Tuesday, September 27, 2016

Andale's Dark Secret

Bethesda SoftworksAndale is a small town in the Capital Wasteland, with the residents hiding dark secrets behind a welcoming facade. The current inhabitants of Andale are all distant relatives of four families that were able to survive the Great War. When the player in Fallout 3 enters Andale, they are warmly greeted by warned by the town's residents, offering the place as a respite from the terrors of the Wasteland. One of the residents named Old Man Harris warns the player to keep away, but other, younger residents laugh it off as the ramblings of a crazy person. However, after entering the basement of the Smith household, the player comes across a stash of 'strange meat', which is revealed to be human flesh. After exiting the basement, the player is confronted by Andale's residents, attempting to kill (and presumably eat) them if they refuse to keep the town's secret. It is eventually uncovered that Andale has a history of heavy inbreeding, and a total rejection of outside society. For generations, the tradition of murdering and consuming outsiders has been passed down, making Andale one of the most sickening products of the post-apocalyptic world. Have you got any other creepy bits of Fallout lore to share with us? Do you recall being scared by any unscripted moments in the games? Lets us know below!

The Great War

Interplay EntertainmentThe nuclear wastelands that are seen in the Fallout series are all the result of the Great War, which occurred in 2077. What makes the Great War so terrifying, is how realistic the build-up and resulting aftermath are, especially when compared the tensions of our own world's Cold War. The Great War was primarily triggered by worldwide energy crisis, after fossil fuels began to run out in 2050. In the Fallout world, miniaturised electronics never took off, leading to huge, energy-inefficient technologies that required more power than our own. Despite the best attempts from the United Nations, many countries left the organisation, leading to it being fully disbanded. Following two decades of what was known as the Resource Wars, it escalated into the devastating Great War. Lasting just one day, it saw superpowers the United States, China and The Soviet Union all unleashing their nuclear missiles at once, resulting in the setting for the Fallout games.

The Tale Of Richard Moreau

Interplay EntertainmentOriginally a doctor of Vault 8, Richard Moreau would one day become one of the most hideous, powerful forces in the world of Fallout. After being exiled from his vault for murder, he came across a military base, where he accidentally fell into a vat of Forced Evolutionary Virus. Assumed dead by his companions, Moreau floated in the vats for weeks, transforming into a repulsive blob-like being. In his new form, Moreau was able to absorb people and other creatures that approached the base, and even merged with the facility's computers. After merging with countless biological beings, Moreau began to form the idea of a unified Wasteland, by forcing humans to become transformed into super mutants by the FEV virus. Eventually, Moreau became known by a different name: The Master. For years he led the super mutants on a campaign of terror, eventually defeated by the player-controlled Vault Dweller in the events of Fallout.

The Dunwich Building

Bethesda SoftworksWell known among players as possibly the scariest location in Fallout 3, the Dunwich Building is a terrifying place. Littered with audio logs recorded by the old world inhabitants, they reveal what it was like for the ordinary people at work, when the bombs began to fall. The audio tapes contain the sounds of the bomb actually exploding near the building, as well as the panic of the workers of Dunwich panicking. Finally, they depict the sounds of people being painfully transformed into the deadly feral ghouls that now patrol the area. As well as the haunting audio logs, the Dunwich Building hides some creepy secrets in its lower levels. One of the ghouls, named Jaime, appears to be summoning feral ghouls from a misty crack in a wall. Additionally, there are several references to Cthulu-esque mythology, in the form of frequent mentions of an 'Alhazred', and a bizarre altar of 'Ug-Qualtoth' located in the deepest under chambers of the building. The full mysteries behind the altar have never been uncovered, and whether it was involved in the especially aggressive transformations in the building is unknown.

