey, not New York. The player can decide to find a way to New Jersey through Hoboken, but this knowledge is hard to find, and requires you to be friends with the Underground Society of the Blighted.

To go down this path, the player will be able to complete Cocktail Counterpoint.

## Notes

* ***The Road You Didn't Take*** is a song from the Broadway Musical "Follies"
Glee

Template:Infobox consumable

**Glee** is a consumable item in Empire Wastes.

## Characteristics

Glee appears as a cellophane patch with the word 'bliss' on it. The patch has been soaked in a blue liquid, and presumably pressed onto the skin.

When taken, it slows down perception of time for 15 seconds and increases Charisma by 3 and Endurance by 5, as well as max HP by 100, while also lowering max AP by 50 and Strength by 2, for 15 seconds.

## Crafting

Glee cannot be crafted, it can only be purchased at the Drug Bazaar in Mercy, or directly from the Glee Club at Gas House.

## Locations

* Gas House - Various oil drums can be found as containers, with randomly generated Glee.
* Mercy - Additional oil drums can be found as containers, and can be purchased at the Drug Bazaar or looted from most inhabitants.
* Bellevue - One patch can be found in the lab in the main hospital, and one patch can be found in Leon's quarters

## Survival

When survival mode is active, as with all dangerous chems, this item increases thirst by 37.5 points and disease risk by 7% at the next disease chance check.

## Notes

* Glee is inspired by Bliss from Dr. Who and Joy from We Happy Few.
Hell's Kitchen

## Background

Hell’s Kitchen is just North of the Northern Crater, and is filled with raider-like types, but isn’t quite the “raider town” either. Originally, Hell’s Kitchen was a poor and working-class neighborhood. Despite this, there are Broadway theaters and restaurants in excess.

“In my part of the country, when you meet an Irishman, you find a first-rate gentleman; but these are worse than savages; they are too mean to swab hell's kitchen." -Davy Crockett 1835

## Inter-City Relations

Hell’s Kitchen is only loosely solidified, so there is no ‘trade’ with the other city-states outside the individual trade of the citizens. Similarly, Hell’s Kitchen doesn’t fight with any factions, but the occasional citizen will start trouble, just like anywhere else, but slightly more frequently.

The only city state Hell’s Kitchen deals with in any official capacity is Chelsea, where they have good historical relations helping each other after particularly bad radstorms that come from the Northern Crater.

## NPCs

### Studio 54

Studio 54 is a pre-war club and theater. Now it has become a dive-bar with fight rings and other competitions. Technically outside the borders, it is thought of as honorary Hell’s Kitchen.

* **De Rosa** The previous manager of Studio 54. Now retired, but living in the slums. Hispanic
* **Mikado** Performer at Studio 54; originally from Chicago. African American.
* **Ian Rubell** Current manager of Studio 54, looking for additional alcohol sources. Caucasian
* **Isabell Roberts** “Event Planner”, in charge of the parties and events at Studio 54.

### Windermere

The 8 story Windermere Apartments is a historic building, and is reduced to being a trashy slum now

* **Weiss** Grumpy, lazy, greedy owner of the building. The tenants hate him.
* **Larry Silver** Greedy, and wants the Windermere for himself.

### USS Intrepid

The USS Intrepid was once a military museum dedicated to the Navy, Airforce, and Space Force. It has mostly been long-since looted, but the old aircraft carrier is still a heavily fortified location.

* **Bludwan Murik**Guard
* **Hunter Norwood**Teen
* **Sabre Deamonne** Arms dealer
* **Chalice Cromwell** Chef for the Intrepid
* **Shayde Storm** Basement storage & repair

## Side Stories/Quests

1. *I Know Where I’ve Been* Discover the source of Gallo’s affliction (has met Gallo) Investigate Studio 54 (has not met Gallo)
2. *Be Prepared* Investigate the USS Intrepid
3. *Take Me or Leave Me* Weiss, Larry, and the tenants are all fighting over the future of the Windermere. Who do you support?

