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This page contains transcripts of the Fallout 3 Official Game Guide Game of the Year Edition faction profiles.

Fallout 3 Factions[]

The Enclave[]

Fallout 3 Official Game Guide Game of the Year Edition p. 41

Transcript

In the recent past, the Enclave—the remains of the United States government—were evacuated to an oil rig off the coast of California. Little is known about what happened to these forces, although the country has a new commander-in-chief: President John Henry Eden. However, recent reports and chatter have pinpointed the resurgence of the Enclave, with their base centered on a secure underground facility known as Raven Rock. Initial contact was made there 35 years ago.

During this time, the new President Eden has been slowly rebuilding his resources, thanks in part to the technology already available at the Raven Rock military base. Vertibirds, weapons, and robots were easy to construct, but human followers were more difficult to find. The answer was to rely on Colonel Autumn, who controls the Enclave soldier forces, as well as creating a propaganda-spewing series of Eyebots sent to roam the Wasteland, spreading hope. Eden could spout his pro-government rhetoric, and promise a return of the pre-war America of legend: a land of white picket fences, baseball, apple pie, and good, old-fashioned American global supremacy.

President Eden's secretive plan all along has been to rule over an America of the "pure," free from any mutation. He has learned of a ridiculously ambitious experiment known as Project Purity, and knew the time to strike had come: His Enclave forces would "reclaim" the Jefferson Memorial. By controlling the purified water, Eden would control the Capital Wasteland, and the rest of the country eventually. What better way to administer modified F.E.V.- which kills anyone infected with any form of mutation-than through the water supply?

The Brotherhood of Steel[]

Fallout 3 Official Game Guide Game of the Year Edition p. 41

Transcript

The Brotherhood of Steel is a neo-knightly order that rose from the ashes of the American military of the West Coast in the years following the devastation of 2077. The organization's tenets include the eradication of mutants and worship of technology, and the Brotherhood has never been very keen on sharing their resources with their fellow Wastelanders (who they generally consider too ignorant and irresponsible to deserve such advanced technology).

The Brotherhood is generally beneficial to humanity, but they have their faults: They don't care for mutants; they worship technology (and in many cases put it above human life); and they don't like to share their choicest technological discoveries, despite the obvious benefits their technology could bring to the Wasteland. It's commonly accepted within the Brotherhood that people of the Wasteland are not responsible enough to use (and maintain) all of the technology the B.O.S. has at their disposal. They are known for trading some of their technologies with frontier communities and N.C.R. states, but they keep the more sensitive technologies to themselves.

Unlike the chivalrous knights of old, members of the Brotherhood are not interested in justice for the obviously weaker and less fortunate around them, but instead in keeping their secrecy and preserving and developing technology. Their motives are often unclear, and Brotherhood members are not people to be trifled with. The east coast contingent of the Brotherhood has "gone native" under the leadership of Elder Owyn Lyons. Lyons believes he has a responsibility to protect the people of the Capital Wasteland from the Super Mutant threat. His knights have forgone the mission to recover new technology, and instead acts as a kind of security force. Lyons runs operations from a stronghold christened the Citadel, a heavily defended structure built from the ruins of an ancient building known as "the Pentagon."

Talon Company Mercenaries[]

Fallout 3 Official Game Guide Game of the Year Edition p. 41

Transcript

The Talon Company is the largest of the mercenary groups in the Wasteland. They can be found almost anywhere. They put cash and loot ahead of almost anything, and will attack most groups on sight in the hopes of taking their stuff. Currently an unknown benefactor has hired the Talon Company to hunt down do-gooders. The reasons for this are unknown, but the effect is to keep the Wasteland a lawless place where the guys with the biggest guns make the rules. The Talon Company frequently has the biggest guns.

Brotherhood Outcasts[]

Fallout 3 Official Game Guide Game of the Year Edition p. 41-42

Transcript

The Brotherhood Outcasts are a contingent of Brotherhood of Steel soldiers who split from Elder Lyons' group at the Citadel (stealing technology and weapons in the process). The reason for the split? They felt like Elder Lyons had "gone native," and concerned himself too much with the need of the locals. Yes, he was supposed to discover the breeding ground of the Super Mutants, but not to the exclusion of the original, "greater" mission—the acquisition of technology. In their eyes, Lyons is a joke, possibly even a traitor. He hasn't even bothered to get his giant robot working, let alone continue the search for technology.

