Fallout IAN Dialogue
100. You see Diana, a desert raider.
101. I am Diana. How might I help you today?
102. I'm looking for a woman named Tandi. Have you seen her?
103. Never mind, thanks.
104. How about a date?
105. What do you do here?
106. What can you tell me about this camp?
107. Eurrreh?
108. If she is one of those women from Shady Sands, maybe you should look there. I just work here.
109. Oh. Well, thank you anyway.
110. Can you fix my equipment for me?
111. As you can see, I am much too busy at the moment to grant you your request.
112. Garl has me fixing the camp equipment at the moment. I do not have time to fix our gear and that of every stranger who walks in. Sorry.
113. I am the armorer for this encampment. I am the only one with the necessary skills to repair and maintain the weapons and equipment of Garl's men.
114. Can you fix my equipment for me?
115. What can you tell me about this camp?
116. It is run by Garl Death-Hand. He is a fearsome and remorseless leader. He makes sure that we all survive the harsh reality of the desert.
117. I'm looking for a woman named Tandi. Have you seen her?
118. Can you fix my equipment for me?
119. I am busy now. Please go elsewhere.
120. You are that new friend of Garl's, are you not? What do you want?
100. You see a short, stocky man.
101. We don't like your kind in these parts.
102. Hello, stranger. You look like you're new here. What's your name?
103. My name's not important.
104. I'm
105. .
106. Urgh?
107. Well, then, neither are you.
108. Good to meet you. I'm Ian.
109. What do you do here?
110. I'd like to know more about this place. Can you help?
111. Sorry, but I don't have time to waste on morons.
112. I was a guard for the merchants of the Hub. However, I was shot during a raid by bandits. I've been staying here, since the people have helped me recover. Still, my knowledge of the outside world and my experience make me useful here. Shady Sands is my home now. Occasionally, I even get to visit Junktown or the Hub to do some trading, since I'm the only person here who has ever really left town.
113. You see Ian.
114. I'm sorry to hear about your injury.
115. Where's this Hub, and Junktown?
116. Can you tell me about the bandits?
117. Shady Sands is a small but self-sufficient community. The only trouble here is with the bandits and the Radscorpions.
118. Why are the Radscorpions trouble?
119. Are there many bandits?
120. There are several. They come from various groups. They steal our food and occasionally shoot a few people. Seth organized the guards to help fight them off.
121. Can you tell me about Seth?
122. There are different groups? Who are they all?
123. Radscorpions are very dangerous. They have a poisonous stinger in the tail, and they are very quick. Aradesh has been trying to find a way to get rid of them. If you feel brave, you could talk to Aradesh about them.
124. Thanks. It's been healing up well, thanks to Razlo.
125. Seth is a very brave fighter. He occasionally goes to the Radscorpion caves to kill a few Radscorpions, but they always wind up coming back. There are just too many for him to fight.
126. Are the Radscorpions really that dangerous?
127. What can I help you with?
128. There are three groups: the Khans, the Vipers, and the Jackals. They pretty much hate each other, but they all raid Shady Sands.
129. Tell me more about Shady Sands.
130. He has the confident, relaxed stance of an experienced fighter.
131. So,
132. , what can I do for you?
133. Tell me about the raiders.
134. Tell me about Radscorpions.
135. Tell me about Shady Sands.
136. Tell me about Seth.
137. Can you give me directions to the Hub and Junktown?
138. Nothing, thanks.
139. The Hub is a big trading center far south of Shady Sands. It's run by several different caravan groups of merchants: the Water Merchants, the Crimson Caravan, and the Far Go Traders. Junktown is a little south and a ways west. It's smaller, but still a good place to drop in for a drink. It's overseen by a fellow by the name of Killian Darkwater, the local shopkeeper, sheriff, and mayor.
140. Thanks.
141. I may not be a very good fighter any more, but I'm good enough to best the likes of you!
142. What can I do for you,
143. ?
