Fallout OBJ_DUDE Dialogue
500. After destroying the Master and his lab which he was creating his army of Super Mutants, you return home, only to discover that you are thrown out of your vault for being too destructive. Thank you for playing Fallout.
970. That is my name.
971. You are talking to me.
972. Why do you ask silly questions. I am that person.
980. I don't know anything about that.
981. Sorry. No clue.
982. Never heard of it.
2800. The Master
2801. Water Chip
2802. Necropolis
2803. Set
2804. Watershed
2805. Hall
2900. Isn't he some big important guy?
2901. I dunno, but the watershed might have one.
2902. Yer standing in it. All that's left of it, at least. This place is dying, slowly but surely.
2903. Oh, I like him, I do. You can find him at the Hall.
2904. It's to the north. Watch out for the guards. They take their job real serious like.
2905. The Hall of the Dead. Where Set does his business. It's smack right in the center of Necropolis.
3400. The Master
3401. Water Chip
3402. Necropolis
3403. Set
3404. Watershed
3405. Hall
3500. Isn't he some big important guy?
3501. I dunno, but the watershed might have one.
3502. Yer standing in it. All that's left of it, at least. This place is dying, slowly but surely.
3503. Oh, I like him, I do. You can find him at the Hall.
3504. It's to the north. Watch out for the guards. They take their job real serious like.
3505. The Hall of the Dead. Where Set does his business. It's smack right in the center of Necropolis.
4000. The Master
4001. Water Chip
4002. Necropolis
4003. Set
4004. Watershed
4005. Hall
4100. Isn't he some big important guy?
4101. I dunno, but the watershed might have one.
4102. Yer standing in it. All that's left of it, at least. This place is dying, slowly but surely.
4103. Oh, I like him, I do. You can find him at the Hall.
4104. Watch out for the guards. They take their job real serious like.
4105. The Hall of the Dead. Where Set does his business. It's smack right in the center of Necropolis.
4600. Vault
4601. Water
4602. Overseer
4603. Chip
4604. Waterchip
4605. Vault-13
4606. Vault13
4607. Medic
4608. Healing
4609. Library
4700. This is where we live. You should understand that.
4701. The chip controls the level of purity in the underground water supply. It is a critical piece of equipment that cannot be repaired.
4702. A good man doing a difficult job.
4703. The chip controls the level of purity in the underground water supply. It is a critical piece of equipment that cannot be repaired.
4704. The chip controls the level of purity in the underground water supply. It is a critical piece of equipment that cannot be repaired.
4705. This is where we live. You should understand that.
4706. This is where we live. You should understand that.
7000. Killian
7001. Gizmo
7002. Junktown
7003. Shady Sands
7004. The Hub
7005. Water Chip
7006. Casino
7007. Store
7008. Deathclaw
7100. Killian is the mayor. He runs a store.
7101. Gizmo runs a casino. He seems okay.
7102. This is Junktown.
7103. Umm, I think it is a real small place. I've never been there.
7104. It's a larger city somewhere to the south.
7105. What? I'm sorry.
7106. It's a large building in the northwest part of town.
7107. Killian's store? It's in the center of town.
7108. I dunno, but the name scares me.
7600. Killian
7601. Gizmo
7602. Junktown
7603. Shady Sands
7604. The Hub
7605. Water Chip
7606. Casino
7607. Store
7608. Deathclaw
7700. Killian is the mayor. He took over when his dad died.
7701. Gizmo is a big man in Junktown. He runs the casino, and the boxing ring. He makes a lot of money, and buys a lot of stuff from the Hub.
7702. This is Junktown.
7703. Well, it's a really small community to the north. The people who live there are mostly farmers. We occasionally trade with them, but they mostly want to be left alone.
7704. The Hub is the center of commerce around here. Almost all of the traders come from the Hub. They have some companies there that still make things. If you want, you can go with one of their trading parties back to the Hub.
7705. I don't know anything about that.
7706. Gizmo runs it. Watch out for the slot machines, you can lose a lot of money if you play them.
7707. Darkwaters? It's in the center of town. You can barter with him, or pay cash.
7708. I hear people talking about it, but I've never seen it. They say it roams the desert, striking mostly at night.
8200. Killian
8201. Gizmo
8202. Junktown
8203. Shady Sands
8204. The Hub
8205. Water Chip
8206. Casino
8207. Store
8208. Deathclaw
8300. Killian is the mayor. He took over when his dad died.
8301. Gizmo is a big man in Junktown. He runs the casino, and the boxing ring. He makes a lot of money, and buys a lot of stuff from the Hub.
8302. This is Junktown.
8303. Well, it's a really small community to the north. The people who live there are mostly farmers. We occasionally trade with them, but they mostly want to be left alone.
8304. The Hub is the center of commerce around here. Almost all of the traders come from the Hub. They have some companies there that still make things. If you want, you can go with one of their trading parties back to the Hub.