In their eyes, they are the true Brotherhood of Steel, carrying on the mission of the main West Coast contingent. They proudly wear the name "Outcast"; anything to further dissociation them from Lyons. It's also important to note that the Brotherhood's concentration on acquiring advanced technology means they have their obsessions—including the procurement of alien weapons from anywhere in the Capital Wasteland, including possible crashed U.F.O. and pre-war government installations.

Vault Dwellers[]

Fallout 3 Official Game Guide Game of the Year Edition p. 42

Transcript

Vault 101 was actually part of an unscrupulous social experiment. All of the other Vaults were intended to be opened at one point or another when the "all clear" signal was sent from Vault-Tec or the appropriate regulatory agency, and this indeed, did transpire, with almost universally horrific results. But Vault 101's secret plans were different: The doors were never scheduled to open. Ever. In fact, the Vault was supplied with just the type of equipment it would need to keep functioning indefinitely-like spare parts for the water processor. But this was just the beginning:

The true experiment was even more devious and cunning. Although Vault 101 was about testing the human condition when a Vault never opened, this was only the first part of the plan. The "actual" experiment went far beyond that, and a select few knew the true nature; that this was to test the role of the Overseer. While the Overseer was able to interact (and even visit) the outside world via radio transmissions, and a secret tunnel from his sealed office, the rest of the inhabitants faced a much more dismal future: As far as they knew, Vault 101 was never sent an "all clear" signal, and faked radio transmissions described a nuclear-ravaged world gone mad, with absolutely no hope of existence outside of a Vault. The radio transmissions were actually recorded before the bombs even fell, and in many cases described a world even more horrible than the reality of the nuclear wasteland. The Vault 101 Overseer, like his counterparts in the other Vaults, was actually a planted Vault-Tec operative whose job it was to control the experiment from the inside.

Aside from keeping up this ruse, the Overseer's other important role was to reinforce to the dwellers of Vault 101 that the outside world would never be habitable again, and that their only salvation was in the Vault. The Overseer prevented anyone from leaving the Vault, and made sure the Vault dwellers received their regular "transmission" from the outside world. People entered Vault 101 in 2077, just before the bombs fell.

The Overseer died of natural causes 50 years later (in 2127), at the age of 84, after grooming a subordinate to continue the clandestine plan. The new Overseer led his people according to the same isolationist doctrine preached by his predecessor, but also attempted to garner as many senior Vault Dwellers to become complicit in this plan as possible. By 2277, the descendants of the Overseer had an entire generation of Vault Dwellers who were playing along with this plan, keeping the secrets from their children.

The Overseer and his cronies continued to receive periodic information from the outside world, while those not in the know were told that things had gotten so bad that whoever was sending transmissions was no longer able to do so; reinforcing the thought that leaving the Vault was sheer suicide. The final piece of this grand experiment only truly began when the Vault Dwellers living in blissful ignorance finally realized the world outside could be accessed, and there was a possibility of life above ground. The experiment only really commenced when the Vault 101 door first opened, and a young dweller fled into the light.

Raiders[]

Fallout 3 Official Game Guide Game of the Year Edition p. 42

Transcript

Chaos and anarchy. Or if you prefer, anarchy and chaos. Raiders revel in both. Numerous Raider groups dot the wasteland. Most are no more than a handful of people scraping out a living by preying on anything weaker than them. They have no driving purpose or goal, other than to live to see tomorrow and raise as much hell as possible today.

The largest known band of Raiders has set up a crude city in Evergreen Mills. This well-defended canyon gives them a base of operations. Rumor has it they trade with Slavers, selling their captives for cash.

Super Mutants[]

Fallout 3 Official Game Guide Game of the Year Edition p. 42

Transcript

The Super Mutants that infest the urban ruin of Washington D.C. originated in Vault 87. Those unlucky enough to have reserved space in Vault 87 soon found themselves forcefully taken to a secure part of the vault, where they were locked in airtight chambers and exposed to a concentrated form of the F.E.V. The Overseer and his security force had no real idea what to expect; they were simply following the "plan." When the exposed vault dwellers started transforming into Super Mutants, nearly the entire vault population had been exposed. Those who hadn't yet metamorphosed knew what was coming, and, well...it didn't end well for humanity.