Fawkes' Transformation

Bethesda SoftworksFawkes is one of the most trustworthy companions the player can have in Fallout 3, despite his monstrous appearance. As a super mutant that has retained his original cognitive abilities, Fawkes is an outcast in both societies. The player is able to rescue Fawkes from his containment in Vault 87, where his transformation originally took place. A series of audio holotapes that were cut from the finished game graphically depict the build-up to Fawke's mutation process: Sykes and Cossler dragged some unconscious guy from the dorms into the labs. I tried to ask what was going on, but they just glared at me.... After they left I snuck into the containment room, and... and I almost threw up. I don't even know how to describe it. It looked sort of human, but it was deformed... I could see some of its organs on the surface of its body like they were trying to push through.What the hell am I supposed to do now? Merrick and his team are obviously experimenting on people. Someone's got to put a stop to it. But how? There's nowhere to go and no one to tell. Shit, what am I gonna... Oh my god. They're coming... I... Tell my wife in Dorm E that I love her... I...While this is all terrifying stuff, the worst is the final holotape, which helps to add a more tragic element to the super mutants as a whole. Recorded as he begins to succumb to the super mutant virus, it reveals the once intelligent Fawkes as he struggles to maintain his higher brain functions: Stupid machine... how you work this thing... this thing is stupid! Smash it!

The Glow

Interplay EntertainmentThe West Tek Research Facility appears in the original Fallout, where it is colloquially referred to as the Glow. It earned its name thanks to the high levels of radiation in the surrounding area, following its destruction by a direct hit from a nuclear warhead. The Glow became legendary among the local residents, thanks to its various old world artefacts and technology. It was also the source of much of the airborne FEV virus in the air, leading to horrific mutations of local wildlife. By the time of the events in Fallout, the Glow has been assigned a dark use by the not-entirely-heroic Brotherhood of Steel. As the player finds out, joining the Brotherhood is a difficult process, and many people are unsuccessful in applying. The Brotherhood deals with these unwanted applicants by sending them on a 'special' quest to the Glow, resulting in the slow death of every single one, thanks to the huge amounts of radiation.

Origins Of The Marked Men

Bethesda SoftworksIn the Mojave Wasteland lies a desolate place known only as the Divide. Once the location of both a city and a missile base, the area was destroyed by the Great War, and the missiles never left their silos. Shortly before the events of Fallout: New Vegas, the Divide was the setting for a battle between two warring factions; Caesar's Legion and the New California Republic. However, the many missile underground are suddenly activated, causing them to detonate and create huge, devastating earthquakes. Both Legion and NCR troops were trapped together, by violent dust storms and deep ravines. The troops were flayed alive, while simultaneously exposed to large amounts of radiation. This transformed them into the Marked Men, terrifying skinless ghouls with a hatred for everything and everyone.

Doctor Borous' Experiments

Bethesda SoftworksDoctor Borous was one of the scientists located at the Big MT research facility, involved in some of the most immoral and unethical experiments that ever took place there. Although he was once an ordinary human scientist, he has since been turned into a 'think tank'; a brain in a jar, attached to a robot. It is revealed that Doctor Borous was bullied as a child, with his pet dog Gabe acting as his only true friend. However, once he began working at Big MT, he began to use Gabe in various, sickening experiments. Feeding his once beloved pet a cocktail of drugs including the aggression-inducing Psycho, Gabe never stopped loving his master despite the constant cruelty. When the player reaches Big MT, they can convince Borous to reflect on his past actions, and admit remorse for what he did to his faithful companion. Gabe is now a monstrously huge cyber dog, as a result of years of experimentation, and the player has the option put the poor hound out of its misery.

The Apostles Of The Holy Light

Bethesda SoftworksThe Apostles of the Holy Light is a religion that originates from Springfield in the Capital Wasteland. Similarly to Megaton's Children of Atom cult, the Apostles revere and worship radiation and its mutating effects. Believing that ghouls are the next stage in human evolution, the members actively use radiation in an attempt to mutate themselves. When the player comes across the Apostles of the Holy Light, they are repeatedly told about the wonders of becoming a ghoul. Frequent references are also made to the 'Sun of Atom' and 'Atom's Champion', who are both claimed to be members that have given themselves completely to the Eternal Light. However, upon meeting the ghoulified Apostle members, they are in a disturbing state. The Sun of Atom is the son of Mother Curie III, the leader of the Apostles. Transformed into a glowing ghoul, he isn't hostile to the player. However, he also seems to lack any sort of higher brain function, and appears to be in a state of distress. Similarly, Atom's Champion is not hostile, but also appear to lack any sort of intelligence. Upon attempting to communicate with him, the 'Champion' will eventually begin to have a violent fit, suggesting that giving oneself to the 'Eternal Light' might just have been a mistake.