8305. I don't know anything about that.
8306. Gizmo runs it. Watch out for the slot machines, you can lose a lot of money if you play them.
8307. Darkwaters? It's in the center of town. You can barter with him, or pay cash.
8308. I hear people talking about it, but I've never seen it. They say it roams the desert, striking mostly at night.
8800. The Master
8801. The War
8802. The Exodus
8803. The Strange Army
8804. The Brotherhood
8805. The Merchants
8806. The Missing Caravans
8807. The Hub
8808. Children of the Cathedral
8809. Initiates
8810. Scribes
8811. Knights
8812. Paladins
8813. Water Chip
8900. I have no idea what you are talking about.
8901. A terribly low point in the human history which formed our present world. We preserve the knowledge from the War to prevent another holocaust.
8902. A difficult and sorrowful decision. We lost a great many people who chose to go off on their own rather than traveling with the main force searching for a safe haven to live.
8903. I don't know much about it. The reports I've hear is that they are amassing somewhere to the north of us.
8904. That is where we stand.
8905. Those Water Merchants are thieving bastards, but of the other groups, I have no opinion.
8906. I don't know anything about that.
8907. A slime pit for those vile merchants. Though, occasionally, we will let one of the more civil trading companies exchange goods with us.
8908. They are a cult.
8909. They are the future of the Brotherhood.
8910. They are the keepers of the knowledge.
8911. They are the ones who make the weapons for the Brotherhood.
8912. They are the protectors of the Brotherhood.
8913. I have no idea what you are talking about.
9400. The Master
9401. The War
9402. The Exodus
9403. The Strange Army
9404. The Brotherhood
9405. The Merchants
9406. The Missing Caravans
9407. The Hub
9408. Children of the Cathedral
9409. Initiates
9410. Scribes
9411. Knights
9412. Paladins
9413. Water Chip
9500. I have no idea what you are talking about.
9501. A terribly low point in the human history which formed our present world. We preserve the knowledge from the War to prevent another holocaust.
9502. A difficult and sorrowful decision. We lost a great many people who chose to go off on their own rather than traveling with the main force searching for a safe haven to live.
9503. I don't know much about it. The reports I've hear is that they are amassing somewhere to the north of us.
9504. That is where we stand.
9505. Those Water Merchants are thieving bastards, but of the other groups, I have no opinion.
9506. I don't know anything about that.
9507. A slime pit for those vile merchants. Though, occasionally, we will let one of the more civil trading companies exchange goods with us.
9508. They are a cult.
9509. They are the future of the Brotherhood.
9510. They are the keepers of the knowledge.
9511. They are the ones who make the weapons for the Brotherhood.
9512. They are the protectors of the Brotherhood.
9513. I have no idea what you are talking about.
10000. The Master
10001. The War
10002. The Exodus
10003. The Strange Army
10004. The Brotherhood
10005. The Merchants
10006. The Missing Caravans
10007. The Hub
10008. Children of the Cathedral
10009. Initiates
10010. Scribes
10011. Knights
10012. Paladins
10013. Water Chip
10101. A terribly low point in the human history which formed our present world. We preserve the knowledge from the War to prevent another holocaust.
10102. A difficult and sorrowful decision. We lost a great many people who chose to go off on their own rather than traveling with the main force searching for a safe haven to live.
10103. I don't know much about it. The reports I've hear is that they are amassing somewhere to the north of us.
10104. That is where we stand.
10105. Those Water Merchants are thieving bastards, but of the other groups, I have no opinion.
10106. I don't know anything about that.
10107. A slime pit for those vile merchants. Though, occasionally, we will let one of the more civil trading companies exchange goods with us.