The dwellers of Vault 87 were turned into Super Mutants in 2078, and have been a presence in the Capital Wasteland ever since. Most of those original Super Mutants have long since been killed. But whether it's because of the nature of the F.E.V. they were exposed to, or a simple underlying human instinct, the Super Mutants of the Capital Wasteland are obsessed with the preservation of their own species. Super Mutants are asexual and incapable of procreation, so their only way of reproducing is to kidnap other humans, drag them back to the Vault 87 chambers, and infect them with F.E.V. And so they have done, for nearly 200 years.

Super Mutant society is loosely hierarchical, with the weaker (most recently transformed) Super Mutants generally giving way to the stronger. The Super Mutant hierarchy, as defined by the Capital Wasteland contingent of the Brotherhood of Steel, is as follows: Grunt, Brute, Master, and Behemoth. Generally speaking, the Super Mutants of the Capital Wasteland get bigger, stronger, and dumber as they age. The Behemoths are so strong and savage that they’re the only thing feared by the other Super Mutants.

Reilly's Rangers[]

Fallout 3 Official Game Guide Game of the Year Edition p. 42

Transcript

Reilly grew up in the ruins of Washington D.C. not even knowing what happened to her parents. When she was only 10, she encountered a man who had formal military training and took her in. Throughout the years, as she grew from a girl to a woman, this man taught her everything there was to know about combat, tactics, and survival. Finally, when she was 22, he died of natural causes. To honor him, Reilly bravely carried his body all the way to Arlington Cemetery, where she interred his body and gave him the best military burial she could provide.

After that, she wandered the Wasteland, doing odd mercenary-related jobs, and building up a reputation as a tried and true soldier who gets the job done. When she was 26, she founded Reilly's Rangers and undertook the biggest mission of her carrier: mapping all of the ruins of Washington D.C. It's unknown if Reilly undertook this mission of her own accord or was hired to do so, but she attacked this task with everything in her arsenal. Taking several other mercenaries with her, she formed "Reilly's Rangers" and set out to accomplish this dangerous feat.

Wastelanders[]

Fallout 3 Official Game Guide Game of the Year Edition p. 42

Transcript

Wastelander is a catch-all term for anyone living in the Wasteland who is not affiliated with some other group. Most are not aggressive but will defend themselves if attacked. When that happens, they usually die. Quickly.

Slavers[]

Fallout 3 Official Game Guide Game of the Year Edition p. 42-43

Transcript

The Slavers of the Capital Wasteland are headquartered at the compound of Paradise Falls and led by the charismatic and ruthless Eulogy Jones. Slavery has nothing to do with race, and everything to do with the subjugation of the weak for profit. The Slavers have a pretty limited clientele, and sell mostly to their return customers, the Raiders. Other customers are residents of the Wasteland, including Allistair Tenpenny, creator of Tenpenny Tower.

Slaves (Abolitionists)[]

Fallout 3 Official Game Guide Game of the Year Edition p. 43

Transcript

Slaves are not so much a faction as a collections of victims. No one is safe from slavery in the Wasteland. If you are weak or venerable, you may be taken as a slave.

There is a band of abolitionist slaves deep in the Wasteland. They are all escaped slaves, seeking to end slavery for all time. You can learn more about them in Miscellaneous Quest: Head of State.

Underworld Ghouls (Non Feral)[]

Fallout 3 Official Game Guide Game of the Year Edition p. 43

Transcript

The Underworld Ghouls are a group of refugees who have taken up residence in the remains in the Museum of American History. They mostly keep to themselves, doing their best not to draw attention from the outside world and its prejudices. They are known to welcome visitors, so long as those visitors behave themselves. But even as they welcome newcomers, the Ghouls of Underworld are cautious and wary of strangers. Each was subject to abuses by humans in the past, and as a result, their trust is easily revoked.

