A world after nuclear war: radiation, mutants, raiders, dark humor, and moral dilemmas.
Played | 42 times |
Cloned | 4 times |
Created | 33 days ago |
Last Updated | 28 days ago |
Visibility | Public |
Arroyo
Arroyo , a secluded Northern California settlement founded by Vault Boy’s descendants post-Great War, merges tribal customs with post-apocalyptic survival. Central to the village is the sacred bridge , where Fallout 2 ’s Chosen One faces trials of traps, riddles, and spiritual tests to prove strength, secure the Holy G.E.C.K., and end the tribe’s drought. Flanked by ancestral totem poles, it symbolizes heritage. Nearby, the Elder’s dwelling holds relics like Vault Boy’s pistol, where the tribe’s fate is decided near geothermal pools used for warmth and rituals. Outskirts feature training grounds and crisis-threatened cornfields. Arroyo embodies unity and tradition but faces external threats and fragility, reflecting hope’s clash with a harsh, unforgiving world.
Broken Hills
Broken Hills is a rugged mining settlement nestled in a mountainous region of the post-apocalyptic wasteland, sustained by uranium extraction and a fragile alliance between humans, ghouls, and super mutants. The town is divided into segregated districts, with tensions simmering over resource control and racial distrust. A central uranium mine, fraught with radiation and structural dangers, fuels the local economy but poisons workers. The settlement hides a secret: a dormant Vault experiment and a covert water caravan operation tied to broader survival efforts. Key locations include the mine shafts, a makeshift clinic, and a hidden underground tunnel network. Broken Hills’ narrative explores themes of segregation, exploitation, and uneasy coexistence, culminating in a crisis over the mine’s collapse or liberation from authoritarian control. Its layered social dynamics and environmental hazards reflect the struggle for unity in a fractured world.
Den
The Hole is a treacherous underground complex set in a post-apocalyptic wasteland, characterized by toxic fumes, crumbling tunnels, and deadly traps. The area is overrun by mutated creatures, including glowing radscorpions and hostile humanoids, posing significant risks to explorers. Central to the narrative, it is tied to the search for the GECK (Garden of Eden Creation Kit), a legendary device believed to restore lost ecosystems. The location challenges visitors with environmental hazards, such as gas leaks and unstable terrain, demanding caution and resourcefulness. A notable encounter involves Sulik , a tribal guide who aids in navigating the dangers while offering insight into local lore. The Hole embodies themes of desolation and the clash between survival instincts and utopian aspirations in a shattered world.
Gecko
Gecko is a ghoul-populated settlement built around a derelict nuclear reactor in a post-apocalyptic wasteland. The town’s inhabitants, many of whom are enslaved or irradiated, rely on the reactor’s residual power for survival, though its failing state poses radiation risks. A central conflict involves repairing the reactor to prevent a meltdown, which could either save the community or doom it. The settlement is marked by social stratification, with enslaved ghouls forced to maintain the reactor under brutal conditions. Key locations include the reactor control room, a makeshift clinic, and a slave pen. Gecko’s narrative explores themes of exploitation, the ethics of technological dependence, and the resilience of marginalized groups in a harsh, resource-scarce world. Its bleak atmosphere and moral dilemmas underscore the fragility of post-war societies clinging to remnants of the past.
Ghost Farm
Horror Farm is a clandestine agricultural facility buried beneath a desolate wasteland, originally intended to test genetically modified crops for post-apocalyptic survival. The site has devolved into a nightmare, overrun by mutated plants, aggressive insects, and deranged human survivors warped by failed experiments. Automated systems and traps line the tunnels, remnants of a doomed project to control food production. The farm’s connection to the GECK (Garden of Eden Creation Kit) mythos ties it to broader narratives of ecological restoration and manipulation. Its labyrinthine layout forces explorers to confront both biological horrors and the ethical remnants of pre-war ambition. The location critiques themes of scientific hubris and the fragility of human control in a collapsed world.