144. Hmm. Nothing. Never mind, Ian.
145. You can leave now.
146. Can you give me directions to the Hub and Junktown?
147. Well, since you ask, all right. See you around.
148. No thanks. I'm needed here.
149. Could you help me out a bit? Your experience would be useful.
150. Let's go. It'll be good to get back into action!
151. This is Killian's, a general store. Killian's a good man, and they have plenty of stock.
152. Gizmo's casino. A hive of gambling and underworld activity. Careful; they say the games are rigged.
153. This place gives me the creeps.
154. What the hell happened here?
155. This is gonna be a tough nut to crack.
156. Hmm. Tempting offer, since this place gets boring. Tell ya what. Standard rates. 100 caps, and you've got a deal.
157. Deal.
158. No thanks.
159. How about a piece of the action, instead?
160. All right, I'll help you out in exchange for my share of loot.
161. No, I don't think so. Come back when you have some caps.
162. This is the Weapon Shop. It's run by Beth. She's good for guns, but better for gossip.
163. Jake's weapons. High prices, but really good guns.
164. Office of the Water Merchants. They're the big movers and shakers of the Hub, since they supply the water that keeps everything going.
165. This is the Crimson Caravan. I did some work for them. They do a lot of high-risk jobs.
166. Far Go Traders, run by Butch Harris. He's ot-nay oo-tay ight-bray, if you catch my meaning.
167. Ah, now the Maltese Falcon is the place to be. Good music, good drinks, and good company.
168. That is one ugly son of a bitch!
169. You gain 100 experience points for convincing Ian to join your quest.
170. Heard about some of these places before, but never been in one. Seems nice and clean . . . a little too clean for my taste.
171. Not that you asked me, but the man needs to give you a little breathing room.
172. Y'know, that woman couldn't lead a tango, much less a revolution.
173. What weapons are you skilled with?
174. I'm a good shot with just about any sort of pistol, and I can use a submachine gun, too. I also know how to handle a knife.
175. I thought the Boneyard was worse.
200. Draw your best weapon next time we go into battle.
201. Sure thing.
202. Can I do something for you before I go?
203. Um, yeah. I think we should stick together, after all.
204. Uh, no. Thanks.
1000. Water
1001. War
1002. Shady
1003. Junktown
1004. Hub
1005. Raiders
1006. Caravans
1007. Chip
1008. Sands
1009. Followers
1010. Cathedral
1011. Garl
1012. Master
1013. Unity
1014. Set
1015. Watershed
1016. Necropolis
1017. Hall
1018. Library
1019. Overseer
1020. Medic
1021. Healing
1022. Vault
1023. Vault-13
1024. Vault13
1025. Killian
1026. Gizmo
1027. Boneyard
1028. Casino
1029. Store
1030. Deathclaw
1031. Exodus
1032. Initiates
1033. Paladins
1034. Scribes
1035. Children
1036. Brotherhood
1037. Vats
1038. Military
1039. Base
1041. Apocalypse
1042. Mutants
1043. Morpheus
1044. Khans
1045. Tandi
1046. Alya
1047. Diana
1048. Gwen
1049. Petrox
1050. Tolya
1051. Booze
1052. chems
1053. Seth
1054. Aradesh
1055. Razlo
1056. Zimmerman
1057. Regulators
1058. Scavs
1059. Blades
1060. Nicole
1061. Lieutenant
1062. Psychics
1063. Experiments
1064. Police
1065. Merchants
1100. No idea what a water chip is. Sorry, friend.
1101. Happened a few decades back. Basically, a bunch of countries got kind of antsy, and everything went BOOM!
1102. A small and peaceful village. Probably the most promising community in the wastes.
1103. A medium-sized town made of junk, overseen by a sherrif named Killian. It's just a few days southwest of Shady Sands.
1104. The Hub is the biggest trading center in the New West. It's run primarily by a group called the Water Merchants, but there are some other traders there, too. It's a booming town, but there's a lot of political fighting between the traders.
1105. There are several different groups of raiders out there. The most organized group is called the Khans; they seem to think they can conquer the world or something.
1106. Most caravans come from the Hub. They travel all over the place. I worked for a group called the Crimson Caravan before my untimely injury.
