|The following is based on information from Van Buren design documents and is not canon.|
Aside from the extremely poor conditions the slaves of the Reservation must endure, the area with which the humans must breathe in is filled with toxic fumes and soot. Rarely does a slave live longer than a couple of years (Fred being the freakish exception). The ghouls are particularly unconcerned since the fumes do not affect them and human slaves are easily replaceable.
However, the player can find out from Fred about the misery the slaves go through and when a few die, it puts a huge burden on the surviving slaves until the dead ones are replaced. Production goes down, to put it coldly. So, the player may speak with the shop foreman, Milt. If the player explains to Milt that putting in an air filtration system might lessen the frequent deaths of the slaves, then the shops would not frequently fall behind and they could even save money and resources not having to buy and train new slaves. Milt is reasonable when it comes to business sense, sort of, and will give the PC the go ahead to try and find a way to get the filtration working. Evidently, there are air vents in each workshop which lead to a central fan unit that is located in the armor smithing facility, buried under piles of coal.
If the player is feeling ambitious, he can use a shovel on the pile and clear out the area around the fan motor. Next, he can tinker with it to get it running again. The fan runs power from the facility itself, so power is not an issue. With a Mechanic skill > 60, the player can get the fan working again and the bad air will be sucked out and run through a filtration system somewhere inaccessible. In other words, it'll work and the player will not have to figure out why or how it works.
Character type completion breakdown
- Combat Boy, Stealth Boy, Science Boy – If he's got the skills, then he's in. If not, then get bent.
- Diplomacy Boy – If Dip-boy here does not have either skill, then he's a sad dip.