Golgotha
Golgotha is a desolate execution site marked by a grotesque tree hung with nooses, surrounded by mass graves and decaying corpses. Once a pre-war military outpost, it became a symbol of brutality under a fanatical warlord who executed dissenters here. The area is haunted by the Ghost of Golgotha , a spectral figure tied to the site’s violent history, and littered with traps, landmines, and irradiated zones. Explorers may encounter remnants of the warlord’s regime, including a hidden cache of weapons and journals detailing his atrocities. The location’s eerie atmosphere and moral weight—centered on themes of judgment, retribution, and the scars of the past—make it a poignant yet perilous destination in the wasteland.
Klamath
Klamath is a tribal settlement, located in the dried-up bed of the former Klamath Lake in post-apocalyptic Oregon. Home to the Klamath Tribe, the village revolves around a central fire pit and is led by a chief, emphasizing communal living and ancestral traditions. The tribe faces threats from hostile raiders and struggles to survive in the harsh wasteland. A key location in the game, Klamath introduces players to the tribe’s culture, including their reverence for the GECK (Garden of Eden Creation Kit), a mythical device central to their beliefs. The village also features quests involving conflict resolution, resource management, and interactions with neighboring groups, highlighting themes of survival, tribal identity, and the search for hope in a devastated world. Its rustic design and lore deepen the game’s exploration of post-nuclear societies.
Mariposa Military Base
Mariposa Military Base is a derelict pre-war underground bunker in a post-apocalyptic wasteland, infamous as the origin of the Forced Evolutionary Virus (FEV) . Once a secret research facility, it was abandoned after catastrophic experiments produced Super Mutants—hulking, genetically altered humanoids. The base’s labyrinthine corridors are riddled with malfunctioning turrets, biohazardous waste, and hostile mutants. A key objective involves infiltrating its labs to secure FEV samples or sabotage reactors, crucial to thwarting the Enclave ’s genocidal agenda. The site’s history of unethical experimentation and containment failures underscores themes of scientific hubris, dehumanization, and the perilous legacy of pre-war technology in a shattered world.
Mercenaries' cave
Raider Camp is a hostile encampment situated in a desolate, rocky region of the wasteland, serving as a base for a violent gang of raiders and scavengers. The camp is fortified with makeshift barriers, traps, and hidden explosives, reflecting its inhabitants’ predatory lifestyle. Led by a ruthless warlord, the raiders terrorize nearby settlements, ambushing travelers and hoarding loot from their raids. The camp’s layout includes crude shelters, weapon caches, and interrogation pits, emphasizing its role as a hub of brutality. A notable feature is the presence of Tulia , a cunning raider lieutenant who coordinates attacks and manages the camp’s defenses. The location challenges explorers with ambushes, rigged explosives, and morally fraught encounters, often forcing choices between negotiation, stealth, or open combat. Its existence underscores the lawless chaos of the post-apocalyptic world, where survival often hinges on dominance and exploitation.
Modoc
Modoc is a small, isolated settlement situated in a dried-up lake bed within a post-apocalyptic wasteland. The community survives through geothermal energy harvested from underground steam vents, which power its infrastructure and support limited agriculture. Governed by a sheriff and a council, Modoc maintains a fragile peace but faces constant threats from raiders, mutated wildlife, and environmental hazards. The town’s economy relies on trade with neighboring regions, facilitated by its strategic location near key routes. Key landmarks include the sheriff’s office, a geothermal plant, and a secret underground tunnel system. Modoc’s residents are wary of outsiders but play a pivotal role in broader narratives, such as the search for the GECK (Garden of Eden Creation Kit) and resistance against hostile factions like the Enclave. The settlement reflects themes of resilience, distrust, and the struggle to rebuild society amid scarcity and danger.
NCR
New California Republic (NCR) is a democratic faction governing a vast territory in a post-apocalyptic wasteland, centered in the city of Shady Sands . Founded by survivors of the nuclear war, it emphasizes law, agriculture, and infrastructure, with a focus on rebuilding society through elected leadership and a structured military. The NCR’s influence extends to key regions like the Boneyard and the Hub , though its expansion sparks conflicts with rival groups, including the technocratic Brotherhood of Steel and the militaristic Caesar’s Legion . The faction’s capital faces challenges such as resource scarcity, political corruption, and internal dissent, exacerbated by its struggle to balance idealism with pragmatic survival. Themes of governance, territorial ambition, and the fragility of order in a fractured world define its narrative.