1107. No idea what a water chip is. Sorry, friend.
1108. A small and peaceful village. Probably the most promising community in the wastes.
1109. Sorry, bud. Don't know much.
1110. Sorry, bud. Don't know much.
1111. Garl's some dumb-ass who thinks he can take over the world with his crummy raiders. Yeah, whatever.
1112. Sorry, bud. Don't know much.
1113. Sorry, bud. Don't know much.
1114. Sorry, bud. Don't know much.
1115. Sorry, bud. Don't know much.
1116. Isn't that the mythical city of the dead?
1117. Sorry, bud. Don't know much.
1118. Sorry, bud. Don't know much.
1119. Sorry, bud. Don't know much.
1120. Razlo's a great doctor. You should see him if you're hurt.
1121. Razlo does s good job of fixing people up, and his junja juice is well worth it!
1122. Sorry, bud. Don't know much.
1123. Sorry, bud. Don't know much.
1124. Sorry, bud. Don't know much.
1125. Killian's mayor of Junktown. He also runs a store there. He's a decent fellow. Never did any work for him, but he seems okay.
1126. Gizmo runs a casino in Junktown. I hear that it's rigged, though.
1127. Sorry, bud. Don't know much.
1128. The casino is Gizmo's big project in Junktown. Brings in a lot of tourists and money, but problems come with it.
1129. Killian runs a good general store in Junktown.
1130. Sorry, bud. Don't know much.
1131. Sorry, bud. Don't know much.
1132. Sorry, bud. Don't know much.
1133. Sorry, bud. Don't know much.
1134. Sorry, bud. Don't know much.
1135. Yeah, there's some kids in Shady Sands. So? None of 'em are mine.
1136. Sorry, bud. Don't know much.
1137. Sorry, bud. Don't know much.
1138. Sorry, bud. Don't know much.
1139. Sorry, bud. Don't know much.
1141. You know, we'll always have war. Just the next one's gonna be fought with sticks.
1142. I saw some weird things when I was guarding caravans for the Hub. Mutated coyotes and mantises and scorpions and such.
1143. Sorry, bud. Don't know much.
1144. They're a sorry group of raiders who attack Shady Sands and think that they're gonna take over the world or some such crap.
1145. She's Aradesh's daughter. She's pretty sweet, but I've got someone waiting for me back home.
1146. Sorry, bud. Don't know much.
1147. Sorry, bud. Don't know much.
1148. Sorry, bud. Don't know much.
1149. Sorry, bud. Don't know much.
1150. Sorry, bud. Don't know much.
1151. Got any beer?
1152. I used some Psycho once on a caravan raid. It made me twitchy. Odd.
1153. Seth is the captain of the guards. Between you and me, he couldn't guard a fruit if it was nailed to his leg.
1154. Aradesh is the leader of Shady Sands. A kind and patient man, although he's kinda looney.
1155. Hey, if you need help, Razlo's the man to see. He's a great doctor.
1156. Sorry, bud. Don't know much.
1157. Sorry, bud. Don't know much.
1158. Sorry, bud. Don't know much.
1159. Sorry, bud. Don't know much.
1160. Sorry, bud. Don't know much.
1161. Sorry, bud. Don't know much.
1162. I dunno. I think there's something to it, yeah, but there's just not enough evidence.
1163. Sorry, bud. Don't know much.
1164. Sorry, bud. Don't know much.
1165. Some merchants come from the Hub to trade with Junktown. That's all I know.
100. You see Julianna.
101. You see a simple Adytowner.
102. Hello.
103. Erf.
104. Hello.
105. I have a message from Romero.
106. May I ask your name, miss?
107. I'm Julianna.
108. Do you have a job here?
109. Can I ask a little about your town?
110. I do what Caleb asks. But I am really only able to do a little farming. I don't have the skills to help Smitty or Miles out.
111. Tell me a bit about those others you mentioned.
112. We survive, and the Regulators make sure that nothing happens to hurt us. Mostly by not letting us out of here.
113. Well, Miles does chemistry, and he makes bullets and things. Smitty is a craftsman who builds things like pots and knives.