The Ghost People

Bethesda SoftworksThe Ghost People are a mysterious, aggressive people that can be found in Sierra Madre. Known for attacking travellers and their suited appearance, the Ghost People are far more than just one-dimensional monsters. Behind the glowing eyes and filthy hazmat suits hides a dark origin story. Originally construction workers at the Big MT research facility, the Ghost People are a result of a toxic cloud that sweeps through the region. The corrosive gas cloud has permanently sealed their hazmat suits shut, condemning them to live forever inside the restrictive, claustrophobic outfits. The hazmat suits were also never hardy enough to withstand the toxic cloud in the first place, meaning that the Ghost People have also been constantly exposed over the years, to the point that they are now the only beings that can safely pass through it. Eerily, they are not known to eat or sleep, and they have a habit of dragging people into the gas cloud. It is unknown why they carry off their victims in this manner, as none have ever lived to tell the story.

Sunday, September 25, 2016

Nuka cola racipes


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Nuka-Cola Quantum Recipe
Two drops of Blue food Coloring
Two drops of Red food Coloring
One Foosh "Seriously Caffeinated" Mint
1/3rds Sprite
1/3rds Mountain Dew
1/3rds Squirt! soda

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Monday, February 29, 2016

The Love Of Two Sisters

Early in the game, many players may have stumbled upon the quest to give Diamond City radio personality Travis some confidence. This takes them to the Beantown Brewery, where a raider named Tower Tom can be found and killed. Hacking his terminal reveals that he had kidnapped a rival gang member named Lily, the little sister of the rival outfit’s leader, Red. Tom had been extorting food supplies from the other group, threatening harm on Red’s little sister if the food supply stopped. At some point, Tower Tom accidentally killed Lily, and hid her body in one of the vats in the brewery so no one would know. He began forging the notes to Red, hoping that the big sister would keep sending food supplies for as long as possible.
For many, the story ended there. However, if players stumble onto the Federal Ration Stockpile near the southeast corner of the commonwealth, they will find Red and her gang. Inside Red’s room is the letters that Tom sent, and Red’s terminal reveals a distraught big sister desperate to rescue her little sister. She is suspicious about a potential forgery in the letters, but doesn’t let that stop her search for her little sister. If the player has already killed Tower Tom, Red’s terminal reflect that the Beantown Brewery was cleared out, but there were no signs of her sister. She has sent her gang members throughout the commonwealth to look for her, absolutely refusing to give up.
The player knows that Lily has been dead for months, and it’s tragic to see Red had desperately continued a search that would never yield any fruit. Since she fights the player on sight, it’s safe to say that if she encounters the player, she dies never knowing what became of her sister. Perhaps it was for the better.
What do you think about the sad tales in Fallout 4, Ranters? Are there any you think deserved to be on the list?

The Separated Family

If players find their way to the The West Everett Estates, they’ll discover the remains of a formerly nice community that has been turned into a post-apocalyptic fortress, protected by walls of piled vehicles. The estate has long been under Super Mutant control, and the player can fight their way to a cellar shelter called The Backyard Bunker, which reveals a tragic story in its own.
A terminal in the bunker reveals a father named Wayne and his two children had been holed up in the shelter for months after the bombs dropped, but the father never gave up that his wife, who was in the city when the bombs fell, may still be alive. A series of terminal journal entries show that as the months went by, he still spends most his time thinking of her, and even had his kids try and make a cake on what would have been her 30th birthday. Eventually, the Estates compound is overrun by raiders, and the children recorded a holotape directed to their Mom during the commotion as their father attempts to tell them to run. The holotape is the last thing ever seen from the separated family. We assume the worst for all of them.

