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Gametitle-FOX.pngThe following is based on Fallout Extreme and is not canon.

Fallout Extreme was a canceled squad-based first and third person tactical video game planned for Xbox and PlayStation 2. It was in development by 14° East and would have been published by Interplay Entertainment. On November 22, 2000 the game proposal was presented to Interplay Entertainment, but was rejected and Fallout Extreme never materialized. Its existence was unknown until the design document was leaked online on January 27, 2010.[citation needed]


The game was in development for several months in 2000 but never had a concrete development team. All that is known is Brian Christian, the head of 14° East, was the lead producer, and Todd J. Camasta was the art director. It never proceeded past the conceptual phase, but would have used the Unreal Engine.


The game would have been able to be played in the first or third person perspective. The player would control a four person squad of specialized characters, and be able to switch the active member at any moment. The squad could consist of ordinary wastelanders, former Brotherhood of Steel members, super mutants, and even Native American and Mongol warriors.

Single and multiplayer modes were planned for the game, including squad campaign, deathmatch, capture the flag, assault, squad deathmatch, squad capture the flag, and squad assault.

It was not going to be just a shooter, but rather "a game of action, tactics, and strategies where moving into position, planning and falling back is just as essential as having the biggest guns." The world map was divided into territories, each of which had different layouts, populated by various enemies and different geographical strategic significance. One's strategy would come into play based not only on the tactics employed for a given mission; as the dynamics of each mission would be different based on whether the player entered the territory from the west, south, north, etc. For example: to get to a particular territory one could choose either to charge through an enemy stronghold or to sneak around through adjacent territories in order to flank the enemy.

Missions would also be interconnected and your choices would have consequences. For example: if the player destroyed a bridge in the territory of one mission, the enemy forces might be weakened in the next one because of a lack of reinforcements. Conquering and holding territories with productive towns would be essential for establishing and maintaining supply lines. If there was a supply camp nearby, the player's access to various kinds of weapons, ammunition, etc. would be constant and reliable. The player could even close off a territory, forcing enemy troops to pass through another territory where an ambush could be set up.

After completing a given mission, the player would move their squad to outlying camp areas, where new characters for the roster squad (max. 16) could be recruited and different members could be assigned to the active four person squad for the next missions. Members of the roster not on the active squad could be sent as scouts to adjacent territories or deployed into newly conquered territories to hold the fort. If a character died, they would clear space in the roster, allowing the player to recruit new members.

At any time during a mission, the player could switch and control any of their four squad members, each of whom had different perks and specialize in different weapons. In the meantime, the other characters could be issued various standing orders. However, characters also had personality traits that would determine how they would react under different stresses. Each character would gain experience points, which would allow them to increase combat skills or unlock perks.


It's unclear when exactly the game would have taken place, but "almost a century has passed" since the Great War according to the design document.

The Brotherhood of Steel, the "once silent organization," has been expanding and seizing more and more territory under their control. Their area of influence stretches as far as Alaska, where their new headquarters is now located. Their agenda "leaves little room for the survival of radiation or FEV outbreak victims." Local humans are either drafted into their ranks as cannon fodder or enslaved, and mutants are outright eradicated. They are whom the player would oppose during the first half of the game.

The player controls a squad of revolutionaries known as the Cause. Throughout the game, they would gain momentum, starting in Oregon, then north through Washington, Canada, and eventually reaching Alaska. Each reclaimed town would vow loyalty to The Cause.

However, after defeating them, the player would learn why the Brotherhood set out to Canada and Alaska in the first place. The Cause must now venture across the Bering Strait, through Russia, Mongolia and finally into China, in order to disarm the Doom's Day Missile that would obliterate what is left of the United States of America. The endgame would then take place within the Forbidden City, where the Chinese Emperor resides.