114. You have a message from Romero? What is it?
115. He says that he's through with you.
116. He says that he sends his love.
117. He sent this locket as a token.
118. No . . . it can't be true . . . I . . .
119. Did he do nothing else?
120. No, sorry.
121. Oh yeah, he sent this locket.
122. How romantic! Oh, I must see him somehow! If only . . . perhaps . . . maybe Lorraine can bring him a message . . .
123. Oh! Thank you so much for your help! We have decided to live here now, with the Followers, in peace. Thank you for supporting our love.
124. I cannot live without him!
125. Julianna draws a knife and plunges it into herself!
100. You see Killian.
101. Who are you?
102. How about telling me a bit about this town?
103. Do you own this store?
104. I want to buy something.
105. What's there to do around here?
106. What do I have to do to help you get rid of Gizmo?
107. I'd better go.
108. Nu-uhh?
109. You want to buy something, friend?
110. Uh-huh.
111. Nuh-uh.
112. Welcome to Junktown, stranger. What can I help you with?
113. Hello, darlin'. What can I get ya?
114. What do you want?
115. Can I help you?
116. How about telling me a bit about this town?
117. Do you own this store?
118. I want to buy something.
119. What's there to do around here?
120. What do I have to do to help you get rid of Gizmo?
121. I'd better go.
122. Nu-uhh?
123. The name's Killian. Killian Darkwater. I'm the mayor of this fine town. And who might you be?
124. I'm
125. .
126. My name is
127. . I come from up north.
128. What's it to you?
129. Not much up that way 'cept desert and Shady Sands. You from there?
130. No. I come from a Vault, to the west.
131. No. My . . . um . . . village is a little west, in the mountains.
132. Not really. Is there anything else up there?
133. Of course, I come from there, you idiot.
134. Hey, you sound like you're hopin' I'll fill in some gaps for you.
135. Yeah, if you say so. So what do you need?
136. Oh yeah, sure you do. And when you were a baby, your crib was a safe.
137. No, no. It's called a Vault. It protected us from the war. It's been full of people for 80 years!
138. Heh, you got my joke. I actually come from a village not far from Shady Sands.
139. Don't feel bad, ain't the worst story I've been told. So . . . what can I do for ya?
140. Well, travelers tell me there's a bunch of crazies up north called the Vipers. Another group of yahoos out east called the Khans. Neither one of them likely to invite you to supper as anything but the main course, if you know what I mean.
141. What else is outside Junktown?
142. Thanks.
143. Well, ya got the Hub southwest. Don't go south, though. That'd be Necropolis; the, uh . . . climate's bad there, rain or shine. If you understand what I'm saying.
144. Well, thanks for the information. Can I ask you a few more questions?
145. You just know everything, don't you?
146. I'd better be going now.
147. Hell, why not. Ask away, friend.
148. Yeah, okay. But make it quick, I got work to do.
149. Well, Junktown's not much, but it's home. Mostly we trade with people or let 'em forget their troubles for a bit. Of course, we have our share of problems.
150. Problems?
151. What's there to do in this town?
152. What other cities are around here?
153. Thanks.
154. From outside, we've had the occasional to-do with the Khans. But they've been pretty quiet lately. Inside, trouble's been from the Skulz. And I hear of some strange things happening down by the Hub, but they haven't affected us yet, knock on my mother-in-law's head.
155. Oh, we got tons to do. The Skum Pitt's on the east side, by the entrance. Great drinkin' place. Gizmo's is near there. And if you're hurtin', Doc Morbid's your man.
156. Thanks.
157. That's all there is to do around here?
158. Well, if we're too fast for ya, just pass on by, pal. It is pal, ain't it?
159. Better than nothing, I guess.
160. Then there won't be anything exciting in town.
161. By a damn sight.
162. Oh, you obviously have me confused with someone who has to take your lip. Why don't you come back when your mama teaches you some manners.
163. Well that's a damn fine coincidence! That's what this store's here for! We got about everything you can need. Let me show you some things over here . . .
164. You bet. May not be as big as some in the Hub, but people usually find what they're looking for. Take a look around . . .
165. You have to wear a recorder and tape Gizmo confessing, or plant this wire tap in his office. Either way, and we got him.
