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Fallout Origins
Fallout Origins
The Game's Logo
Developer(s) Darklight Studios 3
Publisher(s) Logo
Platform(s) Visus Sphere
Genre(s) RPG, Action
Mode(s)
Single-Player
Age Rating(s)
R
Fallout Origins is an upcoming Action-Role-Playing Game for the Visus Sphere. It is the first prequel in the Fallout franchise taking place in the year 2088 (and beyond) and follows a Vault Dweller from Vault 55 a Vault in Texas in which the Vault forcibly exiles its few residents after a few years of living in the vault. The game features a Semi-Top Down perspective similar to Fallout and Fallout 2 although has full camera rotation allowing it to be more than just isometric.

Synopsis

After being exiled from their vault, the small group of Vault 55 Residents have chosen the player to explore the wastes in an attempt to establish one of the first cities of the post-apocalyptic wasteland, however the new creatures that walk the wasteland have become savage and unruly and will lead the player into discovering a Pre-War Experimentation Laboratory that despite its residents being long dead is still mutating things to this very day.

Gameplay

Taking inspiration heavily from the first two games, Fallout Origins is much more role playing focused than the more gunplay predecessors of the series. The game uses a turn based combat system and real time exploration system. The player is able to engage anyne or thing in combat althouh non-hostile characters will not attack the player unless they or an ally are attacked. The game also features a smaller perk system than its predecessor with less perks to choose from, primarily due to the simplified combat.

Items are stored in the player's inventory and the player can use the inventory freely in combat or while exploring. In combat however, changing armour and using healing items uses up AP which is no longer used for sniping and is instead for the new hybrid combat system which combines the two systems from Fallout 1 and 2 effectively making all combat use V.A.T.S. To a degree. In addition many features of the predecessors such as Carry Weight, Speech, Science, Sneak, Jumping and Sprinting return. The player also has a stamina meter which is used independently from the AP and recovers slowly in combat meaning players must plan when to sprint in and out of combat.

When exploring objects can be interacted with by inspecting surfaces. In addition the player is able to jump which is impacted by their Agility skill and can allow players to access certain areas, avoid obstacles and avoid combat. In addition the player can also use cover in combat if they are seperated from their enemy by an obstacle that obstacle will provide protection however cannot be used permanently as obstacles can be damaged and destroyed.

Targetting

Aiming Targets

When targeting an enemy the player has 25 possible locations to target enemies, although the number does vary between enemies. Humans have 24 of these only missing the Tail Section. The Target Locations are listed below including their Damage Output (it should be noted however that the more potential damage a location has the more difficult it is to aim in that location);

Location Damage Output
Brain Extreme
Head Very High
Left Eye Extreme
Right Eye Extreme
Left Ear Average
Right Ear Average
Mouth Extreme
Neck High
Left Shoulder Average
Right Shoulder Average
Torso Very High
Back Very High
Heart Extreme
Left Arm Average
Right Arm Average
Left Hand Average
Right Hand Average
Left Side Average
Right Side Average
Groin Extreme
Tail High
Left Leg Average
Right Leg Average
Left Foot Average
Right Foot Average

By targeting certain parts of the body the player can impact the enemy's combat efficiency the same also applies for the player. Hence crippling of body parts can be an effective way to overcome an enemy.

  • By crippling the Shoulders, Arms or Hands the player can reduce the Accuracy of enemies
  • By crippling the Legs or Feet the player can reduce the AP an enemy has per turn
  • By crippling the Groin the player can completely stop the enemy from attacking
  • By crippling the Torso or Back the player can reduce the accuracy of enemies using Ballistic Weapons
  • By crippling the Eyes the player can completely blind an enemy making them have extremely low accuracy
  • By crippling the Ears or Mouth enemies can be temporarily stunned
  • By crippling the Tail enemies can fall over (this can also happen with Non-Crippling shots to the Groin)
  • By crippling the Neck enemies can suffer extra damage to all areas of the body
  • By crippling the Brain or Heart the player can effectively 1 Hit Kill the enemy

Perks

Like in other Fallout Games the player can level up at each level gaining access to a new perk. Like all Fallout Games except 4, there is once again a level cap and has been considerably lowered from Fallout 5's Level 1000 Level Cap. The Level Cap is now only Level 200 and there are a total of 240 possible Perks meaning once again that the player cannot obtain every perk. In addition the player's S.P.E.C.I.A.L. now starts at 30 meaning they can have 4 in every stat with two left over. The player gains an additional S.P.E.C.I.A.L. Stat every 5 Levels.

The player gains levels through; advancing their Skills, by defeating enemies in combat, passing speech checks, unlocking locks and terminals as well as completing quests. Skills once again return although their effects have changed due to the difference in gameplay, the same is also true for the S.P.E.C.I.A.L. Stats.

S.P.E.C.I.A.L.

Like every Fallout Game the player has seven major stats that shape how they play the game, these are the S.P.E.C.I.A.L. stats; Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. Each factors in various aspects of the player's combat and non-combat capabilities and also impacts how quickly they gain levels in Skills.

Strength
Strength F5

Strength governs how much weight a player can carry as well as the amount of damage they can deal with Melee Weapons. In addition it is sometimes necessary for progressing pass certain obstacles and impacts the player's AP while climbing.

Perception
Perception F5

Perception governs the accuracy of the player with any weapon as well as giving the most possible new outcomes to conversations. Furthermore Perception may be necessary to identify; terminals, switches, buttons and other contraptions.

Endurance
Endurance F5

Endurance governs over the overall Health Points and Sprinting Meter for the player impacting how long they can stake out a battle or how quickly they can avoid a battle. In addition the Endurance Meter impacts the amount of Health recovered from healing items.

Charisma
Charisma F5

Charisma governs the players ability to talk to other individuals and persuade them into doing certain things. It also improves the player's bargaining prices when trading. Charisma can help in persuading for more money and often gives the most non-violent endings to questlines.

Intelligence
Intelligence F5

Intelligence governs the player's rate of growth for levelling up and has a slight overall influence on the rate of growth of all skills. It also impacts the player's ability to create ammo and consumables through various work stations as well as upgrade and change their weapons' properties.

Agility
Agility F5

Agility governs the player's total AP impacting how many times they can attack in combat as well as their dodging chances in combat. Agility also impacts the rate of stamina lost while sprinting allowing the player to travel faster for longer. In addition Agility can give the player access to some of the rarest speech options.