## Player Interaction

**The Windermere**
The player can play a role in how the fate of the Windermere goes. They can side with Weiss, in which many of the tenants move out, they can side with Larry, where the building becomes better, but some of the tenants can’t afford it, or side with the tenants, in which the tenants remain, but the building gets worse.

## Relation to Main Games

People in the city may mention “Rivet City” when talking about the Intrepid

## Notes

References to Daredevil and Nick Fury

Reference to taxi Driver
Guggenheim Museum

The **Guggenheim Museum** is an art museum that consists of a six-story, bowl-shaped main gallery designed by Frank Lloyd Wright, known for its unusual shape.

## Background

Before the war, the museum was known for its collection of Impressionist, Post-Impressionist, early Modern, and Contemporary art. However, due to the worsening economic situation, the Museum was hemorrhaging money due to lack of attendance and severely cut funding. By 2077, many of the pieces were either bought by private collectors or were taken back from being on loan, only worsening the dwindling ticket sales, and made fundraising difficult.

In addition to this, the museum was being silently black-listed for its refusal to fall in line with the government’s view of 'art' and the 'family-centric' way of life, or agree to participate in corporate advertisement or government propaganda.

## Layout

The museum consists of a six-story, bowl-shaped main gallery to the south, a four-story "monitor" to the north, and a ten-story annex to the northeast. However, only the South gallery is still accessible, and even there, the top floor has collapsed inwards.

Art pieces exist against dirty and cracked white walls, all tying back to the theme of family and American exceptionalism. All or most have some sort of placards explaining what it's titled and what medium it uses.

## NPCs and Enemies

The museum does not host any named NPCs the player can interact with, however there are ghouls in the main building, as well as vermin such as molerats and radroaches.

In the center of the spiral rotunda, there is a 'boss' style enemy that made its home among the art and rubble.

## Notable Loot

* **Preserved Art** exists in a sealed chamber, for the quest "The Art of the Possible".
* Various **paint cans** can be found around the museum.
* A **med kit** is hanging in the restrooms found on the 2nd and 3rd floor
* Several **cash registers** remain in the Guggenheim Store.
Jupiter

Jupiter was a middle-class gas giant that orbited Sol. It had dozens of unique moons, and most of them got along. The four major moons were Ganymede, Io, Callisto, and Europa. It was the subject of the Grand Tack Hypothesis and Jumping Jupiter Scenario,

Jupiter was a galactic hotspot for gas mining. It was home to several cloud cities, including Bidenheim and Jovia. Mining was also done on Callisto and Io. The JMC, or Jupiter Mining Corporation, operated as the de facto government of Jupiter and its surrounding moons.
Allie Trophin

**Allie Trophin** is a character at Bellevue Hospital in Bellevue.

Allie is the sister of Martin Trophin and Harland Trophin, and runs reception at the Hospital. She has a friendly demeanor, which many assume is just her ‘work face’, but no one gets to see her outside of work, so it’s hard to tell for sure.

### Notes

Allie does not leave her position at the Station, no matter the hour of day.
Seth

**Seth** is an NPC at Ammu Nahi.

Seth brings an intense and dangerous energy to Ammu Nahi, serving as Nephthys's loyal but unpredictable consort. His combat prowess and relentless ambition make him a force to be reckoned with, while his unstable nature adds an element of unpredictability to the raider stronghold. The complex dynamics between Seth and Nephthys contribute to the intricate narrative and conflicts within the raider settlement.

### Background

Seth, born as Seth Hawkins, was a scavenger who found himself navigating the post-apocalyptic ruins of New York City. Seth's path crossed with Nephthys (formerly Emily Carter) within the American Museum of Natural History. He became enthralled by her strength and the power she emanated as she embraced the persona of Nephthys, the Queen of Nahimu.

Driven by a desire for power and dominance, Seth saw Nephthys as an opportunity to establish a raider stronghold that could rival other factions in the wasteland. Drawn to the darker aspects of the post-apocalyptic world, he fully embraced the raider lifestyle and reveled in chaos and destruction. However, his unhinged and toxic behavior occasionally causes concern for Nephthys, who worries about the influence he may have on Ammu Nahi.