Chapter Name Description
Chapter One:

Pacific Northwest of America

Mount Hood Several settlements are located around the mountain. These would have been the origin of the Cause.
Fort Williamette Brotherhood stronghold
The Sound A location in the former state of Washington.
Issaquah Nation settlements
Vault 6 Located at Mount St. Helens, this shelter ran an experiment allowing small doses of radiation to be released into the Vault once a day. This resulted in the population turning into an aggressive pack of extremely irradiated feral ghouls.
Mount St. Helens A Brotherhood of Steel experimentation lab was set up here, alongside Vault 6 existing inside the mountain.
Seattle Underground
Capitol Hill, Seattle
Troll Warren This super mutant settlement city would eventually be taken over by the Cause.
Kodiak base
Montauk preserve The remains of a pre-War Native reserve belonging to the Montauk.
Chapter Two:

Bering Strait

Brotherhood North American Forward Operations Base
Libertyville (shanty town)
Alaskan Pipeline Underground BoS prisoner network
Brotherhood re-education camps Little is known about this location, except that it was located somewhere in the Bering Strait region. It is likely this is where the Brotherhood of Steel would take their prisoners for reconditioning after transporting them through the Alaskan Pipeline. The camps would eventually be destroyed by the Cause.
Satellite relay station Tango-Echo
Abandoned USAF nuclear silos These are a few of the many nuclear missile silos dotted across the remains of the United States of America, emptied of their payloads during the Great War.
The Great Convocation Inuit settlement
Anchorage, Alaska ruins
Aleutian research station The research station is located in the Bering Strait region.
Port Liberty
The Last Ranger station
Chapter Three:

Northeast Asia

Re-education Colony
Abandoned oil refineries These are a few of the many oil refineries dotted across the globe, long made useless with the consumption of all the world's oil.
Russian steppes villages
The Herd lands
Chapter Four:


The Little Red Cafe
Army of the Golden Tiger encampment One of the biggest settlements under control of the Army of the Golden Tiger in China.
The People's Nuclear Missile Silos 27 and 31 These are two of the many nuclear missile silos dotted across the remains of the China, emptied of their payloads during the Great War. It is possible that one would have been the launch site of the Doom's Day Missile.
The Emperor's Gardens
The Forbidden City


Brotherhood of Steel

Main article: Brotherhood of Steel

The "once silent organization" has been expanding and seizing more and more territory under their control. Their area of influence stretches from Fort Williamette in Oregon into Alaska, where the Brotherhood's new headquarters is now located. The Brotherhood's agenda "leaves little room for the survival of radiation or FEV outbreak victims." Local humans are either drafted into the Brotherhood's ranks as cannon fodder or enslaved, and mutants are outright eradicated. It is the Brotherhood that the player would oppose during the first half of the game.

Eventually, their iron-fisted rule would result in the revolutionary force known as The Cause to rise up and overthrow them about a century after the Great War. However, it would be revealed that the post-War Chinese Empire still threatened the former United States, that the Brotherhood had sought to stop. The Cause would manage to cross the Bering Strait and end the threat of the Chinese Empire.

The Cause

Player characters are all members of The Cause, a group of revolutionaries, fighting first against the oppressive regime of the Brotherhood of Steel, and then Imperial China. This gang arose from the settlements around Mount Hood. After initial success in Washington and Oregon, destroying a major Brotherhood fort and gaining recruits from surrounding communities, they proceeded north. They pushed through Canada and into Alaska, wiping out Brotherhood positions and locations all the while.[1]

Only after almost completely wiping out the organization do they learn the reason for the push north: Imperial China is constructing a Doom's Day Missile to completely destroy the remnants of the United States of America once and for all. The Brotherhood of Steel had been attempting to reach Beijing and destroy the missile before it can be completed.

The Cause adopts the Brotherhood's mission, and crosses the Bering Strait into the remains of the Soviet Union. They pass through Mongolia, fighting a group of raiders known as the Horde of Huns, and finally reach China. They defeat the Army of the Golden Tiger and New Imperial Guard, kill the Chinese Emperor, and ultimately destroy the nuclear missile.

Other factions


Initial squad members:


Behind the scenes

The game's design document is presently archived in the Brian Fargo Papers at The Strong National Museum of Play in Rochester, New York, limited to on-site researchers only.


See also


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