Luck
Luck F5

Luck governs the player's general good fortune including the likelihood of them getting a critical hit as well as the rarity of items they will find. Luck also slightly reduces the overall health Legendary enemies have making it easier to take them down. Lastly luck has some impact over the likelihood of persuasion.

Skills

Skills once again appear in Fallout Origins acting similarily to previous games although despite the game's apparent similarities to Fallout 1 and 2 the Skill System is retained from Fallout 5. This time however Skills are directly linked to a single S.P.E.C.I.A.L. attribute meaning that they will level up more quickly if that S.P.E.C.I.A.L. attribute is higher.

Combat Skills
  • Unarmed & Melee Weapons (Strength)
  • Large Guns (Perception)
  • Small Guns (Endurance)
  • Intimidation (Charisma)
  • Weapon Mechanics (Intelligence)
  • Weapon Proficiency (Agility)
  • Critical Hits (Luck)
Social Skills
  • Survival (Strength)
  • Identification (Perception)
  • Stalling (Endurance)
  • Speech (Charisma)
  • Crafting (Intelligence)
  • Quick Wits (Agility)
  • Persuasion (Luck)
Passive Skills
  • Armourer (Strength)
  • Looting (Perception)
  • Movement (Endurance)
  • Barter (Charisma)
  • Accuracy (Intelligence)
  • Sneak (Agility)
  • Wild Child (Luck)

Perk List

Perk Level S.P.E.C.I.A.L. Prerequisites Skill Prerequisites Description
Big Leagues Lv1 1 STR 5 Unarmed & Melee Weapons Lv25 The player deals 10% more damage with Melee Weapons when targeting the Head
Toughness Lv1 1 END 5 Armourer Lv25 The player is 10% more resistant to Physical Attacks
Pickpocket Lv1 1 PER 5 Sneak Lv25 The player has a 20% better chance of Pickpocketing
Lone Wanderer Lv1 1 CHA 5 Speech Lv25 The player can carry 50 more weight when traveling alone
Pre-War Training Lv1 2 AGI 5 Survival Lv27 The player uses up Stamina 10% more slowly while performing overworld tasks
Party Boy/Girl Lv1 2 CHA 5 Stalling Lv27 The player gains +1 Charisma & Endurance while under the effects of alcohol
Medic Lv1 2 INT 5 Crafting Lv27 The player recovers 30% more health Stimpaks
Scavenger's Hoard Lv1 2 LCK 5 Loooting Lv27 The player finds 10% more loot on killed Scavengers
3 5
3 5
3 5
3 5
4 5
4 5
4 5
4 5
5 5
5 5
5 5
5 5
6 5
6 5
6 5
6 5
7 5
7 5
7 5
7 5
8 6
8 6
8 6
8 6
9 6
9 6
9 6
9 6
10 6
10 6
10 6
10 6
11 6
11 6
11 6
11 6
12 6
12 6
12 6
12 6
Pickpocket Lv2 13 PER 6 Sneak Lv42 The player can place Grenades on enemies to make them explode
13 6
13 6
13 6
Big Leagues Lv2 14 STR 7 Unarmed & Melee Weapons Lv45 The player is 15% more accurate with Melee Weapons against enemies who also use Melee Weapons
14 7
14 7
14 7
Lone Wanderer Lv2 15 CHA 7 Speech Lv47 The player can get 10% better trading prices when traveling alone
Pre-War Training Lv2 15 AGI 7 Survival Lv47 The player can sprint for 15% longer
15 7
15 7
Toughness Lv2 16 END 7 Armourer Lv50 The player is 20% more resistant to Damage overall
16 7
16 7
16 7
17 7
17 7
17 7
17 7
18 7
Party Boy/Girl Lv2 18 CHA 7 Stalling Lv54 The player can no longer get drunk from alcohol
18 7
18 7
Scavenger's Hoard Lv2 19 LCK 7 Looting Lv55 The player finds 25% more loot from containers
19 7
19 7
19 7
Medic Lv2 20 INT 7 Crafting Lv56 The player can repair crippled limbs with Radaway
20 7
20 7
20 7
21 7
21 7
21 7
21 7
22 7
22 7
22 7
22 7
23 7
23 7
23 7
23 7
24 7
24 7
24 7
24 7
25 7
25 7
25 7
Pickpocket Lv3 26 PER 8 Sneak Lv62 The player has a 30% better chance of placing items on characters
26 8
26 8
26 8
27 8
27 8
27 8
27 8
Lone Wanderer Lv3 28 CHA 8 Speech Lv67 The player is 15% more accurate in combat when traveling alone
28 8
28 8
28 8
Big Leagues Lv3 29 STR 8 Unarmed & Melee Weapons Lv70 The player is 15% more likely to deal critical hits on enemies with crippled body parts
29 8
29 8
29 8
Medic Lv3 30 INT 8 Crafting Lv71 The player is 50% less likely to get addicted to Chems
Scavenger's Hoard Lv3 30 LCK 8 Looting Lv71 The player will find 20% more cash from containers
30 8
30 8
31 8
31 8
31 8
31 8
Pre-War Training Lv3 32 AGI 8 Survival Lv72 The player deals 10% more damage with Melee Weapons and Unarmed Attacks against humans and ghouls
32 8
32 8
32 8
Party Boy/Girl Lv3 33 CHA 8 Stalling Lv73 The effects of Alcohol are doubled and effects last 50% longer
33 8
33 8
33 8
Toughness Lv3 34 END 8 Armourer Lv73 The player is 15% more resistant to Ballistic Damage
34 8
34 8
34 8
35 8
35 8
35 8
35 8
36 8
36 8
36 8
36 8
37 8
37 8
37 8
37 8
Pickpocket Lv4 38 PER 8 Sneak Lv77 The player has a 30% better chance of taking items from characters
38 8
38 8
38 8
39 9
39 9
39 9
39 9
Medic Lv4 40 INT 9 Crafting Lv79 The player recovers 55% more health from Stimpaks
40 9
40 9
40 9
Lone Wanderer Lv4 41 CHA 9 Speech Lv80 The player finds 10% more loot while traveling alone
41 9
41 9
41 9
Scavenger's Hoard Lv4 42 LCK 9 Looting Lv81 The player is 20% more likely to find rare items on Scavengers
42 9
42 9
42 9
43 9
43 9
43 9
43 9
Pre-War Training Lv4 44 AGI 9 Survival Lv82 The player is 10% more evasive against animal enemies
Party Boy/Girl Lv4 44 CHA 9 Stalling Lv82 The player gains +2 Charisma & Luck while under the effects of Alcohol
44 9
44 9
Toughness Lv4 45 END 9 Armourer Lv82 The player is 15% more resistant to Explosive Damage
45 9
45 9
45 9
46 9
46 9
46 9
46 9
Big Leagues Lv4 47 STR 9 Unarmed & Melee Weapons Lv85 The player deals 20% more damage with Melee Weapons against limbs
47 9
47 9
47 9
48 10
48 10
48 10
48 10
49 10
49 10
49 10
49 10
Medic Lv5 50 INT 10 Crafting Lv90 Stimpaks and Radaway can cure addictions to Chems or Alcohol
50 10
50 10
50 10
Pickpocket Lv5 51 PER 10 Sneak Lv92 The player has a 30% better chance of Pickpocketing
51 10
51 10
51 10
52 10
52 10
52 10
52 10
53 10
53 10
53 10
53 10
54 10
54 10
54 10
54 10
Lone Wanderer Lv5 55 CHA 10 Speech Lv98 The player can carry 100 more weight while traveling alone
55 10
55 10
55 10
Pre-War Training Lv5 56 AGI 10 Survival Lv98 The player deals 10% more damage in open areas
56 10
56 10
56 10
Party Boy/Girl Lv5 57 CHA 10 Stalling Lv99 The player cannot get addicted to any Alcohol
57 10
57 10
57 10
Scavenger's Hoard Lv5 58 LCK 10 Looting Lv100 The player will find 25% more loot on defeated enemeis
Big Leagues Lv5 58 STR 10 Melee Weapons Lv100 The player is 10% more accurate with using Melee Weapons against enemy limbs
58 10
58 10
Toughness Lv5 59 END 10 Armourer Lv100 The player is 25% more resistant to Damage overall
59 10
59 10
59 10
60 10
60 10
60 10
60 10