10108. They are a cult.
10109. They are the future of the Brotherhood.
10110. They are the keepers of the knowledge.
10111. They are the ones who make the weapons for the Brotherhood.
10112. They are the protectors of the Brotherhood.
10113. I have no idea what you are talking about.
11200. Holy Flame
11201. The Unity
11202. Children of the Cathedral
11203. Morpheus
11204. Mutants
11205. Master
11206. Followers of the Apocalypse
11207. Military Base
11208. The Vats
11209. Water Chip
11300. The Holy Flame is the one who will lead us into a brave new world which doesn�t have hatred or war.
11301. We are all part of the Unity. It is the love and peace which we pass on to our fellow people � human and mutant.
11302. That is us.
11303. Morpheus is the High Priest of the Children. Typically, he is in his rooms when he is not preaching to us.
11304. They are people who got mutated from the nuclear fallout. But they are still good people.
11305. We all have masters, don�t we?
11306. They are people who seek to destroy the peace which the Master is trying to set forth.
11307. Sorry, never have heard of that.
11308. Sorry, I don�t know what you are talking about.
11309. I have no clue as to what you are talking about.
11800. Holy Flame
11801. The Unity
11802. Children of the Cathedral
11803. Morpheus
11804. Mutants
11805. Master
11806. Followers of the Apocalypse
11807. Military Base
11808. The Vats
11809. Water Chip
11900. The Holy Flame is the one who will lead us into a brave new world which doesn�t have hatred or war.
11901. We are all part of the Unity. It is the love and peace which we pass on to our fellow people � human and mutant.
11902. That is us.
11903. Morpheus is the High Priest of the Children. Typically, he is in his rooms when he is not preaching to us.
11904. They are people who got mutated from the nuclear fallout. But they are still good people.
11905. We all have masters, don�t we?
11906. They are people who seek to destroy the peace which the Master is trying to set forth.
11907. Sorry, never have heard of that.
11908. Sorry, I don�t know what you are talking about.
11909. I have no clue as to what you are talking about.
15400. Khans
15401. Garl
15402. Junktown
15403. Shady Sands
15404. The Hub
15405. Water Chip
15406. Tandi
15407. Alya
15408. Diana
15409. Gwen
15410. Petrox
15411. Tolya
15412. Booze
15413. chems
15500. That's us, you lackey.
15501. He's the leader of the Khans. He is the most feared man in the wasteland.
15502. They are to the southwest. We sometimes go there to relax after a hard day pillaging.
15503. Why we don't crush them completely is beyond me.
15504. They are to the south. We will trade with them. Mostly for water and ammo, but sometimes they get better weapons, too.
15505. Why should I care?
15506. I don't know anyone by that name.
15507. She is an advisor. She plans the raids.
15508. She is the armorer. She repairs our equipment.
15509. She is second in command.
15510. He collects our supplies.
15511. He is the cook.
15512. Do you have any?
15513. Do you have any?
16000. Khans
16001. Garl
16002. Junktown
16003. Shady Sands
16004. The Hub
16005. Water Chip
16006. Tandi
16007. Aradesh
16008. Seth
16009. Razlo
16100. They are a lawless group who pretend to be some people from the far past.
16101. He leads the Khans. He is one of the most dangerous men that has ever set eyes on Shady Sands. He leads the raider clans with a heavy fist.
16102. It's 4-6 days to the southwest. Good trading occasionally, but more often than not, they try to stiff us.
16103. You're standing in it.
16104. Much farther to the south than Junktown. The Hub is the largest city I've heard about. Must be a thousand people there, at least.
16105. Sorry, I can't help you.
16106. She is the daughter of Aradesh. Some day she could lead us, but she must learn to temper her ways.
16107. He is the leader of our community, and a true hero. You can always find him at work in the communal hall.
16108. He works with Aradesh to make sure we are safe.
16109. Our Doctor. See him if you are hurt.
16600. Khans
16601. Garl
16602. Junktown
16603. Shady Sands
16604. The Hub
16605. Water Chip
16606. Tandi
16607. Aradesh
16608. Seth
16609. Razlo
16700. They are a lawless group who pretend to be some people from the far past.
16701. He leads the Khans. He is one of the most dangerous men that has ever set eyes on Shady Sands. He leads the raider clans with a heavy fist.
16702. It's 4-6 days to the southwest. Good trading occasionally, but more often than not, they try to stiff us.
16703. You're standing in it.
16704. Much farther to the south than Junktown. The Hub is the largest city I've heard about. Must be a thousand people there, at least.