166. Well, howdy! What can I do for you today?
167. You again. What do you want now?
168. Unless you're gonna pay for that, you'd better put it down.
169. You're not too bright, are ya. Boys . . .
170. It's obvious your mama didn't teach you manners. Am I gonna have to?
171. Well, congratulations. You just earned yourself a night in a cell. Boys . . .
172. Now what the Uncle Sam-hell do you think you're doing here?
173. Uh . . . I got lost?
174. Oh, this is your place?
175. Well . . . I broke in.
176. You're damn straight this is my place! Now get the hell out before I make your head a wall decoration!
177. Okay, okay, I'm going.
178. You? Wake up, pal, you're still dreaming.
179. Uh, no. You got stupid. Get out of here!
180. Okay. Sorry about the inconvenience.
181. Who's going to make me? You? Don't make me laugh . . .
182. An honest thief. Hmpf. Well, I'm still gonna have to take you in. Come along quietly and you won't get hurt.
183. All right, I'll come along quietly.
184. Right . . . I don't think so.
185. Like I said . . .
186. I already told you . . .
187. I already told you . . .
188. Are you hearing okay? I said . . .
189. Look, if you don't remember, that's tough.
190. Listen, I've already told you that numerous times.
191. You leaving so soon? Better pay first.
192. This is not something I take as a joke. Now. Pay up.
193. All right. Fine. Let's see if a night in the locker will cool you off a bit.
194. Any more questions?
195. You bet.
196. Nope. That's it, thanks.
197. See ya 'round town then. Be careful not to get into too much trouble.
198. Listen. Thanks for saving my life. It's a mighty brave thing to do. Looks like we got ourselves a situation here. I know Gizmo's behind this, but I need proof. You interested in helpin'?
199. Me? What do you need me for?
200. Can't you get someone else? I'm kinda busy . . .
201. I'm in.
202. Now, if I get proof, the people of Junktown will kick him out. Way I figure it, you need to either plant a bug at his place or wear a wire and get him to confess to you. Can you handle that?
203. Whoa. Sounds kinda dangerous . . .
204. What do I get in return?
205. Ummm . . . no. Getting involved in other people's problems never works out.
206. I'm not gonna lie to you, it will be dangerous. But I'll owe you one, and Killian Darkwater always pays his debts.
207. You sure you can't find someone else?
208. What do you mean, 'pays his debts.'
209. I don't think so. Sounds too dangerous to me.
210. It'll work best if it's you. Gizmo doesn't know you, so he might trust you. Or, at least he'll have a hard time blaming me. Either way, you're the best person for the job.
211. Fair enough, I'll do it.
212. Pass. Getting killed doesn't seem like a fun thing for me.
213. What do I get out of this?
214. I'll tell you what. Anything in the store, even the most expensive, it's yours. No charge. If it's a gun, I'll give you all the ammo you can carry. Does that sound fair?
215. Yeah. I'll do it.
216. Not even close. I'm not risking my neck for that.
217. Well, damn. That's too bad. But, you know, I'm gonna have to lock you up until this thing's done. Can't risk Gizmo finding out. Sorry.
218. All right, I owe you. Here's the bug and the wire tap. You let me know when it's done. And good luck.
219. So, did you get the evidence?
220. Not yet. But I will, believe me!
221. I sure did.
222. Well, he's not going to come here and confess! You shouldn't even be seen with me until this is done. Now go.
223. Which, bug or tape?
224. The bug.
225. The confession.
226. Great! Let me make sure it's working.
227. Loud and clear. We're going to get him. In the mean time, we've got some business . . .
228. Let's hear it.
229. That's the first time I've been happy to hear his voice. Thanks, friend. Now, time for you and me to take care of the other business.
230. Well, thanks again. Oh, listen, I'm gonna take the guards and run Gizmo and his cronies out of town. I could use another gun. You up for it? Might be good for a laugh.