Chinese Remnant Army[]

Fallout 3 Official Game Guide Game of the Year Edition p. 43

Transcript

The Chinese Remnant faction is just that: the last, scattered remnants of Chinese military operations in the United States. These spies, intelligence agents, and special-ops soldiers were abandoned on foreign soil and have been kept alive these long years as irradiated Ghouls. There numbers are extremely few, and you are unlikely to encounter them in any numbers unless you should stumble across their cover operation from years ago, somewhere in the bowels of D.C....

The Family[]

Fallout 3 Official Game Guide Game of the Year Edition p. 43

Transcript

The Family is a group of cannibals who have banded together thanks to the efforts of Vance, their leader. Living under the ruins of Meresti Trainyard, the group keeps out of public view, staying away from larger towns and settlements and only surfacing to feed. Realizing that the cannibal is both feared and hated even in the lawless Wasteland, Vance has decided to teach his people the way of the vampire as he interprets it from classic literature. He's convinced most of the Family that they are indeed true vampires, teaching them to drink the blood of their prey and not to feed upon the their flesh. Vance believes this gives them a sense of belonging and purpose in a world that doesn't understand their unusual trait. Although the Family may truly believe they are like the vampires in traditional works of fiction, they retain no abilities or "powers" that distinguish them from any other cannibal in the Capital Wasteland.

The Regulators[]

Fallout 3 Official Game Guide Game of the Year Edition p. 43

Transcript

The regulators are a relatively new group in the Capital Wasteland, having appeared only in the last 10 years or so. They take it upon themselves to punish troublemakers and do their best to keep a semblance of peace wherever they are.

Littlehorn and Associates[]

Fallout 3 Official Game Guide Game of the Year Edition p. 43

Transcript

Almost nothing is known about the mysterious Littlehorn and Associates. They occasionally employ individuals who they feel suit their ends, although neither Daniel Littlehorn nor his glass-eyed associates will divulge anything about what those ends actually are.

Operation: Anchorage Factions[]

Chinese Army (Simulated)U.S. Army (Simulated)[]

Fallout 3 Official Game Guide Game of the Year Edition p. 43

Transcript

With conditions deteriorating between the United States and China, a military presence in Alaska was established to prevent a possible invasion across the Bering Strait. With increasingly scarce oil reserves, a last deep-sea deposit below the Pacific Ocean was claimed by China before allegedly being sabotaged by American special operatives. Strained relationships spiraled downward into conflict as China marched on Alaska, and the Sino-American War of 2066—2077 erupted. Under the command of General Jingwei, the Chinese Army usurped control of Alaska's oil pipeline and reserves. In response, the Americans began what came to be called "The Alaskan Reclamation Operation" (2067—2077).

Under the leadership of General Constantine Chase, the U.S. Army battled fiercely to the front lines of the conflict before Chase began deploying specialized Power Armor units that began pushing the Chinese back. Future Power Armor suits were further refined as the conflict dragged on, and the Trans-Alaska PipelineIn-game spelling, punctuation and/or grammar was reclaimed. With resources flowing through Canada, strained diplomatic tensions between Canada and the United States becoming problematic, and Canadian forces attacking the pipeline, the country was annexed.

A combination of inclement weather, constant American bombardment and trench warfare, and U.S. Powered Armor unit attacks sweeping through mainline China, the Chinese supply lines weakened and finally broke down completely. By the beginning of 2077, the city of Anchorage was finally liberated, the Chinese eradicated, and the operation deemed a success. A commemorative memorial was erected in Washington, D.C., in honor of the soldiers who fought and perished for the greater American good. Violence between America and pockets of Canadian freedom fighters continued throughout 2077, until the Great War obliterated almost all infrastructure, commerce, and human life.

The Pitt Factions[]

Pitt Raiders, Pitt Slaves, Trogs, and Wildmen[]

Fallout 3 Official Game Guide Game of the Year Edition p. 43-44

Transcript

Following the Great War, survivors established a settlement on the remains of a city at the confluence of rivers. The rivers seem to provide a clear resource, and enough of the city was cleared by the bombs that a new settlement could be established. However, radioactive material and unidentified mutagens mixed into the groundwater, causing it to become slightly mutagenic and highly carcinogenic. As a result, the people in the new settlement began to change ever so slightly.

