The Hub is a major location in Fallout. It can be found one square east and thirteen squares south of Vault 13. It's also four squares south of Junktown.
Layout[]
The Hub is divided into five districts and two outside sections.
Hub entrance | ||||
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Heights | ← | Hub Downtown | → | Old Town |
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Irwin's farm | Water Merchants | Deathclaw's lair |
Hub entrance[]
Fundamentally, the entrance of the Hub serves as both a landing and a jumping-off point for the countless caravans that crisscross the wastes. At any time, several caravans will be loading or offloading goods, typically accompanied by a retinue of heavily-armed mercenary guards. Apart from the staging areas for the caravans, much of this outskirts area is given over to agriculture, under the protection of the Hub police.
Downtown[]
The busiest section of the Hub, Hub Downtown is second only to the entrance in terms of foot traffic, the entrance only busier due to caravans. Downtown is host to most of the city services, including the Hub police station and library, as well as a number of commercial interests: both the Far Go Traders and Crimson Caravan hold offices in downtown, as does the Friendly Lending Company, as well as a few arms merchants. One colorful character in downtown is Iguana Bob Frazier, proprietor of a lucrative iguana-on-a-stick stand. The Maltese Falcon, the local bar and flophouse, rounds out the area. The occasional homeless or drifter, such as Irwin, can also often be found here.
Old Town[]
The enigmatic section of town, Old Town is a combination residential and commercial district. Several important characters, including Harold and Loxley, can be found in Old Town, along with a handful of arms merchants and miscellaneous Hub residents. Despite its unassuming appearance, however, a great deal of danger can be found in Old Town by the adventurous or unwary, and several miscellaneous quests have their roots here.
Water Merchants[]
One of the most vital sections of the Hub, yet home to one of the most unscrupulous commercial entities in California, the water merchants section of town is home to the titular Water Merchants, a trading group specializing in the sale of potable water to various settlements in the wasteland. As "clean" water is a precious commodity, the water merchants section of town is the site of great wealth, both in coin and in water, and is therefore well-guarded. Any person wishing to do business with the water merchants must come to this section of the Hub. There is also a hospital run by the Children of the Cathedral in this area.
Heights[]
The Heights is the upper-class residential area of the Hub and is home to Daren Hightower, a local and very wealthy merchant. That Hightower keeps considerable valuables in his mansion is an open secret, any merchant as rich as Hightower certainly has items of value worth taking. Hightower, however, has not made his money through foolish risk-taking, so the Heights are often patrolled by paid mercenary guards. Any visitors without a good reason - or at least a good story - for being in the area are promptly ushered out, usually at gunpoint.
Irwin's farm[]
This location is only accessible during the quest "Help Irwin." It's a small farm, next to the Hub, owned by Irwin, which is now under the control of a band composed of seven raiders.
Deathclaw's lair[]
This location is only accessible during the quest "Find the missing caravans." The deathclaw's lair is a cave near the Hub and the home of one of the fearsome deathclaws and a dying super mutant.
Factions[]
Several factions constantly vie for control of The Hub:
- Hub police attempt to maintain law and order in the town, however, their attempts are coming under increasing pressure from both the merchants and the Hub Underground.
- Merchant companies, principally the Crimson Caravan, Far Go Traders, and the Water Merchants all seek to maximize profits, which sometimes runs at odds with the law. Additionally, the merchants constantly find themselves the target of raids or extortion attempts.
- The Underground, a criminal element headed by Decker, seeks to control the Hub and its massive trading profits.
- The Circle of Thieves, run by Loxley, does not necessarily want to control the Hub as such, but nevertheless is at odds with all three of the other factions by the simple virtue of endeavoring to steal what they have.
Inhabitants[]
Quests[]
Behind the scenes[]
- Fallout originally had a more dynamic wasteland, with the super mutants expanding and invading settlements across the wasteland as time passed by. The longer the player took to complete the game, the more settlements would be invaded, with all characters removed, with only super mutant invaders present. A remnant of this mechanic can be seen with Necropolis, where entering after 110 days pass triggers the invasion: All ghouls are killed off by script, with super mutant invaders added to surface maps, along with a ghoul refugee who recounts the invasion. The time limits are still included in Vault13.gam and are as follows:
- Followers of the Apocalypse would be invaded 90 days after the start of the game (March 5, 2162).
- Necropolis falls after 110 days (March 25, 2162).
- The Hub falls after 140 days (April 24, 2162).
- Lost Hills is invaded after 170 days (May 24, 2162).
- Junktown is invaded after 200 days (June 23, 2162).
- Shady Sands falls after 230 days (July 23, 2162).
- Vault 13 finally falls and the game ends in a fail state after 260 days pass (August 22, 2162). This was modified to 500 days for release (corresponding to April 19, 2163).
- In the end, the idea of introducing a distinct, invaded variant of the major locations was scrapped in favor of focusing on finishing the game. However, the time limits were retained and entering any of the locations except for the Brotherhood does trigger the corresponding bad ending in the end slides (eg. entering The Hub after 140 days pass triggers the destruction ending; for Followers, all that suffices is entering the Blades' map).
- The time limit for the Vault 13 invasion was lengthened from 260 days to 500 for release, to reduce the time pressure, before being completely removed in subsequent patches. It was also affected by other factors: Purchasing healing from the Children of the Cathedral reduced the time limit by 1 day, ordering water deliveries from Martha Rastello reduced it by 90 days, while blowing up the Mariposa control computer to trigger the self-destruct sequence halved the invasion time limits for Vault 13, Shady Sands, and The Hub. The removal of the hard time limit only affected Vault 13, with the functionality retained for the other two locations.
Appearances[]
Hub appears only in Fallout.
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