Locations

The game takes place along a combination of Texas, Louisiana, Arizona, New Mexico and the Country, Mexico. This makes it the first Fallout Game to take place outside of the USA. The map is overall slightly larger than the one in Fallout 5 both in real life and in game it features significantly more dungeon-like locations than its predecessors which was part of the intention.

Fallout Origins Map

As the game is a prequel to all previous Fallout Games the settlements and locations in the game are a lot less developed, what are classified as Settlements in later games would be huge in comparison to what settlements are in Fallout Origins. Even the most sophisticated settlements are only a few run down buildings held together usually by a wall of sticks and/or concrete. There are a total of 21 Vaults in Fallout Origins and 10 Settlements. Unlike other Fallout Games the player doesn't access Vaults through the main entrance however as they will use alternate entrances due to the fear of the vaults.

Vaults

Vault State Experiment
Vault 6 New Mexico Vault 6 was filled with convicts from the Pre-War Era and was intended to test the ability of criminally charged people with a lack of power. This vault ended up having a riot about 8 years after the Great War and several of its dwellers went out to inhabit and create the settlement, Moon's Peak.
Vault 16 Texas Vault 16 doubled as a Mining Facility and an experiment was devised in which all residents would be aimlessly mining under the command of the Overseer who would leave their children vague instructions on the task at hand. In addition several robots inhabit the vault to maintain other systems to maximise the workers.
Vault 20 Texas Vault 20 was a Control Vault
Vault 24 Louisiana Vault 24 tested the endurance of the most hardened and well trained military members of society, these normally frontline soldiers were locked up under the premise that they would lead America into a new age of their choosing, however unbenknownst to them they would walk into one of the most inhospitable Vaults that Vault-Tec ever devised. Vault 24 was rigged to heat up during the day to nearly 60 degrees Celsius (140 Fahrenheit) and drop to -25 degrees Celsius (-13 Fahrenheit) during the night. In addition the vault is pressurized forcing the dwellers to be under the force of their own weight magnified by 1.5. Furthermore the Vault's food was deliberately chosen to be the most bland tasting and earned the nickname The Pills as most of it was just that, the Vault also had white noise added to constantly distract the dwellers as well as most furniture being replaced with sharp metals. Very quickly the Vault had descended into chaos, the furious residents of Vault 24 have made the vault nonfunctional and have become crazed from the endurance required that they attack on sight.
Vault 27 Arizona Vault 27 was designed to examine individuals who were raised in a completely robotic society. The Vault 27 Residents all were young parents whose children were no more than three years old. A similar experiment was conducted in the Commonwealth and like Vault 75 this Vault's security system killed the parents. The Robots in the Vault are highly advanced and were deliberately programmed to be just although uncaring as the main objective was to see if empathy could still develop. Although the children are currently only 12-15 years old the are shown to be significantly more intelligent although lack any sense of caring as they have no individuality in their appearances bar their eye colours.
Vault 28 Texas Vault 28 was constructed with soundproof walls effectively silencing most noise for the residents, although not necessarily as experimental on the surface one will quickly find that Vault 28 only houses Schizophrenics within its walls and Pre-War tests by Vault-Tec claimed that the experiment already works on a single patient. The main goal being to bring out the voices the people hear and see if it can drive them to insanity. Incredibly the people in the Vault have actually benefited from this by constantly sticking together in pairs or trios and would frequently talk to each other to ensure the voices are subdued. It seems the Overseer is one of the few Non-Schizophrenics in the vault and mentions their plan to head back to Vault-Tec after the experiment is over.
Vault 32 Texas Vault 32's experiment was to investigate the ability of humans to survive extremely long periods of time in Low Gravity. The Vault is the only one with two Vault Doors the first leading to the "Pressure Room" which would lower the gravity before letting a person into the Vault via the second Vault Door. This also applies for the back entrance of the Vault. The Vault's inhabitants have taken to this atmosphere rather well and the younger Vault Dwellers will state that it's like an adventure every day. However this was not what Vault-Tec was observing but instead wanted to see how the offspring of these Vault Dwellers would evolve over time to better suit themselves to the environment.
Vault 35 Louisiana Vault 35 was designed with unique locking mechanisms on all its doors, in an attempt to perform subtle hypnosis the locks would correspond to various shapes that could easily be found as items in the Vault. What became evident was that to avoid them forgetting the shape for each door lock, residents would pile up various objects of that door's lock's shape to remind themselves, this resulted in the Vault become quite a mess although still functional. It also seems to have impacted the psyche of the dwellers to a degree as one can hear them whispering a set of shapes over and over.
Vault 38 New Mexico Vault 38 was introduced to test the ability of keeping test subjects with old world diseases alive. The Vault contains a large medical facility that constantly creates new strains of common viruses such as colds, flu, chicken pox and some fevers. The Vaults residents are frequently introduced to airborne plagues of these viruses and thus are frequently sick, however the computer AI setup in the Vault provides the necessary medical treatments and assists the dwellers in recovering quickly and still being able to do their jobs. Interestingly the first generation born inside this Vault aren't as resistant as Vault-Tec seemed to have anticipated and still get sick nearly as frequently as the Pre-War Generation.
Vault 39 New Mexico Vault 39 was designed with the purpose of testing a new alternative to dairy, this alternative replaces all the Milk, Cheese, Cream and Butter in the Vault and as described by the Dwellers definetly tastes different. The Vault Dwellers have some signs of biological change as their skin is notably less coloured than usual and veins and arteries are more visible especially around the torso region. It is not until the player helps with a quest for Vault 39 that they discover the true danger of this alternative. The Dairy alternative has an extremely potent bacteria in it that allows for it to subsitute all forms of dairy however this Bacteria can kill the extremely young, of course this wasn't known as the time however it has effectively made the Vault's entire population incapable of reproduction.