The changes were subtle, not nearly to the degree of the Super Mutants or the various Wasteland creatures, but over the next 140 years, it became undeniable that something was affecting the people of The Pitt. Starting from the first few years, children were often born with strange growths or extra vestigial limbs. The mutations never went far beyond the occasional hunchback or cleft palate, but it wasn't long before the vast majority of the residents of The Pitt developed some sort of physical deformity in their lifetimes. Although many children were born "clean," the older they got, the more likely that a problem would develop.

The most disturbing change that the environment caused was not nearly as noticeable as the physical deformities. The infected water and poisoned sky began to cause neurological damage to those exposed to it. People became more hostile, violent, and short-tempered; they became known as "Wildmen." Their emotions became out of control, and their actions often teetered on primal. In severe cases, mutated humans devolved into hunched, savage beasts nicknamed "Trogs." Over the first 50 years, The Pitt quickly degenerated into a dangerous den of murderers and rapists; even cannibalism was not uncommon. The only loyalty was in strength, and the only organization was between those who were strong enough to control others and those who were controlled.

Rumors of the horrors of The Pitt spread throughout the Wasteland, and all travelers knew to avoid it at all costs. However, The Pitt became one of the most self-sufficient communities in the Wastes. Granted, their self-sufficiency relied on the citizens occasionally eating one another, but they functioned without trade or export.

In 2042, Star Paladin Lyons of the Brotherhood of Steel led the Scourge, a large-scale military action that wiped out nearly the entire population of The Pitt. In a single night, the Brotherhood swept through the city, eliminating any resident who put up a fight. Although the intent of the Scourge remains unclear, several unmutated children were taken from The Pitt by the Brotherhood and placed into initiate training. The motivations for the Scourge are unclear to this day, but many in the Brotherhood note that it was a marked change in the way the Brotherhood operates. Additionally, it is known that something was recovered from The Pitt during the Scourge, although to date it would seem that only Elder Lyons knows what it was.

It is said that a Brotherhood of Steel Paladin from the Scourge stayed on in The Pitt, seeking to bring law and order to the unwashed masses and creating an underclass of Pitt Slaves in the process, guarded by Pitt Raiders under his personal command. However, in the decades following the events of the Scourge, nobody has heard anything from The Pitt. Travelers who have gone to investigate have not returned, and no survivors have emerged.

Broken Steel Factions[]

Bandits[]

Fallout 3 Official Game Guide Game of the Year Edition p. 44

Transcript

Lead by an informally chosen leader named Split Jack, Bandits are roving bands of mercenaries that prey on Water Caravans for sustenance and profit. Wastelanders, Talon Company Mercenaries, and even Raiders and Ghouls are welcome to join the group, as long as a few ground rules are adhered to. To separate themselves from the other scum prowling the Wasteland, Split Jack has instilled a policy of "metal," by which every Bandit must wear distinctive Metal Armor and appropriate Metal Helmet headgear. This allows other Bandits to recognize each other in the heat of battle, and victims know who to fear. This sense of foresight also extends to Split Jack's Cap-collecting schemes. He's brought in a new era of fiscal responsibility, with Bandits realizing they can make more money with the threat of continuous violence than by killing alone. This simple extortion is a relatively new idea in the Wasteland, as survivors previously tend to gather what they could, as quickly as possible. Split jack is also running what President Eden might call a "Dueling Democracy," with the power able to leave his hands at any moment if a challenger has the mettle (and Metal) to face him in one-on-one combat.

Enclave Sigma[]

Fallout 3 Official Game Guide Game of the Year Edition p. 44:

Transcript

After the destruction of Raven Rock, the Enclave performed a mixture of tactical retreat and all-out flight, and their grip on the Capital Wasteland loosened severely. Now contending with malcontented soldiers, the remains of Enclave Camps dotted throughout the Wasteland with little or no contact or on-going tactical orders, and a lack of new recruits, the Enclave may be a doomed force. However, a small influx of specially trained fighters is seeking to fill the gap left by the Brotherhood of Steel's advances. Posted to previously unknown and highly secretive locations outside of the Capital Wasteland, only the most veteran of Enclave forces trained in multiple forms of combat earn the right to call themselves Sigma. These six-person squads feature a leader clad in Hellfire Armor and carrying an Incinerator, and each man in has seen numerous combat sorties and lived to tell about them. Sigma Squads are posted around locations deemed by Enclave high command as "imperative" to the salvation of the cause, so whenever you encounter Sigma Squads, you know something vital to the Enclave is close by.

