How exactly can one rebuild a town with the GECK?

Surf Solar

So Old I'm Losing Radiation Signs
Just asking... While reading this article here ( http://fallout.wikia.com/wiki/Garden_of_Eden_Creation_Kit ) it says the GECK contains a cold fusion plant for powering machines, lights etc... But, which machines? From where do those things come?

The GECK also contained various Seeds and a mechanism to make the ground harvestable again. Ok. Also it contained holodisks with Pre-War Knowledge, ok. But still I don't get how a pretty well developed community can evolve out of this? I can more imagine that the result will just be a slight bit more advanced town like modoc or something. Because - from where come the machines, which help the inhabitants creating buildings, weapons, new computers etc? I just fail to understand how a little device with a power supply, some seeds and a summary of knowledge can lead to such a powerful town like Vaul City f.e.

Just an example:

"The only known successful use of the GECK (though whether it can be attributed to the GECK alone is debatable) was the creation of Vault City by the former inhabitants of Vault 8. By combining their GECK's contents with power from Vault 8's fusion generator, the residents of Vault City were able to erect their settlement's first buildings. "


With what tools did they create those laser turrets? How did they buy new computers? Or even stuff like this advanced medicine. From what?
 
Surf Solar said:
Just asking... While reading this article here ( http://fallout.wikia.com/wiki/Garden_of_Eden_Creation_Kit ) it says the GECK contains a cold fusion plant for powering machines, lights etc... But, which machines? From where do those things come?

First of all GECK is just an McGuffin device, it exists only to create reason to start story and exists only to be chased.

It's basically case full of seeds of various crops that can survive in different conditions and instructions how to grow those. Basically starter kit for farm.
 
It also contained instructions for building shelters of an adobe like substand, much like those in shady sands. As well as basic survival, and included water purification system AKA water chip type decive. And lets not forget the all important pen light. Its not a magic box, it was meant to be used by trained vault inhabitants, with its instructions and supplies they could creat and sustain a community. The problem is seen with vault city, where they relied so heavily upon it and the vault they were strangling themselves with thier own isolationism. Everything in vault city was made using the tools from the vault. The all came equiped with construction and agricultural equipement (Going from the fallout manual) as well as the ability to manufacture things. The GECK was to be used in addition to what the vault had. Its function not being needed until the vault opened, and the vaults function eventually not being needed once the get got the ball rolling. However, with the exception of Vault city, no vaults were meant to sucessfully use thier GECK to repopulate the world. Vault city just showed that the crack pot idea did in fact work. Its probably why the enclave took the geck from Vault 13.
 
Doesn't it also contain something for creating clean water (basically what the whole of F3 was about)?

Yeah, like you said, i don't see it magically creating a Garden of Eden, or restarting human civilization by it's self. Maybe Vault-Tec didn't think the war was going to do as much destruction as it did?
Maybe it's intended to be used with the Vaults only, like Vault City, but it not as effective as planned.
 
The GECK is meant to be used in conjunction with a Vault, not on its own.

Just asking... While reading this article here ( http://falloutwiki.com/wiki/Garden_of_Eden_Creation_Kit ) it says the GECK contains a cold fusion plant for powering machines, lights etc... But, which machines? From where do those things come?

Manufactured within the Vault/converted from Vault equipment/placed in a disassembled state in the Vault's magazines.etc.

The GECK also contained various Seeds and a mechanism to make the ground harvestable again. Ok. Also it contained holodisks with Pre-War Knowledge, ok. But still I don't get how a pretty well developed community can evolve out of this? I can more imagine that the result will just be a slight bit more advanced town like modoc or something. Because - from where come the machines, which help the inhabitants creating buildings, weapons, new computers etc? I just fail to understand how a little device with a power supply, some seeds and a summary of knowledge can lead to such a powerful town like Vaul City f.e.

Because the Vault City had a fully functional Vault which served as the basis for creating the perfect post-nuclear settlement.

Basically:

GECK + Vault = Vault City
GECK = Fo1 Shady Sands

With what tools did they create those laser turrets?

Tools they had in the Vault.

How did they buy new computers?

They converted computers from the Vault for use in the city.

Or even stuff like this advanced medicine. From what?

The Vault's medical labs. They even include cloning vats for organs.
 
Ok I didn't think about the vaults machines..

Still some things are a bit suspicious for me, like how Arroyo looks at the end of FO2 with the GECK etc
 
Radiated Heinz said:
Tagaziel said:
GECK + Vault = Vault City
GECK = Fo1 Shady Sands

If you think on what the NCR became, the GECK did a pretty good job by itself.

but thats because of the leaders

The vault city leaders were closed mind and douche, like Lynette (didnt you see her posts)
 
Argonnot said:
New Arroyo was built near vault 13, not where the old arroyo was.