The Yangtze Chinese Submarine

Off the coast near southeast of the Shamrock Taphouse, a beached Chinese nuclear submarine called the Yangtze has spent the last 200 years sealed from the outside world. As it turns out, the Yangtze dispatched a nuclear payload at the start of the Great War, and is the entire reason behind the existence of The Glowing Sea. The submarine struck a mine on its way out, forcing it to seek refuge in the port of Boston. Due to the damage, the nuclear reactor of the submarine experienced a leak, turning the crew into feral ghouls – that is, except for one.
For the last 200 years, the ship’s captain, Zao, has been stuck in the submarine, stewing in guilt for his part in the nuclear apocalypse. Despite the fact that his crew have turned into feral ghouls, he is unwilling to escape because it means he would have to leave them alone to get parts, and he refuses to leave the remnants of the men he considers family, and can’t bear to put them out of their misery. Unable to cope with the tragic situation, he has spent 200 years in complete isolation, and asks The Wanderer to do what he doesn’t have the strength to do to his feral friends in order to get the submarine moving and return to a home he isn’t sure is even still standing.
Zao’s intact submarine uniform is a unique piece of clothing, and it seems many gamers are apt to kill the lone Chinese survivor after all of his years of suffering and guilt. While he followed orders that led to a nuclear apocalypse, we can’t help but feel bad for the guilt-ridden soldier who spent 200 years staring at the faces of the men he calls his family.

The Norwegian Shipmates

South of the Castle lies the Wreck of the FMS Northern Star, which hosts a crew different from any other characters inFallout 4. If the player boards the ship, a group of ghouls will begin to defend it – but they’ll be shouting Norwegian phrases at the player, unlike the rest of the game’s english-based characters. Translating their shouts actually reveals they’re saying things like “You shouldn’t be here!”, “Go away from our ship!”, and “Leave us alone!”. Though the game calls them raiders, it’s clear this isn’t the case.
As it turns out, the Norwegian crew look to have been trapped in the Boston port when the bombs fell. Unable to communicate with any of the english-speaking survivors, they have defended their ship from raiders and mirelurks for the last 200 years, which explains why they would open fire when the player jumps aboard. When any of the crew die, they say “Jeg kommer hjem”, which translate into “I’m coming home”. After 200 years, the poor crew were unable to see the ports of Norway or find out what happened to their families, and are destined to either stay on the ship forever, or be killed by The Wanderer.
The tip of the ship plays host to the Agility Bobblehead, so it’s likely most players will slaughter the luckless crew to get that sweet, sweet, stat boost.

The Runaway’s Story

South of Sanctuary lies a Ranger Cabin, left in shambles from the Great War but virtually untouched after that. On a mattress lies the skeleton of a long deceased girl, curled up near a suitcase with a dress and a holotape. Playing the tape reveals that the girl had gotten into a massive fight with her father after telling her parents that was she pregnant. Her father had told her that she should be ashamed and had to leave the house, and her mother sad nothing and simply cried- which she states hurt worse than anything else. She didn’t tell the baby’s father, a teenager named John, and opted to run away to the Ranger Cabin she had played in as a young girl.
It’s clear that when the bombs dropped, The Runaway Girl died feeling more alone than potentially anyone else in the commonwealth. She didn’t have enough faith to tell John he was to be father. Her parents had forced her out of her home. She died in a cabin in the woods, with an unborn child, and her story would remain completely unknown until the Wanderer simply happened to come on by.

Annika's locket

In the Chestnut Hillock Reservoir lies a tattered farmhouse with a flickering bug light, a dead brahmin, and a sad story on a terminal. It turns out that a man named Edwin had stumbled upon the house many years ago and was nearly killed by Annika, the women who lived there and had mistaken him for a raider. The pair fell in love, and lived happily well into their elder years. Annika passed on, and as Edwin’s journal entry makes clear, he struggled to find warmth in a world without her.
One day, a bloatfly swarm came close while he was fishing. He was able to get some shots off at them, but upset his boat in the process. Soon after, he realized that he has lost his locket with Annika’s photo in it, his last material possession that ties himself to her. Edwin is devastated at the loss of the locket, and plans to brave the radiation-filled waters to get it back. Refusing to abandon her memory, he went through with his plan and dove back into the lake in a desperate attempt to retrieve the locket. The Wanderer can dive underwater next to the boat and will find the locket, clutched firmly in the long-dead hands of Edwin. He died holding the last part of the world that reminded him of Annika, and in some small way, a tragic story had closure.