16705. Sorry, I can't help you.
16706. She is the daughter of Aradesh. Some day she could lead us, but she must learn to temper her ways.
16707. He is the leader of our community, and a true hero. You can always find him at work in the communal hall.
16708. He works with Aradesh to make sure we are safe.
16709. Our Doctor. See him if you are hurt.
17800. Adytum
17801. The Followers
17802. The Cathedral
17803. The Rippers
17804. The Blades
17805. The Gun Runners
17806. The Hub
17807. Junktown
17808. Water Chip
17809. Store
17810. Zimmerman
17811. Necropolis
17812. The Glow
17813. The Regulators
17814. The Scavs
17815. The Boneyard
17900. That's here.
17901. They live north of here.
17902. It's a ways south of us.
17903. They're on the west side.
17904. They're on the east side.
17905. They're past the Followers to the north.
17906. We trade with them.
17907. Isn't that a city north of here?
17908. A what?
17909. Tine's store is underground near the gate.
17910. He's the mayor.
17911. I hear it's out east.
17912. That's a myth.
17913. They protect us.
17914. They go outside to get things.
17915. This is the Boneyard.
18000. Adytum
18001. The Followers
18002. The Cathedral
18003. The Rippers
18004. The Blades
18005. The Gun Runners
18006. The Hub
18007. Junktown
18008. Water Chip
18009. Store
18010. Zimmerman
18011. Necropolis
18012. The Glow
18013. The Regulators
18014. The Scavs
18015. The Boneyard
18100. You're in Adytum, outsider.
18101. The Followers live in an old library just to the north. They preach tolerance and peace.
18102. The Cathedral is a ways to the south, by the bay. The Children are a peaceful religion.
18103. They're on the west side. They are very vicious and have lots of traps.
18104. They're on the east side. They use some sort of high-tech knives.
18105. They're past the Followers to the north. They sell weapons to the gangs.
18106. We trade with them. They're the largest city I know of.
18107. They're a small city northeast of us.
18108. Never heard of it.
18109. Tine's store is underground near the gate. He can sell you many supplies.
18110. He's the mayor. He does a good job.
18111. It's a city of the dead, several days to the east.
18112. I hear it's way, way south.
18113. They protect us from the gangs and keep the peace.
18114. They go outside to search for stuff.
18115. We're in the Boneyard.
18200. Adytum
18201. The Followers
18202. The Cathedral
18203. The Rippers
18204. The Blades
18205. The Gun Runners
18206. The Hub
18207. Junktown
18208. Water Chip
18209. Store
18210. Zimmerman
18211. Necropolis
18212. The Glow
18213. The Regulators
18214. The Scavs
18215. The Boneyard
18300. We're the descendants of an old Vault that used to be under the south side of this city.
18301. The Followers are a learned and peaceful people. They live in an old library north of here.
18302. The Children worship a mysterious Dark God. They seem harmless, but there is something strange about their religion. The Cathedral is south of here.
18303. The Rippers are all inbred. They have a fortified building with traps around it where they take prisoners to be tortured and killed.
18304. The Blades are notorious for their vibro-knives. They are the arch-enemies of the Rippers. Their leader is a woman named Razor.
18305. They used to be a gang, but they set up in a warehouse on the north side and started trading weapons and guns to people.
18306. The Hub is a center of trade and commerce. They have companies that actually produce things. They're east of us.
18307. Junktown is a moderate-sized city east of here and just north of the Hub.
18308. Sorry, can't help you with that.
18309. Tine runs the general store near the front gate. He can sell you weapons and traveling supplies.
18310. Jon is our mayor. He makes trade agreements, dictates policy, and delegates responsibility to the Regulators and the Scavs.
18311. The city of the dead? It's supposedly a place inhabited by strange cannibals far to the east. I wouldn't visit there if I were you.
18312. It's a big radioactive place far, far to the south, or so I'm told.
18313. They're the police force of Adytum. They protect us from the gangs. Caleb is the leader.
18314. The Scavs have the job of searching the Boneyard for valuable equipment. They are led by Sammael.
18315. The Angel's Boneyard is the remains of the old city of Los Angeles. We're in the middle of the Boneyard.
18400. Adytum
18401. The Followers
18402. The Cathedral
18403. The Rippers
18404. The Blades
18405. The Gun Runners
18406. The Hub
18407. Junktown
18408. Water Chip
18409. Nicole
18410. The Boneyard
18500. It's a village south of here.
18501. We are the Followers of the Apocalypse.
18502. A cult to the south, past Adytum.
18503. A gang to the west.
18504. A gang to the east.
18505. A gang to the north.
18506. A big trading city to the northeast.
18507. A medium-sized city north of the Hub.
18508. Can't help you, sorry.
18509. She's our leader.
18510. This is the Boneyard.
18600. Adytum
18601. The Followers
18602. The Cathedral
18603. The Rippers
18604. The Blades
18605. The Gun Runners
18606. The Hub
18607. Junktown
18608. Water Chip
18609. Nicole
18610. The Boneyard
18700. A small town to the south. Occasionally some of them visit.
18701. We are the Followers of the Apocalypse. We take this name because we come after the storm of war, to bring the balm of peace.
18702. A strange cult south of Adytum and the rest of the Boneyard. Nicole says that they are up to something.
18703. An ultra-violent gang to our west.
18704. A gang to the east. They use vibro-knives.
18705. A gang that came from the Hub, and sells guns. They are north of here.
18706. The Hub is a large city of traders and businesses, to the east.
18707. Junktown is a small city just north of the Hub.
18708. I can't help you with that.
18709. She is our leader. She has a vision to restore peace to a factionalized world.
18710. This place is the Angel's Boneyard, the remnants of the old city of Los Angeles.
18800. Adytum
18801. The Followers
18802. The Cathedral
18803. The Rippers
18804. The Blades
18805. The Gun Runners
18806. The Hub
18807. Junktown
18808. Water Chip
18809. Nicole
18810. The Boneyard
18900. A small town to the south. They are good people, if a trifle paranoid. Some of them work with us from time to time.
18901. We are the Followers of the Apocalypse. It is our duty to bring peace and learning once again to the world, and to make sure that the weapons of war never again scar the earth.
18902. The Cathedral is a great building south of the Boneyard. The Children are a cult worshipping a dark and evil god. They must be stopped before they spread their religion through violence.
18903. Inbreds and jackals. They attack anything in sight that isn't related to them. They live west of here in a fortress surrounded by traps.
18904. A singularly dangerous group living to the east, who fight with vibro-knives. Their leader, Razor, came from the Hub and molded them into a fierce family.