Navarro
Navarro is a heavily fortified military base operated by a technologically advanced faction in a post-apocalyptic wasteland. The compound houses a Vertibird hangar, fuel depots, and research facilities focused on advanced weaponry and genetic experimentation, including ties to the FEV (Forced Evolutionary Virus). Its defenses include automated turrets, minefields, and elite guards, reflecting its role as a strategic hub for the faction’s authoritarian ambitions. A key objective involves sabotaging the base’s reactor or securing classified technology, critical to broader narratives of resistance against oppressive regimes. The base also contains a clandestine underground laboratory, hinting at unethical pre-war scientific pursuits. Navarro embodies themes of militarized control, technological overreach, and the moral costs of reclaiming lost power in a fractured world.
New Reno
New Reno is a lawless, mob-controlled city in a post-apocalyptic wasteland, notorious for its casinos, brothels, and rampant corruption. Dominated by four rival crime families—the Mordinos, Bishops, Wrights, and Salvatores—the city thrives on gambling, drug trafficking (Jet ), and underground fighting rings. Key locations include the Salvatore’s Bar , Mordino’s Casino , and the Wright’s Family Estate , each reflecting the city’s cutthroat politics. The protagonist can navigate alliances or rivalries with the families, influencing the city’s power dynamics. A central quest involves retrieving a stolen poker chip linked to a high-stakes game, highlighting themes of greed, betrayal, and moral ambiguity. New Reno’s chaotic atmosphere and seedy underbelly underscore the collapse of societal order and the rise of opportunistic tyranny in a fractured world.
On the west coast of the USA
post-apocalyptic wasteland set in the American Southwest. After the Great War, humanity struggles to survive amidst ruins and radiation. The landscape is a mix of deserts, forests, and remnants of pre-war civilization. Cities like New Reno and Vault City offer pockets of stability but are rife with conflict. Tribes and factions vie for power, resources, and survival. The Enclave, a remnant of the U.S. government, seeks control over the land. Mutants, super mutants, and other creatures roam freely, posing threats. Players navigate this harsh environment, solving quests and building relationships. Technology from before the war, like energy weapons and power armor, coexists with primitive tools. The game's atmosphere blends hope and despair as players strive to rebuild society while facing moral dilemmas and dangerous challenges. Each decision impacts the world, shaping its future in a deeply immersive experience.
Redding
Redding is a resource-driven mining town nestled in a post-apocalyptic valley, economically dependent on its gold deposits and controlled by a corrupt oligarchy. The settlement is plagued by political turmoil, with a contested mayoral seat and a mafia-like syndicate monopolizing the drug trade (Jet ). Its gold mine, while vital for trade with neighboring regions, fuels exploitation and labor disputes. The town’s connection to the GECK (Garden of Eden Creation Kit) mythos ties it to broader narratives of ecological restoration. Key locations include the mine shafts, a mafia-run drug den, and a contentious mayoral office. Redding’s struggles highlight themes of greed, systemic corruption, and the clash between economic survival and moral decay in a fractured society.
S.A.D
experimental weapons, FEV research, and Vertibird hangars, secured by automated turrets, mines, and patrols. The labyrinthine underground warehouses and bunkers pose major hazards, requiring stealth or combat to navigate. A key objective involves sabotaging its reactor or reclaiming technology, linking to resistance efforts against authoritarian forces. The depot embodies themes of militarized control, scientific hubris, and the dark legacy of pre-war innovation in a fractured world.