Vault 42 Texas Vault 42 was designed to test how well religious fanatics would react to a highly scientific computer constantly pressuring and attempting to erode their religious beliefs. The Vault's experiment at the stage when the player visits seems to have had adverse affects, the Dwellers have on multiple occasions attempted to destroy the AI claiming it to be the work of the devil and have threatened it with shutting of the power although the AI has repeatedly called their bluffs or locked the Power Stations to prevent such an event from occuring. Some of the dwellers have killed themselves in frustration and at least one has gone on a rampage, the Vault also appears to have suffered severe damage to its walls and many dwellers have attempted to fashion some sort of muffler against the AI's voice with the furniture and materials they have.
Vault 45 Texas Vault 45's purpose was to examine the emotional limits. The Vault only holds about 5% of the standard number of Vault Dwellers and the purpose was to test a combination of extreme levels of joy, sorrow, fear and rage combined into one. The people chosen had extensive background checks making Vault 45 one of the more user dependent vaults. The Vault isolated the dwellers and would use this to examine their fear and sorrow although would provide imagery and robotic animals to simulate the anger and joy of the residents. The Vault entered with 15 people which when the player finds has dwindled to 11.
Vault 55 Arizona Vault 55's experiment invoved forcibly ejecting its dwellers a mere 10 and a half years after they had been taken underground. The Vault was much smaller than other vaults and was deliberately designed to completely seal itself by compressing its walls in on itself. The test was to see how Vault Dwellers would react to a sudden and forceful exit from the vaults.
Vault 58 Texas Vault 58 was a Control Vault
Vault 67 Louisiana Vault 67 was constructed for the purpose of examining human views on torture. The Vault has a somewhat similar setup to Vault 11 in which every year a dweller would be sacrificed to the Computer AI, however unlike that vault, Vault 67 instead had all residents forcibly watch the chosen dweller be tortured in some manner for a few hours. Not permitted to leave the torture wouldn't kill the person although would deal excruciating pain and dwellers who tried to not look at it would cause further harm to the victim. Though the dwellers intially blamed the overseer they have since tried to convince outsiders to come into the vault offering food and shelter for them in exchange for acting as forced torture victims.
Vault 78 Texas Vault 78 was devised to act as a special facility for the Vault-Tec South USA Branch although was repurposed shortly before the Great War although its inhabitants ended up being the branch's main employees. The Experiment the Vault conducted was to investigate how the work ethics of individuals could change when the function of wealth changed. The main purpose of people having their jobs in Vault 78 was to earn money that could buy them better jobs. This would however change the flow of the system and would bump everyone below that job line down as a consequence. This immediately caused turmoil within the Vault as a the result formed mini-groups within the Vault that would band their money together to push other groups down to the lower and less desirable jobs. The Overseer is locked away in her room as to avoid the riots.
Vault 84 Arizona Vault 84 was built with the intention of investigating long term low level alcoholism among its dwellers. All the water in the vault contains 0.01% Alcohol in it and the dwellers were consistently encouraged to ensure that they were keeping hydrated. A secret yeast facility watched over by the overseer ensured the vault had a continued supply of alcohol to the water as the Water Treatment Facility would otherwise process the remaining residue out. The dwellers of this vault seem more calm and generally more friendly than most although are also prone to becoming emotionally driven especially if angered.
Vault 90 New Mexico Vault 90 was constructed for the purpose of housing rare species found across the USA. Making it one of the largest vaults it also had hand-picked staff who would care for the animals and had to ensure the survival of the species in the Vault. There is a warning system in the Vault that if 50% of the Species die then the Vault will release the remaining animals and seal the Vault along with completely sucking all the air out of the vault. This very real threat has made the Dwellers of Vault 90 very cautious about newcomers and potential diseases they might bring. Most of them truly care about the animals although a few seem to have more selfish interests. It is also stated that after 65 Years the Vault would freely open and free the animals as well as guaranteeing the Dwellers safe exiting.
Vault 96 New Mexico Vault 96 was built for the purpose of testing the adaptation of rural residents to a highly industrialized Vault. Vault 96 was specially fitted with better systems that required more staff to watch over. This meant that for the first year or so the Vault Dwellers were effectively learning how to operate the machines as to not overstress the Vault-Tec Employees within the Vault. The Vault has been surprisingly successful, partly thanks to the work ethic of the Rural residents and the effective teaching methods of the Vault Tec Staff, however unlikes most vaults, Vault 96 has a second experiment. While the residents are asleep very quiet sounds of distress and danger (i.e. screams, fire, animal cries and crashing building parts) would play over the living quarters' speakers. This appears to have caused some residents to have powerful memory flashes of false memories, implanted by the noise.
Vault 102 Arizona Vault 102 was designed to examine the effects of underwater sea life surviving alongside humans. The sea life were kept in tanks around the Vault and were supplied with food by the computer as well as maintained by the robotic staff of the vault so minimal human interactivity was required. The humans however were given less food overall and the Overseer is aware of this and has adjusted the amount of food in meals accordingly. Some Vault Dwellers some to hang around the tanks during their spare time just staring at the fish, and seems to be part of the first stage of what Vault-Tec expects will happen in the vault. This being, that the Vault Dwellers will in some manner be driven to a point where they will attempt to eat the sea life, however in doing so the Robotic Staff will kill the person well before they break through the glass.
Vault 109 Texas Vault 109's experiment tested its dwellers by having the vault placed in a dormant volcano. The Vault was built so far in that the magma dome would somewhat warm the vault (although due to its rise and lowering wouldn't boil the dwellers. However what was unexpected was the vault's construction caused landslides shortly after the dwellers entered it (although some believe Vault-Tec destroyed the support beams on near the Vault's main entrance) thus making the back entrance the only way in and out. The back entrance however is no simple cave walk as it is one of the longest back entrances for any vault, starting in Dallas and working all the way over to the Vault itself and has become riddled with Feral Ghouls and due to its location and the land slides around the vault opens up into underground chasms including one over the Magma Dome.