Check the end of Fallout 2 again.
It states that the Vault Dwellers from Vault 13 found themselves many kilometers/miles/whatever away from the Vault.
It was one of the reasons why they joined up with the Arroyo Tribe.
 
Yes but I doubt they would go all the way back to Arroyo. And why would they use the Geck near san fran? They would have had to have serious backing in order to make what they showed in the ending, either brotherhood or ncr or something.
 
It was never said that they were back at Arroyo, both the Vault 13 and Arroyo tribe was displaced so they started over together.

Perhaps they bough technology, material and equipment from other settlements.

They could also take apart that tanker.
 
I suspect that all Vaults were designed and outfitted by Vault-Tec with the potential to form the nucleus of a postnuclear community (a la Vault City), but the tweaks introduced by the Enclave as part of the Experiment likely rendered several Vaults incapable of sustaining such a community.

Even so, a tweaked Vault combined with a functional G.E.C.K. would probably be able to do decently for itself, though the one with the panther may not have had much of a chance. ;)

As for the Vault 13 community, it's at least plausible (exact likelihood is open to your interpretation) that the Arroyo settlement was refounded. We know that the Vault Dwellers couldn't go back into the Vault because the Chosen One sold their former home to NCR while they were kidnapped (oops), and Arroyo is near the coast. It's conceivable that the Chosen One dropped off his people on the Arroyo coast before taking the Tanker back to San Fran. Or something.

I always thought it was terribly disappointing that even after rescuing your tribe and blowing up Enclave, nothing changed at the Destroyed Arroyo map or in Navarro (or anywhere else, really, except Vault City and New Reno). If I could find a modder willing to collaborate on the project, I'd love to write an expansion project full of changes and material for the post-Enclave game.
 
Well theres no reason for them to go back to arroyo, its a destroyed settlement plagued by draught, everything there that was a reason to stay was destroyed by the enclave, if anything, the remains of navaro would be where i would start a settlement, its defenceble, set up, has lots of space, and you already killed all the murderous bastards inside that weren't named cookie.
 
No reason? That village was founded by the Vault Dweller. That alone gives it value in the eyes of the villagers.

Also, the Temple of Trials would be worth going back to, as it is a temple to the Vault Dweller (and the Chosen One probably got his own shrine there after he busted his ass to save everyone). Building that thing must have been a pain and a half in the ass.

Sure, those are just silly cultural reasons, but mountains have been moved for less.
 
Yes, he may have founded it, but he left it as well. I would understand them going back there say if his body was there, but it isn't. The temple of trials is just an unfinished shelter complex that was modified before the group went totaly tribal as a way to see if thier children were prepaired for survival in the wastes. I doubt they would much care to go back to the spot where thier friends and family were murdered in cold blood before thier very eyes.
 
First off, we don't know what, exactly, the Temple of Trials used to be, or if it existed at all before the War. All we know is that it was humongously sacred to the people of Arroyo, as it held the Vault Dweller's jumpsuit and PIP-Boy. Only three Arroyo residents are known to have passed through the Temple, so its function was not necessarily as unremarkable as you suggest.

Remember the introductory narration concerning Arroyo: "It is home. It is your home." Regardless of how badly busted up it was by the Enclave, it's tough to change your roots. Native populations all over the world tend to cling pretty tenaciously to their ancestral homes. We Americans should know, considering how many tribes we had to beat halfway to hell before they'd let us evict them. No matter who you are, it's not easy to abandon the land in which you were born, the land you worked your whole life, the land in which you buried your ancestors.

I'm not saying the tribe had to have returned to Arroyo by any means. All I'm saying is that it's plausible that they could have; reasons can be cited for why they would or would not have done so. Regardless, neither position can be definitive.

I will say, though, that for game design purposes, if I were to create a postgame settlement for the Arroyo natives+Vault 13 refugees, the Arroyo map location would be the one I'd use. It would give the player satisfaction to see the fruit of his/her labor no matter where the new town was placed, but somehow I really like the idea of seeing the Arroyo maps transformed completely with shiny new Vault 15 or Vault City-style architecture.
 
I do believe that the fallout bible said on the matter of the temple of trials, that it was an unfinished fallout shelter before the former members of vault 13 modified it. I would also think marking across hundreds of miles of hostile radioactive deserts would be something of a deterent, also given that the area is heavily patrolled by the remnants of the masters army, deathclaws, and remnants of the enclave whome would be none to happy to see you.
 
The ending mentions that the V13 citizens use their knowlage of tech to help the tribals. With both the Enclave and Deathclaws gone, why not just go back to V13? Even luddites like the Elder would see the logic of at least stripping V13 for equipment, even if they didn't want to live there. You could have worse neigbours than NCR.
 
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