18905. They are a gang living in a warehouse to the north, inside a moat of radioactive sludge. They sell guns to the other gangs.
18906. The Hub is a vast mercantile city far to the east of us. They send caravans to many places, including Adytum.
18907. It's a small city north of the Hub. I'm told it's a good place to stop for the weary traveler.
18908. Although I've read about Vault technology, it's a little beyond me.
18909. Nicole is our leader. She's compelled by insight and spirituality to bring peace to a world broken by war.
18910. This is the heart of the Angel's Boneyard, named for the old city of Los Angeles, and for the skeletons of the dead that littered the place after the Bomb.
19000. Master
19001. Lieutenant
19002. Children of the Cathedral
19003. Followers of the Apocalypse
19004. Nightkin
19005. Super Mutants
19006. Psychics
19007. Experiments
19008. Water Chip
19100. I don't have to tell you anything.
19101. Such knowledge does not belong with lesser beings.
19102. You need not concern yourself with them.
19103. You are too lowly to question me.
19104. None of your business.
19105. That is not your concern.
19106. You are too foolish to know of them.
19107. You are not authorized to know of them.
19108. Do not bother me about toys.
19600. Master
19601. Lieutenant
19602. Children of the Cathedral
19603. Followers of the Apocalypse
19604. Nightkin
19605. Super Mutants
19606. Psychics
19607. Experiments
19608. Water Chip
19700. I don't have to tell you anything.
19701. Such knowledge does not belong with lesser beings.
19702. You need not concern yourself with them.
19703. You are too lowly to question me.
19704. None of your business.
19705. That is not your concern.
19706. You are too foolish to know of them.
19707. You are not authorized to know of them.
19708. Do not bother me about toys.
20200. Master
20201. Lieutenant
20202. Children of the Cathedral
20203. Followers of the Apocalypse
20204. Nightkin
20205. Super Mutants
20206. Psychics
20207. Experiments
20208. Water Chip
20300. I don't have to tell you anything.
20301. Such knowledge does not belong with lesser beings.
20302. You need not concern yourself with them.
20303. You are too lowly to question me.
20304. None of your business.
20305. That is not your concern.
20306. You are too foolish to know of them.
20307. You are not authorized to know of them.
20308. Do not bother me about toys.
20800. Master
20801. Lieutenant
20802. Children of the Cathedral
20803. Followers of the Apocalypse
20804. Nightkin
20805. Super Mutants
20806. Psychics
20807. Experiments
20808. Water Chip
20900. I don't have to tell you anything.
20901. Such knowledge does not belong with lesser beings.
20902. You need not concern yourself with them.
20903. You are too lowly to question me.
20904. None of your business.
20905. That is not your concern.
20906. You are too foolish to know of them.
20907. You are not authorized to know of them.
20908. Do not bother me about toys.
21400. Master
21401. Lieutenant
21402. Children of the Cathedral
21403. Followers of the Apocalypse
21404. Nightkin
21405. Super Mutants
21406. Psychics
21407. Experiments
21408. Water Chip
21500. I don't have to tell you anything.
21501. Such knowledge does not belong with lesser beings.
21502. You need not concern yourself with them.
21503. You are too lowly to question me.
21504. None of your business.
21505. That is not your concern.
21506. You are too foolish to know of them.
21507. You are not authorized to know of them.
21508. Do not bother me about toys.
22600. Police
22601. Water Merchants
22602. Crimson Caravans
22603. Far Go Traders
22604. Children of the Cathedral
22605. Necropolis
22606. Hot Spot
22607. Junktown
22608. Brotherhood of Steel
22609. Shady Sands
22610. LA Boneyard
22611. Water Towers
22612. Old Town
22613. Downtown
22614. The Heights
22615. Deathclaw
22616. Water Chip
22700. The police are run by Sheriff Greene to keep law and order in the Hub. There are some who believe them to be more of a hindrance than help.
22701. They control all of the water in the Hub. They seized control of the water towers, and now people have to pay them to get water.
22702. A crazed group of traders who take great risks in order to get to the top.
22703. A medium tempered group of traders who offer fair prices without having to seek out danger to themselves.
22704. A religious cult who worships something called the Master. They run a hospital on the southeast side of town by the Water Merchants.
22705. Creepy place. Some same that it is haunted by mutated humans who eat normal people's brains for food. It is somewhere to the east of the Hub.
22706. There are some stories which say there is a place to the southeast of here which got hit by a nuclear warhead.
22707. That's to the north of us. There is a fair amount of trading between us and them. From rumors, Killian and Gizmo are at each other's throats.
22708. That place is the northwest of here. They are a bunch of techno freaks who worship technology. Very spooky people.
22709. A primitive town that is far to the north of here. Not much is known about them, because they don't have enough money to trade with us.
22710. That rat infested place is riddled with gang warfare. Were it not for the great trading with Adytum and the Gunrunners, I doubt any trader would venture there.