Settlements

Settlement Faction
Gragstag Raider Gangs
Moon's Peak Raider Gangs
Tail-Ail Raider Gangs
Inicio Oro Mexican United Tribes
Memoria De Ladrillo Mexican United Tribes
La Angostura La Angostura
New Chetumal New Chetumal
Castillo Ejercito Mexican Government Remnants
Proteccion A La Vida Mexican Government Remnants

Factions

Unlike previous Fallout Games, due to the lack of time that has passed since the great war there are significantly less factions overall, aside from the major factions there are only a couple of minor factions and most random encounters are with scavengers/survivors.

Faction Description
Mexican United Tribes A group of tribes who quickly formed after the Great War, these shambles of humanity have tried to form a coherent and protected land although have constant troubles from the creatures that roam in the night and the raiders who attack in the day. The MUT believe that they are not the only ones of this cause and hope that they will be able to become a bridge between North and South America.
Raider Gangs

Although several Raider Gangs seperately these differently named groups of bandits, pillagers, thieves and outlaws have become a dominant force in the short years after the Great War. Without the Police and Army to control the people those few to survive have gone out and become savage by nature, favouring chaos and anarchy above the life of the innocent. There are 5 Raider Gangs that make up the Raider Gangs Faction.

  • Moon's Peak Raiders (Mid North-West connected to New Arizonians) - Originally from Vault 6 the Moon's Peak Raiders are all convicts who were placed in the vault to test their ability to form a leadership of some form, however obviously it failed and the Moon's Peak Raiders escaped. They consider their past to be a factor in their aggressive and almost legendary status as they commit many crimes without remorse and are extremely territorial even with other Raiders.
  • New Arizonians (Far North-West connected to Moon's Peak Raiders) - Risen from the ashes of the old state once known as Arizona, the New Arizonians developed quickly indo powerful tribal-like raiders becoming one of the most destructive threats of Post-War America. The New Arizonians believe that to restart humanity they must go back to the dawn of human existence itself and have a strong hunter-gatherer mentality. They have no true leader and instead work together in a sort of destructive co-survival tactic.
  • The Salteador De Caminos (Central-South) - Known in Pre-War as the Latin Kings this group of raiders is both Ghoul and Human and uses both groups ability to its full advantage, the people of the group are incredibly smooth talkers and can easily trick scavengers into giving the Salteador De Caminos all their belongings and in case the deal goes sour the Ghouls are able to provide ambush tactics by pretending to be dead.
  • The Chem Traders (Mid-East) - Although not heavy Chem users before the war, this surprisingly large gang is known as the Chem Traders as they have been hoarding and pillaging chems from anyone and everyone they meet and would then sell it to the chem addicts across the wasteland. The Chem Traders also have learnt how to create a variety of knew highly addictive chems to keep their business going.
  • Wild Angels (Far East) - Predominantly Mexican, the Wild Angels misinterpreted the American Football teams; The Dallas Cowboys & The Louisiana Saints as being legendary Highwaymen who would steal pigs and use their shear numbers to simply charge over anyone who stood in their way. The Wild Angels have amassed a huge population that wander the area around East Texas and Louisiana picking off any weak scavengers and bringing the loot back to their underground den.
Mutant Plague Not really a structured faction but a huge problem for the South USA and Mexican survivors of the apocalypse is a plague of mutants who attack almost anything they see on sight. With incredible radioactive abilities as well as grotesque and unsettling appearances the Mutant Plague has on a few occasions tried to be stopped although has little to no success.
People of the Bridge The People of the Bridge are a large order of semi-nomadic people who cross a small area of Mexico attempting to recultivate the land. Although the area was heavily damaged the people have ended up creating some vegetation primarily from the Mutfruit the faction's largest export. They are at constant threat from raiders due to their almost negligible military force as most people aren't trained with guns of any form and thus are fairly ineffective in battle. The children however are trained by the few experienced members of the faction although this has raised some disagreement among the citizens as some believe that they are pressuring their children into a dangerous lifestyle.
Mexican Government Remnants The remnants of the Mexican Government, due to Mexico being controlled by the USA prior to and during the Great War the Mexican Government was unable to properly protect its people and prevent riots. The Government however put what little money it had into building a single undeground bunker for a randomly chosen selection of citizens in the surrounding area to go into, even the President of Mexico at the time was part of the ballot although ultimately did not win the ballot and accepted his fate and instead provided moral support to families who became seperated due to this ballot. The Government Remnants have quickly rebuilt and acquired as many citizens including Ghouls as possible making them one of the first factions to accept ghouls as equals. Proteccion A La Vida is the new capital of the MGR according to them although many scavengers just believe it's a myth due to the creatures that now roam South Mexico.
New Chetumal Built up from the ruins of Chetumal, New Chetumal is a small group of people whom protect each other and their small village from the wasteland in an attempt to connect with the rest of society. The villagers follow an mysterious and bizarre religion created from the war that states that the Great War was the act of a god due to a loss of faith from humanity and thus the people of New Chetumal require new residents to take oaths and uphold their beliefs.
La Angostura Built around the lake the faction is named after, the La Angosturas are a group of squatters who use the lake to survive. The lake luckily was mostly missed by the Nuclear blasts and has relatively low Radiation in it, in addition the Lake had a seal built in by the Mexican Government like many lakes in the country and was one of the few to properly seal after the Great War and thus avoid most of the Black Rain when it fell. The people are surprisingly friendly especially considering what most of them went through. They heavily rely on the lake for support although offer water to traders who come trhough their area. The largest cluster of shacks appears to be around the south where it is said that an elder gained the ability to cure the post-apoclyptic diseases people gained.
Dawn of Atom Said to be the origin of the Children of Atom the Dawn of Atom are a nomadic group who worship the nuclear debris and have embraced its radioactive glow upon themselves. They actively seek out ghouls and radioactive pools and seem to worship Glowing Ones about as much as an Atomic Bomb. Many believe they originate from Pre-War Doomsayers who believed that Nuclear War would bring about a new Genesis of the planet. One member of the Dawn of Atom is currently writing the first Book of Atom.
Ghoul Squatters A large population of Ghoul Semi-Nomads, the Ghoul Squatters are a bit territorial although they really just want to be left alone especially from humans who almost unanimously fear them. Most Ghoul Squatters are living on the few scraps of food and water left around the wasteland. The Ghoul Squatters tend to wear pre-war outfits and appear to migrate with the Brahmin and Bighorners in the area seemingly using the two creatures as food sources.
Personas Perdidas The Personas Perdidas is an underground group of humans whom survived the war miraculously thanks to an caved-in mine that lead deep underground. These people became known as the Missing People (Personas Perdidas in Spanish) and would occasionally leave in small groups to acquire more resources and under the guise of scavengers would trade with more established factions and also on rare occasions invite individuals to join them. Their underground society protects them from most creatures of the Wasteland and has a natural spring to provide low radioactive water.
Church of Ruin The Church of Ruin seems to be made up of several surviving scavengers, raiders and members of larger factions who have attempted to keep some form of the religions of the past alive. Though most scripture was lost over the last decade these dedicated people have grouped together and found pages from churches, mosques and temples alike although not positive which religion they originate from the group hopes to now create an amalgamation religion from the old religions.
Dia De Los Muertos Named after the Mexican Celebration of the deceased, the Dia De Los Muertos have ironically become somewhat of celebrators of the Apocalypse, often going out of their ways to congratulate wandering Ghouls they meet on their way, giving them food and water that the faction collects on their travels. The group has a few bases it travels between and is one of the few settlements that freely wanders into the Mutant Plague territory although does so with Radiation Suits to avoid contamination. Several Ghouls have joined the faction as well and the entire faction is dedicated to the celebration of the Ghouls, whom they call The Undeath or Los No Muertos.