Seth is known for his unwavering ambition and relentless pursuit of power. He believes that strength and dominance are essential in the post-apocalyptic world and seeks to expand the influence of Ammu Nahi by any means necessary. He is willing to take extreme measures, including acts of violence, to achieve his goals. A formidable fighter, Seth is also skilled in various combat techniques and weapons. His proficiency in combat allows him to command respect among the raider gang and serves as the backbone of their offensive operations. He often leads raiding parties and spearheads attacks on rival settlements.

Seth's intense and volatile personality makes him unpredictable. He exhibits erratic behavior, which can range from moments of extreme aggression and violence to periods of dark introspection. His unpredictable nature creates an air of tension within Ammu Nahi, as his actions can have unforeseen consequences. Despite their differences, Seth remains fiercely loyal to Nephthys and recognizes her leadership as the foundation of Ammu Nahi's strength. He sees her as a symbol of power and believes that together they can build a raider stronghold that surpasses all others. However, his loyalty is tempered by his desire for control and influence within the gang.

Similar to Nephthys, Seth has a morbid fascination with death and the destructive aspects of the wasteland. He revels in chaos and violence, seeing them as expressions of power and dominance. His fascination with death shapes his worldview and influences his decision-making, often leading him to prioritize destructive actions over more strategic approaches.

#### Quests

* Lot's Wife
* No Good Deed
* Seasons of Love
* You're Getting To Be A Habit With Me

### Notes

While Seth is a common American name, it is also a reference to Set, the Egyptian god of disorder and violence, which matches his personality.
Martin Trophin

**Martin Trophin** is a character at Bellevue Hospital in Bellevue.

### Background

Martin was born in 2242 to Alba and Crow Trophin. He has two younger siblings, Harland, and  Allie. The family made their way into the abandoned hospital in the late 2240's, and fortified it as a family settlement. Soon, the family’s children discovered the secret of the hospital’s past. After discovering the ruse, the Trophin family continued to fortify the hospital, and began to monopolize the ‘service’ for travelers.

Soon, people came from all over to see the “Health Capitol of Manhattan”, and fell victim to the scheme. Many patients felt that they couldn’t go home, as the trips back and forth were too far or too dangerous, they couldn’t be without medicine, or other medical/logistic reasons. This created a dense town around the hospital, and as the demand for living space increased, the family extorted these people for even more money. It was around this time that Martin married a woman he found to be eye-candy, Sasha Trophin.

Eventually a city-state was formed, under the control of this family. They banned drugs and firearms, claiming it ‘harmed the health of the patients’, but in reality it was because those things just cut into their bottom dollar, and hired a mercenary band to act as guards. These guards are equally corrupt and often perform raids on homes and businesses, in the guise of searching for substances, but they usually will instead take bribes, protection money, or loot from the families and businesses they search.

After his parents retired, Martin took over the hospital from them. Martin Trophin represents the worst values of pre-war America, and of capitalism and profit over the lives of people. Martin knows he’s running a scam, but continues to hold himself up as a sort of business man. He has a very low opinion of the people he’s “helping” and honestly doesn’t care about their wellbeing, as long as they can still pay him their caps

### Interactions with the Player Character

#### Quests

* The Circle of Life
* And I Am Telling You, I'm Not Going
* You'll be Back

#### Other Interactions

Martin is the one to read you your results from the Sympt-O-Matic scan.

### Notes

Martin Trophin's name is a reference to Martin Shkreli, better known as "Pharma Bro", who was imprisoned 2017-2022. His company, Retrophin, is where the surname is derived, and raised a Anti-Parasitic drug used by HIV patients by 5,000%.
Finishing The Hat

**Finishing The Hat** is a side quest in Empire Wastes.

## Summary

The player has discovered that Hobgoblin, a member of Anderson, was the cause of the split between Anderson and Lennon. The player can choose to reveal Hobgoblin's secret, leading to the wrath of Anderson, or keep the information hidden, gaining a reward from Hobgoblin.