San Francisco
San Francisco is a fractured coastal city in a post-apocalyptic world, dominated by the skeletal remains of the Golden Gate Bridge and the shadow of the Enclave ’s offshore oil rig. The region is a battleground between the technologically superior Enclave, the resourceful Shi (descendants of pre-war Chinese submariners), and the cult-like Hubologists . Key locations include the Shi’s fortified temple, the rusted hulk of the USS Poseidon submarine, and the Enclave’s heavily guarded rig, which houses advanced technology and dark experiments. The city’s ruins are littered with hazards—radioactive zones, collapsed structures, and hostile factions—while its narrative revolves around the clash between authoritarian control, cultural preservation, and utopian fanaticism. San Francisco’s layered conflicts and decaying grandeur highlight themes of ideological extremism, survival, and the remnants of pre-war power struggles in a shattered society.
Stables
The Stables is a derelict research facility in a post-apocalyptic wasteland, originally dedicated to studying the FEV (Forced Evolutionary Virus) and its effects on human subjects. The site is now overrun by Super Mutants, grotesque humanoid creatures created through failed experiments, and remains a hub of violent activity. Its labyrinthine corridors and laboratories are filled with biohazardous waste, malfunctioning automated defenses, and traps set by its former scientists. A central objective involves retrieving a critical FEV sample or destroying the facility to halt further mutations. The location’s dark history and ethical dilemmas surrounding unchecked scientific experimentation underscore themes of dehumanization, survival, and the consequences of tampering with nature in a shattered world.
Toxic caves
Situated near the town of Modoc. The caves are infested with venomous creatures, including giant radscorpions and mutated ants, making them a perilous area for explorers. The site is linked to the game’s main questline, as the protagonist must navigate the caves to retrieve a crucial item—the GECK (Garden of Eden Creation Kit)—or confront threats tied to the Enclave’s plans. The caves are also infamous for their environmental dangers, such as toxic gas traps and narrow tunnels, requiring players to balance combat preparedness with survival strategies. A notable feature is the presence of Myron , a chem-addicted ghoul scientist who provides information on drugs and weapons. The Poison Caves underscore the game’s themes of post-apocalyptic decay and the struggle for resources, blending challenging combat with narrative depth.
Vault 13
Vault 13 is a sealed underground shelter designed to protect a select group of survivors from nuclear apocalypse, its inhabitants isolated for generations under the authoritarian rule of an Overseer . The vault’s fragile stability collapses when its critical water purification chip fails, forcing the protagonist to venture into the wasteland to secure a replacement. The community is stratified, with residents unaware of the outside world’s horrors, and its systems—including a medical bay, command center, and living quarters—are maintained through strict routines. A deeper narrative reveals the vault’s role in a broader experiment to test human resilience, culminating in the protagonist’s exile after completing their mission. Key themes include the illusion of safety, the cost of survival, and the moral complexities of isolation versus engagement with a shattered world.
Vault 15
Vault 15 is a derelict underground shelter originally designed to test social stratification by dividing its inhabitants into rigid class tiers: upper, middle, and lower. The experiment collapsed into chaos as resource disparities and systemic oppression sparked violent uprisings, leading to the vault’s abandonment. Survivors eventually founded the nearby settlement of Shady Sands , repurposing vault technology to sustain their new community. The vault’s decaying structure now houses hostile raiders, feral ghouls, and remnants of its pre-war systems, including a dormant reactor and sealed command center. Explorers face hazards like collapsed tunnels, radiation pockets, and traps left by its former occupants. The site’s legacy highlights the fragility of engineered social orders and the unintended consequences of isolation in a post-apocalyptic world.
Vault City
Vault City is a fortified, technologically advanced settlement in a post-apocalyptic wasteland, established by survivors from an underground vault. Its society is rigidly hierarchical, with citizens enjoying clean living conditions, advanced healthcare, and automation, while outsiders are treated with suspicion or hostility. The city’s survival hinges on maintaining its vault’s systems, including a critical computer component essential for sustaining its infrastructure. Despite its prosperity, Vault City faces internal strife over resource allocation and external tensions with neighboring wasteland communities. Key locations include the vault’s command center, a medical facility, and a guarded perimeter. The settlement’s narrative explores themes of elitism, the ethics of exclusion, and the paradox of preserving humanity’s progress while isolating itself from a shattered world.