231. Sure. It'll be worth it just to see him try to walk more than ten feet.
232. Kinda depends on what you're willing to give me.
233. Again? I don't think so. I've got way too much stuff going on.
234. Go to Lars at the guard station. He'll fill you in. And listen, this town owes you . . . a lot.
235. Well, I can pay you the standard rate for mercenary work, 500 caps.
236. Done.
237. Sorry, not enough.
238. Good enough. Go see Lars, he'll give you the details.
239. Listen, that's all I'm offering. Thanks for getting the evidence, but I'm not going to beg for your services.
240. All right, I'll do it for that fee.
241. Oh, well. See ya around.
242. Good luck in your travels. Now if you'll excuse me, I have a fat ass to move.
243. Gizmo owns the casino. Named it after himself. Be very careful around him.
244. Well, that's me. Where have you been?
245. Oh, Lars heads up the guards here. He's a good guy. Pretty trustworthy.
246. Well Vinnie, he's one of the problem children. He leads a group of punks called the Skulz. Still, they pay rent, and they haven't bothered anyone too much.
247. Well, Doc owns a little place in the middle of the town. Does a nice patch job if you need it. Fairly reasonable prices.
248. The Skulz are a bunch of punks who work for Gizmo. They don't cause that much trouble, but me and Lars keep an eye on them.
249. Well, the Khans are a bunch of bullies who live outside to the east. They've been trying to take over Junktown for as long as I can remember, but they never make it past the gates.
250. The Vipers are a crazy bunch from up north. They worship snakes, or something.
251. That's my store. You need it, I got it.
252. Great place to get a cheap room. Not too dirty, either. But don't mess with the owner, Marcelles, she'll pull your arms out if you smart off to her.
253. Ah, Gizmo's is the casino by the entrance. I'm surprised you didn't notice it on your way in. You can usually smell the place for miles. But hey, it brings in the tourists.
254. That's our resident bar. The food's okay, but the beer's great. The owner, Neil, takes no lip, not even from some of the Raiders that come in.
255. Not much to say. Doc Morbid's pretty pissed 'cause their prices are lower for medical stuff. They're on the west side.
256. The Death Claw? Oh, that's a bedtime story. Drinks blood and howls at the full moon. Yeah, right.
257. Well, the Hub's the main place for trade. Anything you don't find here you'll probably find in the Hub. Not sure how safe it is nowadays, with all those strange things going on.
258. Shady Sands? That's a little place up to the north. I'd like to do more trading with them.
259. That city's death. I sent two patrols down there and neither one of them returned.
260. Well, there are two kinds, the Khans and the Vipers. We usually don't get trouble from the Vipers, and a few of them actually pass through town. The Khans, though, they're a mean bunch. They think they can conquer the world, or some such crap.
261. Where've you been for the last 100 years? In a closet? My father used to tell me stories about the War. His father was a soldier before starting Junktown.
262. Well, there're some rumors coming up from the Hub. Caravans disappearing, people being butchered, even some talk of big green monsters who eat human flesh. All sorts of weird stuff.
263. Nope, I've never heard of anything like that.
264. No clue.
265. Ohhh . . . I really couldn't tell ya.
266. Go talk to Lars. He'll tell you more.
267. [Done]
268. [More]
