Animated Blood & Gore, Strong Language

Files

Black Isle Studios

Fallout

Interplay Productions

Nuclear

Fallout 2 Story

Fallout 2: A Post Nuclear Role Playing Game

You are the Chosen One, the direct descendant of the Vault Dweller. The village elders have selected you to wear the sacred Vault-suit of your grandsire and, in time, to ascend to the leadership of your people. First you must prove your devotion to your people. Your tribe needs help.

If you are truly the Chosen One, then you alone are capable of claiming the heritage of the Vault Dweller, to take back your birthright. Among the many wonders described in hallowed yellow pages of the Vault Dweller's Survival Guide is the Garden of Eden Creation Kit. The GECKTM is said to have the power to turn the harsh Wastes into a fruitful paradise. The Vault Dweller's Survival Manual promises the redemption of the GECKTM to all Vault Dwellers.

Your tribe has survived over ten-years of drought but now their reserves are at an end. You must find Vault 13 and claim the technology that your tribe needs to survive. If you fail in this quest—your tribe will surely die. You must travel the perilous Wastes on a holy quest to find Vault 13. The same Vault that cruelly cast your grandsire out into the Wastes 80 years ago. The Vault owes you. The Vault owes your tribe. Now it's time to collect.

Some of the elders doubt that you have the strength of the Vault Dweller running through your veins. They doubt that you are the Chosen One. In order to prove yourself; you must brave the Cave of Trials before the elders make their final selection.

Grunt..ung...


Making your way through the Cave of Trials would be difficult for some, but not for the Chosen One. Foul Creatures and Devilish Traps are nothing to one of your quickness and resolve. You learn to identify the sinking floor-plates in time to avoid the painful whoosh of spears. Rabid beasts allow you to warm your muscles for the hunt ahead. The Cave of Trials shows you some of the dangers you may face and how to deal with them.
 

Now where did I put that velvet painting?

Even the most reluctant elder is forced to nod in silent approval of your swift passage through the Cave. Your people are simple herdsmen and farmers, they cannot give you much with which to start your quest. You are given the Vault-Suit that your ancestor wore when they came to this valley so many years ago. You are also given the wondrous Pip-BoyTM device that your ancestor found so useful in his long travels. With that and your trusty spear, you are almost ready.

The Elders hand you a strange metallic water-flask. Not at all like the hollow gourds your people use. The flask is inscribed with the divine number 13 and is dedicated to some deity named Vault-TekTM. The Elders explain that a passing trader sold the holy relic to them. This trader lives in Klamath, a town some days away. Your first step is to seek out this trader so that he may tell you where Vault 13 is. Then you must make the perilous journey to Vault 13 and demand the means of your people's salvation. You must get the GECKTM and return with it. Then, and only then, will the survival of your people be assured.

With grim resolve, you gird your possessions about you and cross the swaying rope-bridge that defends your village. You leave the hopeful farewells of your people behind. As you reach the far side of the bridge, many questions race through your head.

Will I find the vault? When I get there, will they give me what they denied my ancestor? Are there other Vaults that might help me? Who, or what, set up the Vaults in the first place? Is it possible that they're still out there? Watching, and waiting for some unknown event to show themselves? All of this runs through your head. As you turn your bare feet down the trail that leads away from the village, you wonder when, and if, you'll ever make it back. You wonder if you really are the Chosen One.

Hazard!
By Mutants - For Mutants
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