Enemies

A surprising number of enemies do not appear in this game including animals such as Mutant Hounds, Super Mutants, Yao Guais and Mirelurks. Instead a large array of Insectoid, Reptilian and Mammalian animals are found although both the Deathclaws and Centaurs appear in this game, the prior making their return from Fallout 4 while the latter continues to appear from Fallout 5. It should be noted however that the Centaurs of Fallout Origins do not look remotely like previous versions as they were not controlled in their creation and hence have a more deformed appearance than before.

Enemies
Brahmin Fallout Origins

Wild Brahmin

Brahmin Bull Fallout Origins

Wild Brahmin Bull

Coyote Fallout Origins

Coyote

Giant Opossum
Coyote Fallout Origins

Feral Dog

Mongrel Fallout Origins

Mongrel

Radscorpion Fallout Origins

Radscorpion

Giant Rat Fallout Origins

Giant Rat

Mantis Fallout Origins

Mantis

Gecko Fallout Origins

Gecko

Goat Fallout Origins

Wild Goat

Spikeback (Mutated Armadillo)
Acidspitter (Mutated Anteater) Oido Aullido (Mutated Howler Monkey) Desenterrar (Mutated Prairie Dog) Earthshaker (Mutated Jackrabbit)
Giant Mole Fallout Origins

Giant Mole

Giant Bat Fallout Origins

Giant Bat

Radelot (Mutated Ocelot) Garra Del Mal (Mutated Badger)
Tapir Fallout Origins

Wild Tapir

Bighorner Fallout Origins

Bighorner

Piel Blanca (Mutated Dolphin) Piel Oscura (Mutated Dolphin)
Scavenger Chem Addict Raider Raider Elite
Mover La Tierra (Mutated Desert Tortoise) Collared Lizard Resplandor De La Cola (Mutated Chuckwalla) Volver Pico (Mutated Desert Horned Lizard)
Beaded Lizard Ala Sombra (Mutated Swallowtail Butterfly)
Giant Ant Fallout Origins

Giant Ant

Giant Ant Queen Fallout Origins

Giant Ant Queen

Gran Mandibula (Mutated Water Fly)
Deathclaw Fallout Origins

Deathclaw

Centaur Fallout Origins

Centaur

La Piel Fria (Heavily Mutated Reptile)
Piel Carne (Heavily Mutated Mammal) Trasera Dura (Heavily Mutated Insect)
Feral Ghoul Fallout Origins

Feral Ghoul

Glowing One Fallout Origins

Glowing One

Sub-Types

Like in Fallout 4 and Fallout 5 Sub-Types return, this means that there are 6 varieties of each enemy that can be encountered although there are overall less than the previous game many are new enemies due to the location primarily being in Mexico.