269. You gain 600 experience points for your part in the defeat of Killian. Junktown will never be the same.
270. You gain 500 experience points for securing Gizmo's confession.
271. I'm here to take you in, Gizmo. This time, I've got the proof I need.
272. What do you know about this Gizmo character?
273. Okay.
274. Yeah, he's dangerous. I'm here to kill you for him.
275. I'll say . . . that fat slob just tried to hire me to kill you. Why don't you do something about him?
276. I'll take a shotgun and shells.
277. I'll take a suit of leather armor.
278. I'll take a doctor's medical kit.
279. I'll take all the stimpaks you can spare.
280. No thanks. Knowing that Gizmo's going to get his due is thanks enough.
281. I'd like to take a look at traveling gear.
282. I'll look around on my own, thanks.
283. Never mind. Thanks.
284. You moved against Gizmo without evidence. Y'know, he wasn't on the up-and-up, but neither are you. Go see Lars.
980. Nope, I've never heard of anything like that.
981. No clue.
982. Ohhh . . . I really couldn't tell ya.
983. Go talk to Lars. He'll tell you more.
1000. Gizmo
1001. Killian
1002. Lars
1003. Vinnie
1004. Doc
1005. Skulz
1006. Khans
1007. Vipers
1008. Darkwater's
1009. Crash
1010. Gizmo's
1011. Skum
1012. Cathedral
1013. Claw
1014. Hub
1015. Shady
1016. Necropolis
1017. Raiders
1018. War
1019. Strange
1020. Darkwater
1021. Morbid
1022. Darkwaters
1023. Gizmos
1024. Pitt
1025. Sands
1026. Pit
1100. Gizmo owns the casino over on the east side. Named it after himself. Be very careful around him.
1101. Well, that's me. Where have you been?
1102. Oh, Lars heads up the guards here. He's a good guy. Pretty trustworthy.
1103. Well Vinnie, he's one of the problem children. He leads a group of punks called the Skulz. Still, they pay the rent, and they haven't bothered anyone too much.
1104. Well, Doc owns a little place in the middle of the town. Does a nice patch job if you need it. Fairly reasonable prices.
1105. The Skulz are a bunch of punks who work for Gizmo. They don't cause that much trouble, but me and Lars keep an eye on them.
1106. Well, the Khans are a bunch of bullies who live outside to the east. They've been trying to take over Junktown for as long as I can remember, but they never make it past the gates.
1107. The Vipers are a crazy bunch from up north. They worship snakes, or something.
1108. That's my store. You need it, I got it.
1109. Great place to get a cheap room. Not too dirty, either. But don't mess with the owner, Marcelles, she'll pull your arms out if you smart off to her.
1110. Ah, Gizmo's is the casino by the entrance. I'm surprised you didn't notice it on your way in. You can usually smell the place for miles. But hey, it brings in the tourists.
1111. That's our resident bar. The food's okay, but the beer's great. The owner, Neal, takes no lip, not even from some of the Raiders that come in.
1112. Not much to say. Doc Morbid's pretty pissed 'cause their prices are lower for medical stuff. They're on the west side.
1113. The Death Claw? Oh, that's a bedtime story. Drinks blood and howls at the full moon. Yeah, right.
1114. Well, the Hub's the main place for trade. Anything you don't find here you'll probably find in the Hub. Not sure how safe it is nowadays, with all those strange things going on.
1115. Shady Sands? That's a little place up to the north. I'd like to do more trading with them.
1116. That city's death. I sent two patrols down there and neither one of them returned.
1117. Well, there are two kinds, the Khans and the Vipers. We usually don't get trouble from the Vipers, and a few of them actually pass through town. The Khans, though, they're a mean bunch. They think they can conquer the world, or some such crap.
1118. Where've you been for the last 100 years? In a closet? My father used to tell me stories about the War. His father was a soldier before starting Junktown.
1119. Well, there're some rumors coming up from the Hub. Caravans disappearing, people being butchered, even some talk of big green monsters who eat human flesh. All sorts of weird stuff.
1120. Well, that's me. Where have you been?
1121. Well, Doc owns a little place in the middle of town. Does a nice patch job if you need it. Fairly reasonable prices.
1122. That's my store. You need it, I got it.
1123. Ah, Gizmo's is the casino by the entrance. I'm surprised you didn't notice it on your way in. You can usually smell the place for miles. But hey, it brings in the tourists.
1124. That's our resident bar. The food's okay, but the beer's great. The owner, Neal, takes no lip, not even from some of the Raiders that come in.
1125. Shady Sands? That's a little place up to the north. I'd like to do more trading with them.
100. You see Lorraine, a Scav from Adytum.
101. You see a young woman with dark hair.
102. Hi. Are you new here?
103. Yeah. Can you fill me in a little?
104. Yes, I am. I'm called
105. .
106. Whuuu?
107. I suppose. What do you need to know about?
108. Who are you?
109. Can you give me some information about the Boneyard?
110. Tell me a bit about the other residents of Adytum.
111. What do you do for a living?
112. Never mind, thanks.
113. I'm Lorraine.
114. Can I ask you a few questions?
115. Nice to meet you. Bye.
116. I'm a Scav. I work with Sammael to collect stuff from the ruins, so that we can use it to build or trade.
117. Sounds dangerous, with the gangs.
118. How many Scavs are there?
119. Can I ask you about something different?
120. Nice talking to you.
121. It can be, if you're caught. The Rippers are especially hard on trespassers. That's why we work hard not to get caught!