22711. Those store the water for the Hub. The Water Merchants control the towers.
22712. Old town is on the northeastern side of town. Only people that hang out there are skags and muties. I've heard that there is a thieve's den somewhere in there.
22713. That's where all the merchants sell things. The Weapon Shop, The Armory, Friendly Lending Company and Maltese Falcon are all in that area.
22714. That is where all the rich merchants live. The Water Merchants' leader, Daren Hightower has a huge place there.
22715. A myth to scare little children into behaving.
22716. I don't know anything about that.
23800. Police
23801. Water Merchants
23802. Crimson Caravans
23803. Far Go Traders
23804. Children of the Cathedral
23805. Necropolis
23806. Hot Spot
23807. Junktown
23808. Brotherhood of Steel
23809. Shady Sands
23810. LA Boneyard
23811. Water Towers
23812. Old Town
23813. Downtown
23814. The Heights
23815. Deathclaw
23816. Water Chip
23900. The police are run by Sheriff Greene to keep law and order in the Hub. There are some who believe them to be more of a hindrance than help.
23901. They control all of the water in the Hub. They seized control of the water towers, and now people have to pay them to get water.
23902. A crazed group of traders who take great risks in order to get to the top.
23903. A medium tempered group of traders who offer fair prices without having to seek out danger to themselves.
23904. A religious cult who worships something called the Master. They run a hospital on the southeast side of town by the Water Merchants.
23905. Creepy place. Some say that it is haunted by mutated humans who eat normal people's brains for food. It is somewhere to the east of the Hub.
23906. There are some stories which say there is a place to the southeast of here which got hit by a nuclear warhead.
23907. That's to the north of us. There is a fair amount of trading between us and them. From rumors, Killian and Gizmo are at each other's throats.
23908. That place is to the northwest of here. They are a bunch of techno freaks who worship technology. Very spooky people.
23909. A primitive town that is far to the north of here. Not much is known about them, because they don't have enough money to trade with us.
23910. That rat infested place is riddled with gang warfare. Were it not for the great trading with Adytum and the Gunrunners, I doubt any trader would venture there.
23911. Those store the water for the Hub. The Water Merchants control the towers.
23912. Old town is on the northeastern side of town. Only people that hang out there are skags and muties. I've heard that there is a thieve's den somewhere in there.
23913. That's where all the merchants sell things. The Weapon Shop, The Armory, Friendly Lending Company and Maltese Falcon are all in that area.
23914. That is where all the rich merchants live. The Water Merchants' leader, Daren Hightower has a huge place there.
23915. A myth to scare little children into behaving.
23916. I don't know anything about that.
24400. Police
24401. Water Merchants
24402. Crimson Caravans
24403. Far Go Traders
24404. Children of the Cathedral
24405. Necropolis
24406. Hot Spot
24407. Junktown
24408. Brotherhood of Steel
24409. Shady Sands
24410. LA Boneyard
24411. Water Towers
24412. Old Town
24413. Downtown
24414. The Heights
24415. Deathclaw
24416. Water Chip
24500. The police are run by Sheriff Greene to keep law and order in the Hub. There are some who believe them to be more of a hindrance than help.
24501. They control all of the water in the Hub. They seized control of the water towers, and now people have to pay them to get water.
24502. A crazed group of traders who take great risks in order to get to the top.
24503. A medium tempered group of traders who offer fair prices without having to seek out danger to themselves.
24504. A religious cult who worships something called the Master. They run a hospital on the southeast side of town by the Water Merchants.
24505. Creepy place. Some say that it is haunted by mutated humans who eat normal people's brains for food. It is somewhere to the east of the Hub.
24506. There are some stories which say there is a place to the southeast of here which got hit by a nuclear warhead.
24507. That's to the north of us. There is a fair amount of trading between us and them. From rumors, Killian and Gizmo are at each other's throats.
24508. That place is to the northwest of here. They are a bunch of techno freaks who worship technology. Very spooky people.
24509. A primitive town that is far to the north of here. Not much is known about them, because they don't have enough money to trade with us.
24510. That rat infested place is riddled with gang warfare. Were it not for the great trading with Adytum and the Gunrunners, I doubt any trader would venture there.
24511. Those store the water for the Hub. The Water Merchants control the towers.
24512. Old town is on the northeastern side of town. Only people that hang out there are skags and muties. I've heard that there is a thieve's den somewhere in there.
24513. That's where all the merchants sell things. The Weapon Shop, The Armory, Friendly Lending Company and Maltese Falcon are all in that area.
24514. That is where all the rich merchants live. The Water Merchants' leader, Daren Hightower has a huge place there.
24515. A myth to scare little children into behaving.
24516. I don't know anything about that.
25000. Police
25001. Water Merchants
25002. Crimson Caravans
25003. Far Go Traders
25004. Children of the Cathedral
25005. Necropolis
25006. Hot Spot
25007. Junktown
25008. Brotherhood of Steel
25009. Shady Sands
25010. LA Boneyard
25011. Water Towers
25012. Old Town
25013. Downtown
25014. The Heights
25015. Deathclaw
25016. Water Chip
25100. The police are run by Sheriff Greene to keep law and order in the Hub. There are some who believe them to be more of a hindrance than help.
