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
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
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.