122. Can you tell me a bit about the gangs?
123. How do you avoid getting caught?
124. Can I ask you about some other stuff?
125. Thanks. Bye.
126. Oh, there's half a dozen of us. Sammael was the first one, and he's still the best.
127. Can I ask you about some other stuff?
128. Interesting. Thanks.
129. You can always tell the Blades because they have those nasty vibro-knives. The Rippers, on the other hand, are low-tech but really mean.
130. The Rippers even have a minefield around their fort! Makes you wonder what Julianna was thinking.
131. What do you mean about Julianna?
132. Very nasty. Can I ask some other things?
133. Thanks for the warning.
134. Oh, she wound up falling for some Ripper a while ago. Poor dear can't leave the town, of course, and Caleb would kill the young lad on sight. Very tragic.
135. Uh . . . if you say so.
136. Can I ask some other questions?
137. Hmm. Thanks for filling me in. Bye.
138. We only scavenge after dark. And we're very good at what we do. Sammael's got a little test that he likes to throw out at people, before he lets them become Scavs.
139. What's the test?
140. Still sounds dangerous.
141. I see. Mind if we back up a bit?
142. Interesting. Bye.
143. Sammael has the person hide somewhere within Adytum during the day. If he can't find the student in an hour, then he lets the person join the next scavenger party.
144. What a stupid system!
145. Seems to work. You're still alive.
146. Huh. Can I ask you about some other things?
147. Interesting. Bye.
148. Come now, isn't there the faintest trace of a romantic in you? Really, it's too bad. Unrequited love and all of that. Tragic.
149. Hmpf. Shows what you know. Tell that to Sammael. If you can find him.
150. Yes, although it can be rough. It's very dangerous, especially if you're caught.
151. No doubt. Can I ask about something else?
152. Thanks for the info.
153. Wow, I think you're a little beyond my help.
154. This used to be a big city, called Los Angeles. But the bombs hit really hard. Now, there's just the Angel's Boneyard. We Adytowners are just trying to survive in the wreckage.
155. Can you tell me more about Los Angeles?
156. I see. Thanks.
157. Lots of people lived here, and they did important things like making computer games. From what I hear, the survivors hid in a big place called a Vault, and came out years later. Some of them founded Adytum, but the
158. others formed the street gangs, the Blades and the Rippers. The Gun Runners aren't from here originally.
159. Where is this Vault?
160. Tell me about the gangs.
161. Where are the Gun Runners from?
162. Making computer games? Doesn't sound very important to me.
163. Thanks for your help.
164. Well, supposedly it was somewhere south of here, but I don't know really. I think everyone left because it was broken.
165. Can I ask you some more questions?
166. Hmm. Thanks.
167. I'm not really sure. I think they came from somewhere up north of here.
168. Tell me about the other gangs.
169. Can I ask about some other things?
170. Thanks for the information.
171. Who do you want to know about, Zimmerman, Caleb, Miles, Taylor, or Smitty?
172. Jon Zimmerman.
173. Caleb.
174. Miles.
175. Taylor.
176. Smitty.
177. Nobody.
178. Zimmerman watches over our town. He makes sure that everyone gets fed, and that everybody has a job to do.
179. Caleb is the leader of the Regulators. It's his job to protect Adytum. He's very strict, but he means well.
180. Ah, our resident chemist. Miles makes bullets, and he also built the water distiller that makes sure we get clean water from the well. He's working on an underground farm right now, but he's missing some parts.
181. Taylor runs the shop. It's in the bunker near the gate. He trades with the Hub merchants for us.
182. Hm. Smitty is a tinker of sorts. He's good at repair work. He casts bullets and fixes broken stuff around town.
183. Can I ask about someone else?
184. Can we talk about a different subject?
185. Thanks.




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