25101. They control all of the water in the Hub. They seized control of the water towers, and now people have to pay them to get water.
25102. A crazed group of traders who take great risks in order to get to the top.
25103. A medium tempered group of traders who offer fair prices without having to seek out danger to themselves.
25104. A religious cult who worships something called the Master. They run a hospital on the southeast side of town by the Water Merchants.
25105. Creepy place. Some say that it is haunted by mutated humans who eat normal people's brains for food. It is somewhere to the east of the Hub.
25106. There are some stories which say there is a place to the southeast of here which got hit by a nuclear warhead.
25107. That's to the north of us. There is a fair amount of trading between us and them. From rumors, Killian and Gizmo are at each other's throats.
25108. That place is to the northwest of here. They are a bunch of techno freaks who worship technology. Very spooky people.
25109. A primitive town that is far to the north of here. Not much is known about them, because they don't have enough money to trade with us.
25110. That rat infested place is riddled with gang warfare. Were it not for the great trading with Adytum and the Gunrunners, I doubt any trader would venture there.
25111. Those store the water for the Hub. The Water Merchants control the towers.
25112. Old town is on the northeastern side of town. Only people that hang out there are skags and muties. I've heard that there is a thieve's den somewhere in there.
25113. That's where all the merchants sell things. The Weapon Shop, The Armory, Friendly Lending Company and Maltese Falcon are all in that area.
25114. That is where all the rich merchants live. The Water Merchants' leader, Daren Hightower has a huge place there.
25115. A myth to scare little children into behaving.
25116. I don't know anything about that.
25600. Police
25601. Water Merchants
25602. Crimson Caravans
25603. Far Go Traders
25604. Children of the Cathedral
25605. Necropolis
25606. Hot Spot
25607. Junktown
25608. Brotherhood of Steel
25609. Shady Sands
25610. LA Boneyard
25611. Water Towers
25612. Old Town
25613. Downtown
25614. The Heights
25615. Deathclaw
25616. Water Chip
25700. The police are run by Sheriff Greene to keep law and order in the Hub. There are some who believe them to be more of a hindrance than help.
25701. They control all of the water in the Hub. They seized control of the water towers, and now people have to pay them to get water.
25702. A crazed group of traders who take great risks in order to get to the top.
25703. A medium tempered group of traders who offer fair prices without having to seek out danger to themselves.
25704. A religious cult who worships something called the Master. They run a hospital on the southeast side of town by the Water Merchants.
25705. Creepy place. Some say that it is haunted by mutated humans who eat normal people's brains for food. It is somewhere to the east of the Hub.
25706. There are some stories which say there is a place to the southeast of here which got hit by a nuclear warhead.
25707. That's to the north of us. There is a fair amount of trading between us and them. From rumors, Killian and Gizmo are at each other's throats.
25708. That place is to the northwest of here. They are a bunch of techno freaks who worship technology. Very spooky people.
25709. A primitive town that is far to the north of here. Not much is known about them, because they don't have enough money to trade with us.
25710. That rat infested place is riddled with gang warfare. Were it not for the great trading with Adytum and the Gunrunners, I doubt any trader would venture there.
25711. Those store the water for the Hub. The Water Merchants control the towers.
25712. Old town is on the northeastern side of town. Only people that hang out there are skags and muties. I've heard that there is a thieve's den somewhere in there.
25713. That's where all the merchants sell things. The Weapon Shop, The Armory, Friendly Lending Company and Maltese Falcon are all in that area.