Enemy Sub-Types
Wild Brahmin Mad Horned Hard Skinned Furless Stampede Leader
Wild Brahmin Bull Mad Tusked Hard Skinned Furless Alpha
Coyote Blood Furred Alpha Den Mother Moon Eyes Razor Fur
Giant Opossum Horn Snouted Long Clawed Glowing Spike Tailed Tree Swinger
Feral Dog Rabid Starving Mutated Alpha Lone
Mongrel Rabid Starving Peeled Alpha Bone Face
Radscorpion Stalker Venomous Glowing Albino Hunter
Giant Rat Pup Bald Razor Teethed Den Mother Heavy Clawed
Mantis Scythed Spined Flying Giant Queen
Gecko Spiked Acid Spitter Fire Breathing Gold Scales Alpha
Wild Goat Bald Giant Horns Heavy Coat Spike Hoofed Alpha
Spikeback Three Band Six Band Giant Horned Glowing
Acidspitter Giant Glowing Spiked Tongue Long Clawed Camoflauged
Oido Aullido Screeching Colourful Long Clawed Alpha Thick Furred
Desenterrar Long Toothed Burrowing Alpha Den Mother Fused
Earthshaker Long Toothed Clawed Feet Glowing Den Mother Charger
Giant Mole Long Toothed Giant Glowing Den Mother Drill Clawed
Giant Bat Horned Blood Wings Glowing Gazing Eyes Deafening
Radelot Speckled Furless Large Clawed Sabre-Toothed Alpha
Garra Del Mal Vicious Long Clawed Glowing Den Mother Mirage
Wild Tapir Big Toed Long Nosed Den Mother Behemoth Charge Stripes
Bighorner Tusked Skull Face Black Coat Tri-Horned Alpha
Piel Blanca Shine Skinned Jetting Razor Fanged Land Walker Hunter
Piel Oscura Shine Skinned Jetting Razor Fanged Land Walker Hunter
Scavenger Starving Armoured Fugitive Cannibal Elite
Chem Addict Psychomaniac Powerhouse Diablos Genius Heavy Doser
Raider Pillager Scout Sniper Guard Heavy
Raider Elite Heavy Stealth Sniper Heavily Armoured Titan
Mover La Tierra Spine Back Giant Snapper Water Jet Sand Mountain Spinner
Collared Lizard Frilled Camouflage Glowing Horned Poisonous
Resplandor De La Cola Thorned Octo-Legged Armoured Back Fire Breather Giant
Volver Pico Shelled Giant Black Armoured Digger Matriarch
Beaded Lizard Poison Tongue Camouflage Armoured Back Poison Spitter Alpha
Ala Sombra Blinding Wings Poison Stinger Thorned Martiarch Giant
Giant Ant Poisonous Soldier Glowing Fire Breathing Queen's Guard
Giant Ant Queen Poisonous Armoured Glowing Fire Breathing Golden
Gran Mandibula Poisonous Giant Flying Iron Jaws Mother
Deathclaw Young Cavern Craggy Sandy Alpha
Deathclaw Brutal Albino Chameleon Thorned Matriarch
Deathclaw Glowing Poisonous Armoured Fire Breathing Mythic
Centaur Bleeding Glowing Spiked Fused Monstrous
La Piel Fria Thorned Acid Spitting Gliding Burrowing Monstrous
Piel Carne Heavy Furred Horned Spiked Den Mother Alpha
Trasera Dura Scythe Armed Thorned Fire Breathing Poisonous Queen
Feral Ghoul Young Ravaged Dehydrated Shrapnel Victim Stalker
Feral Ghoul Ravager Guard Explosive Raging Reaver
Feral Ghoul Armoured Gangerous Army Officer Rotting Bone Sharded
Feral Ghoul Burned Acid Seeping Charred Chemical Leaker Incinerated
Feral Ghoul Fused Heavily Armoured Cybernetic Electrical Tesla Fused
Glowing One Shining Emanating Pulsating Howling Putrid
Glowing One Bloated Roaring Explosive Armoured Electrical

Items

Weapons

Unarmed & Melee Weapons

Weapon Unique Versions
Knuckles
  • The Sheperd's Hand
  • Digitus Caestus
Gauntlet
  • Grognak's Gauntlet
  • Gauntlet of a King
Power Fist
  • Spring Loader
Boxing Glove
  • The Knockout Punch
Deathclaw Gauntlet
  • Desert Fingers
  • Radioactive Mama
  • Ray De La Muerte
Wrist Blade
  • Hidden Shard
  • Corkscrew Cutter
Cattle Prod
  • The Buffalo Herder
  • Rancher's Remorse
Club
  • Dumbledum
  • Scrambledalf
Combat Knife
  • The Croc Killer
  • The Commander
Knife
  • New York Oriental
  • Rope Length
Crowbar
  • Blue Steel
  • Radioactive Rod
Ripper
  • Woodchip
  • Blade Sprinter
Sledgehammer
  • The Big One
Spear
  • Lightningbolt
  • Trident
  • Cold Celebration
Super Sledge
  • Fireball
  • The Fribulator
Sword
  • Wyrmkiller
  • Caliber
  • Skullfang
  • Saint Slashy
Axe
  • Hunter's Maximus
  • Swing'n'a'miss
Shishkebab
  • Blue Lightning
  • Mr. Sooty
  • Eternal Flame
Pipe Wrench
  • Big Red
  • The Bloody Mary
Lead Pipe
  • Tar Complex
  • Embroided Killer
Tire Iron
  • Hickabey's Special
  • Splattercore
Machete
  • Gift from the Amazon
  • The Burier
Switchblade
  • The Greasy Slicer
  • Fear Mongerer
Robot Arm
  • Servo Springer
  • Mr. Roboto
  • Armbot-5000
Power Saw
  • Grinder Gear
  • Barnhouse Burner
  • Head Cracker
Nail Board
  • The Block
  • Wreath of Death
Chainsaw
  • Sir Cuts-a-Lot
  • The Woodchipper
Metal Shank
  • The Striped Survivor
  • Sealight Sunderer
Signpost
  • Yielding Force
  • Signaller
Rebar Club
  • Three-Spoke Sam
  • The Hamlet Obliterator
Baton
  • Lethal Force
  • Dallas Corp. Heavy

Ballistic Weapons

Weapon Ammunition Unique Versions
9mm Pistol 9mm
  • Glockaspaniel
  • Speck-01
10mm Pistol 10mm
  • Delta Shadow
  • Titan's Folly
  • 40 Carrier
14mm Pistol 14mm
  • Sputnik
  • Vostok
Desert Eagle .44
  • Dragon's Tail
  • Van Der Smut
  • Blue Andre
.44 Revolver .44
  • Amazonian Coil
Magnum Revolver .357
  • The Loophole
  • Rangers Right-Hand
10mm SMG 10mm
  • The Eliminator
  • Mumpsty Lawbreaker
Tommy Gun .45
  • Chicago Special
  • Chop'n'Shop
Combat Rifle .45
  • Dark Night
  • Weeping Flames
  • Lightning Ops
Assault Rifle 5.56mm
  • Cult Offensive
  • Nate's Only
  • Zim-Pen
Hunting Rifle .308
  • Fielder's Force
  • Remmy's Pen
Sniper Rifle .308
  • Red Hitter
  • Clear Killer
  • Smell of Death
  • Noted Killer
Combat Shotgun Shell
  • Singer's Justice
  • Manatee
Double-Barrel Shotgun Shell
  • Yellow One
  • Golden Nugget
  • Chinese Hunter's
BB Gun BB Pellet
  • Heligun
  • Thousand Flames
  • Drop Squad
Cowboy Repeater .357
  • Giddy-Up Special
  • Lone Ranger's Last Stand
Light Machine Gun 5.56mm
  • Macky '31
  • Mendoza Mausfield
  • Stone Breaker
Service Rifle 5.56mm
  • General's Banner
  • High Fly Scatter
Carbine Rifle .44
  • The Questgiver
  • Johnny's Caterer
Nail Gun Nails
  • The Golden Nails
  • Scarlet Death
  • Edo Stinger
Catapult Rifle Any Ammo
  • Flaming Destructor
  • Magnetic Spectacle
Magnetic Pulser Magnetic Material
Hydraulic Press Cannon Batteries
Mine Cannon Mines
Grenade Launcher Grenades
Shoulder Mounted Rocket Launcher Missile
Shoulder Mounted Minigun 5mm
Mortar Cannon Cannonball
Minigun 5mm
Flamer Flamethrower fuel
Rocket Launcher Missile
Fatman Mini Nuke