Ghoul Guard[]

Fallout 3 Official Game Guide Game of the Year Edition p. 44

Transcript

Ghoul Guards are non-feral, Underworld inhabitants pressed into service by Griffon, an entrepreneur working from the rotunda inside the Museum of History. They were lured with the promise of ailment cures thanks to Griffon's fabled "Aqua Cura." Griffon then sets about weeding the Punga from the plant, and reveals the true "essence" of Aqua Cura itself: that the liquid is nothing more than Dirty Water, rebottled in Aqua Cura containers. Not only are the Guards sworn to secrecy, but they are paid for their services and shut mouths. Guard responsibilities include off-loading shipments of Aqua Pura that Griffon has "obtained," siphoning the pure water into bathtubs so it can be sold to Raiders, Mercenaries, Outcasts, and other Factions not part of the Brotherhood's survival plan, and rebottling Aqua Cura to keep Griffon in supplies. Griffon is even flexible enough to allow his Guards to take as many Aqua Cura as they need, knowing full well that a sales patter is important to shift this dubious commodity.

Point Lookout Factions[]

Smugglers[]

Fallout 3 Official Game Guide Game of the Year Edition p. 44

Transcript

Riddling the southwest coast, boardwalk of Point Lookout, and the main road out of town toward the Cathedral, as well as the cliffs to the east, roving bands of smugglers occupy much of the area, moving in to plunder the area of its natural resources, or slaying those who venture into their camps. They carry a wide variety of equipment, and seem to have a reasonably stable social order, although they have been known to execute their own from a plank high above the cliffs overlooking the Herzog Mine. Ruthless, unrepentant, and well-armed, they cannot be reasoned with, and must be fought.

Swampfolk[]

Fallout 3 Official Game Guide Game of the Year Edition p. 44-45

Transcript

Although Point Lookout did not suffer a direct hit during the Great War, the radioactive fallout can be seen in the indigenous population that have slowly devolved over the decades, and now sport the "Point Lookout look." Sporting sinewy, pockmarked bodies oozing with strength and pus, the Swampfolk are a violent and stupid bunch, and they don't take well to strangers. They have a rudimentary belief system, and mark their territory (which is everywhere north and west of Point Lookout Township) with fetishes: straw dolls hanging from trees and bone totems. Anthropologists have speculated the Swampfolk have a belief in the occult, and some postulate they pray to a hitherto unknown entity named Ug-Qualtoth. Frighteningly strong, and ferociously territorial, they are among the most dangerous adversaries you may face.

Tribals[]

Fallout 3 Official Game Guide Game of the Year Edition p. 45

Transcript

These cultists firmly believe in the power of the Punga plant, and worship it when not trading it with outside forces such as Tobar the Ferryman. Tribals wish to concentrate on leaving their mortal bodies to travel into the astral plane, and Jackson, the leader of the Tribals, has traveled farther than most. Normally peace-loving, the Tribals have recently begun to assault the old Calvert Mansion, apparently under orders from Jackson himself. However, he's not the one pulling the strings. Aside from attacks on the Mansion, Tribals are mainly confined to the Ark & Dove Cathedral, where they grow Refined Punga Plants and seek enlightenment through the power of the Punga.

Mothership Zeta Factions[]

Aliens[]

Fallout 3 Official Game Guide Game of the Year Edition p. 45

Transcript

Once thought to be covered up by a government conspiracy and believed only by "crackpot" groups such as the Quaere Verum, evidence of extraterrestrial life can be traced back throughout human history, but became nationally recognized after the mysterious disappearance of the Clarabella 7 space pod during the 1960s Space Race. It is said that Alien technology was the basis of many of the Enclave's more exotic and impressive weaponry and robotics, and even toy manufacturers such as Wilson Automatoys weren't immune to these accusations. Recently, after the discovery of an Alien body in Fort Bannister, the shocking truth was revealed. The Aliens are not only real and alive, but they're back. And they're pissed.

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