25714. That is where all the rich merchants live. The Water Merchants' leader, Daren Hightower has a huge place there.
25715. A myth to scare little children into behaving.
25716. I don't know anything about that.
27400. Adytum
27401. The Followers
27402. The Cathedral
27403. The Rippers
27404. The Blades
27405. The Gun Runners
27406. The Hub
27407. Junktown
27408. Water Chip
27409. Razor
27410. Necropolis
27411. The Glow
27412. The Boneyard
27500. They're a town to the west.
27501. A bunch of wimps.
27502. Religious nuts.
27503. Our sworn enemies!
27504. That's us!
27505. They sell guns to us sometimes.
27506. I think it's a trading place.
27507. Never heard of it.
27508. A what?
27509. She's our leader, the most bad-ass bitch in town!
27510. Necro- what? That's sick.
27511. You're kidding, right?
27512. This is the Boneyard.
27600. Adytum
27601. The Followers
27602. The Cathedral
27603. The Rippers
27604. The Blades
27605. The Gun Runners
27606. The Hub
27607. Junktown
27608. Water Chip
27609. Razor
27610. Necropolis
27611. The Glow
27612. The Boneyard
27700. They are a village of weaklings to the southwest.
27701. Pathetic peace-preachers to the west. We'd crush them if we weren't busy fighting the Rippers.
27702. Religious freaks. Harmless and useless.
27703. Our arch-enemies to the west will be crushed soon!
27704. We are the Blades! Never forget it!
27705. They were once a gang, but they became soft. They do sell good guns, though.
27706. Traders and merchants.
27707. I've heard of that place, but not anything about it.
27708. A what?
27709. Razor is the most accomplished fighter of us all. She will lead us to victory.
27710. That's some story about a city of cannibals, used to frighten children.
27711. Must be where a nuke hit.
27712. This is the Boneyard.
27800. Adytum
27801. The Followers
27802. The Cathedral
27803. The Rippers
27804. The Blades
27805. The Gun Runners
27806. The Hub
27807. Junktown
27808. Water Chip
27809. Razor
27810. Necropolis
27811. The Glow
27812. The Boneyard
27900. Don't be fooled. Adytum looks like a little village, but their Regulators are tough.
27901. Hmph. Don't get me started. They don't have the stomach or courage to fight.
27902. They're cultists in a big church to the south. They seem harmless but something weird is going on there.
27903. The Rippers are like mangy dogs - vicious, inbred, and stupid.
27904. See my blade? We make these ourselves. Every one of use makes his own. Hence our name.
27905. They came down from the Hub looking for turf, but they decided to become salesmen instead of warriors.
27906. That's a trading city to the east. Merchants from there come here sometimes to trade with Adytum and the Gun Runners.
27907. I think it's north-east of here. It's a small city.
27908. A what?
27909. Razor is our leader and champion. I have no doubt that her experience will grant us victory at last over those Rippers.
27910. Far east of here. Supposedly, ghouls that eat human flesh live there. I wouldn't want to fight the ghouls.
27911. That's supposed to be the ruins of some place that got hit straight-on by a nuke. I think it's way to the south.
27912. This is the Boneyard.
28600. Adytum
28601. The Followers
28602. The Cathedral
28603. The Rippers
28604. The Blades
28605. The Gun Runners
28606. The Hub
28607. Junktown
28608. Water Chip
28609. The Boneyard
28700. A small village south of here.
28701. A group of hippies to the south.
28702. Do you mean those guys in the brown robes?
28703. Hair-trigger gang to the west.
28704. Sneaky gang to the east.
28705. Yeah? What?
28706. We buy guns from them and sell 'em direct to you!
28707. Yeah, small city north of the Hub.
28708. A what?
28709. This is the Boneyard.
28800. Adytum
28801. The Followers
28802. The Cathedral
28803. The Rippers
28804. The Blades
28805. The Gun Runners
28806. The Hub
28807. Junktown
28808. Water Chip
28809. The Boneyard
28900. That's a small village to the south. They're pretty well fortified.
28901. A group of peace-lovers hiding out south of here. We should just get rid of them.
28902. Oh yeah, those crazy old monks. They're nuts. Their big church is south of the Boneyard.
28903. Hey, they may be stupid, but they sure buy a lot of guns!
28904. They always use those weird vibro-knives that they make. I'd like to get my hands on one. But at least they buy some guns, too.
28905. You're talking to us.
28906. It's a big trading center back east. We trade with Hub merchants to buy and sell weapons and armor.
28907. A small town north of the Hub. Kinda strict.
28908. Never heard of that.
28909. We're in the north side of the Boneyard.
29000. Adytum
29001. The Followers
29002. The Cathedral
29003. The Rippers
29004. The Blades
29005. The Gun Runners
29006. The Hub
29007. Junktown
29008. Water Chip
29009. The Boneyard
29100. They are a small town to the south. They don't deal with us. I couldn't care less about them.
29101. They try to convert everyone to their ways of peace while they hide in their library to the south. They don't help business any!
29102. The Cathedral's this big church south of the Boneyard, where some strange cult worships a Dark God. I think they're freaky.
29103. The Rippers are all one big family, literally. They're impossible to deal with if they don't know you, so don't even try. They are in a big booby-trapped fortress southwest of us. Watch out for land mines if you're stupid enough to visit.
29104. They've converted several small buildings to the southeast into their home. They are pretty well organized and smarter than the Rippers. They sometimes let outsiders join, too. Their leader, Razor, is one tough woman.
29105. That's us. Good money in selling guns to the Blades and the Rippers here.
29106. That's the trading city east of here where we get our guns and do trading. They send out caravans all over the place. You could probably travel with a caravan when one shows up in Adytum.
29107. It's a small frontier town just north of the Hub. There's a great casino there, but the town's sheriff is just a little too overbearing.
29108. I have no idea what that is.
29109. This is the north side of the Boneyard. It's funny, people from outside use it as a curse - if something's bad, they say it 'Bites the Bone'. But it's not too bad once you get used to it.




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