Armour

Armour Components
Vault Suit
  • Under Armour
  • Neck Armour
  • Shoulder Armour
  • Arm Armour
  • Torso Armour
  • Side Armour
  • Groin Armour
  • Leg Armour
  • Feet Armour
Leather Armour
  • Under Armour
  • Head Armour
  • Shoulder Armour
  • Arm Armour
  • Glove Armour
  • Torso Armour
  • Side Armour
  • Back Armour
  • Groin Armour
  • Leg Armour
  • Feet Armour
Steel Armour
  • Head Armour
  • Neck Armour
  • Shoulder Armour
  • Arm Armour
  • Glove Armour
  • Torso Armour
  • Side Armour
  • Back Armour
  • Groin Armour
  • Leg Armour
  • Feet Armour
Plastic Armour
  • Neck Armour
  • Arm Armour
  • Glove Armour
  • Torso Armour
  • Side Armour
  • Back Armour
  • Leg Armour
  • Feet Armour
Concrete Armour
  • Shoulder Armour
  • Arm Armour
  • Torso Armour
  • Back Armour
  • Leg Armour
  • Feet Armour
Titanium Armour
  • Under Armour
  • Head Armour
  • Neck Armour
  • Shoulder Armour
  • Arm Armour
  • Torso Armour
  • Side Armour
  • Back Armour
  • Leg Armour
Tribal Armour
  • Under Armour
  • Head Armour
  • Neck Armour
  • Shoulder Armour
  • Arm Armour
  • Glove Armour
  • Torso Armour
  • Back Armour
  • Groin Armour
  • Leg Armour
  • Feet Armour
Combat Armour
  • Head Armour
  • Neck Armour
  • Shoulder Armour
  • Arm Armour
  • Glove Armour
  • Torso Armour
  • Side Armour
  • Back Armour
  • Groin Armour
  • Leg Armour
  • Feet Armour
Raider Garments
  • Under Armour
  • Neck Armour
  • Shoulder Armour
  • Glove Armour
  • Torso Armour
  • Back Armour
  • Groin Armour
  • Feet Armour
Radiation Suit
  • Under Armour
  • Full Body Armour
Riot Armour
  • Under Armour
  • Head Armour
  • Neck Armour
  • Shoulder Armour
  • Arm Armour
  • Glove Armour
  • Torso Armour
  • Side Armour
  • Back Armour
  • Groin Armour
  • Leg Armour
  • Feet Armour
Police Vests
  • Under Armour
  • Head Armour
  • Glove Armour
  • Torso Armour
  • Side Armour
  • Back Armour
  • Leg Armour
  • Feet Armour
Stealth Armour
  • Under Armour
  • Head Armour
  • Arm Armour
  • Glove Armour
  • Torso Armour
  • Side Armour
  • Back Armour
  • Leg Armour
  • Feet Armour
Religious Robes
  • Under Armour
  • Full Body Armour
  • Glove Armour
  • Feet Armour
Air Force Jumpsuit
  • Under Armour
  • Full Body Armour
  • Head Armour 
Merc Armour
  • Under Armour
  • Head Armour
  • Shoulder Armour
  • Arm Armour
  • Glove Armour
  • Torso Armour
  • Side Armour
  • Back Armour
  • Leg Armour
  • Feet Armour
Pre-War
  • Under Armour
  • Head Armour
  • Glove Armour
  • Feet Armour
T-45 Power Armour
  • Head Power Armour
  • Arm Power Armour
  • Torso Power Armour
  • Leg Power Armour
  • Fusion Core
T-51 Power Armour
  • Head Power Armour
  • Arm Power Armour
  • Torso Power Armour
  • Leg Power Armour
  • Fusion Core
MX-USA Power Armour
  • Head Power Armour
  • Arm Power Armour
  • Torso Power Armour
  • Leg Power Armour
  • Fusion Core

Consumables

Consumables
Antidote Beer Whiskey Vodka
Iguana-On-A-Stick Brahmin Meat Goat Meat Opossum-On-A-Stick
Gecko Tail Dog Meat Prairie Meat Jack Rabbit Meat
Rat Meat Monkey Meat Ocelot Meat Mole Meat
Bat Meat Badger Meat Tapir Meat Bighorn Meat
Dolphin Meat Lizard-On-A-Stick Mutfruit Avocado
Tomato Chayote Chilli Corn
Carrot Mushroom Potato Radish
Nuka-Cola Nuka-Cola Cherry Nuka-Cola Crystal Nuka-Cola Green Pepper
Nuka-Cola Red Pepper Nuka-Cola Black Pepper Nuka Cola Quantum RadAway
Stimpak Super Stimpak Bubblegum BlamCo Mac & Cheese
Cram Dandy Boy Apples Fancy Lad Snack Cakes Gum Drops
Junk Food InstaMash Potato Crisps Pork n' Beans
Salisbury Steak Sugar Bombs Dirty Water Fresh Water
Red Wine White Wine Lata De Maiz Viruta Feliz
Jugo De Pimienta Galletas Saladas Langostino Del Mar Sorpresa Dulce
Canned Dog Food Canned Cat Food Deathclaw Meat Fish Meat
Sardines Vegetable Soup

Chems

Chems
Psycho Mentats
Buffout Glowfeel
Rad-X Med-X
Calmex Daddy-O
Daytripper X-Cell
Soportar Mierda Velocidad
Diamante La Sangre De Oro
Buen Ojo Alto En Azucar

Questlines

TBA

Trivia

TBA

Gallery

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