## Walkthrough

With the evidence in hand, the player faces a crucial decision. They can choose to reveal Hobgoblin's secret to Gerda and the residents of Anderson, exposing him as the cause of the schism. This option will likely lead to hostility and consequences within Anderson. Alternatively, the player can keep the information hidden, choosing not to reveal Hobgoblin's role, which may result in gaining his favor and receiving a reward.

If the player chooses to reveal Hobgoblin's secret, they have the opportunity to confront him directly. This confrontation may involve a dialogue sequence, persuasion checks, or even a combat encounter depending on the player's choices and previous interactions.

Depending on the player's decision, the quest will reach its resolution. If the player shares evidence of Hobgoblin's involvement, all of Anderson will turn against him, resulting in potential conflicts and changes within the settlement. If the player hides Hobgoblin's secret, they will receive a reward from him, gaining his favor and potentially opening up future opportunities or benefits.

## Notes

* ***Finishing The Hat*** is from the Broadway Musical "*Sunday in the Park*"
Ammu Nahi Gang

**The Ammu Nahi Gang**, formerly known as the American Museum of Natural History, is a raider group that was founded by Nephthys in 2273. This group is headquartered within the museum and adjacent areas in the Upper West Side of Manhattan, New York City. The museum's exhibits and resources became the inspiration and foundation for this raider faction. Nephthys, the enigmatic and charismatic leader, hails herself as the Queen of Ammu Nahi, and she has established her dominance over the region.

## **Background**

The story of Ammu Nahi begins with Nephthys, an admirer of Ancient Egypt and the natural history museum's extensive collection. Intrigued by the symbolism and power represented by the Egyptian goddess Nephthys, she adopted the name as her own, symbolizing strength and sovereignty. Nephthys formed a raider gang that quickly gained strength and followers. The group eventually overran the neighboring area and extended its influence deep into Central Park, occupying notable landmarks such as Belvedere Castle, Delacorte Theater, and the Central Park FDNY Office.

Seth, Nephthys's lover and right-hand man, shares her fascination with death and sees the raider lifestyle as an opportunity to achieve power and influence in the post-war world. However, his extremist tendencies, unpredictability, and toxic behavior are a constant source of concern for Nephthys.

Ammu Nahi is a formidable presence in the region, and their actions have made them the bane of other raider settlements as well as settler communities. They regularly clash with Lennon, but tend to avoid direct conflict with Anderson. Occasionally, they launch raids against Bloomingdale, although the neighborhood's robust defenses make it a challenging target. In a strategic move, Ammu Nahi has pitted Juilliard against Lennon, hoping that the two factions will weaken each other, leaving Ammu Nahi to take advantage of the situation.

The Ammu Nahi Gang stands as an unconventional example of a raider group, drawing inspiration from Ancient Egypt and pre-war cultural resources. Nephthys's ambition to carve out a position of strength in the post-apocalyptic world has led to their dominance within the Upper West Side of Manhattan

## **Members**

### Nephthys

As the enigmatic Queen of Nahimu, Nephthys leads the Ammu Nahi Gang. Her fascination with death, grace, and fiery temper make her a compelling and commanding leader.

### Seth

Nephthys's consort, Seth, is eager to expand the raider group's influence through warfare. However, his volatile and aggressive nature often clashes with Nephthys's more strategic approach.

### Horus

Nephthys's older brother, Horus, keeps a watchful eye on the gang's surroundings from the roofs of nearby buildings, adopting the alias "Haro" among his friends.
Empire Wastes Wiki

**Welcome to the Empire Wastes Wiki!**

## Synopsis

Taken against your will by an ex-member of the brotherhood, The Tourist is sent to Manhattan to find the Enclave’s remnants. You are stripped of all your belongings, and will need to scavenge what you can in order to survive. Manhattan is an unforgiving place.

In order to find the base, you must follow a trail of clues stemming from the scribe’s most recent victim. From there, follow the years of the scribe’s past activities in order to locate the base

## Important Categories

NPCsCompanionsQuestsFactionsLocationsItems

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