Fallout Wiki
Fallout Wiki
No edit summary
(InterWiki)
(19 intermediate revisions by 10 users not shown)
Line 4: Line 4:
 
|image =Fo1 Junktown Postcard.png
 
|image =Fo1 Junktown Postcard.png
 
|image desc =Welcome to Junktown!
 
|image desc =Welcome to Junktown!
  +
|map marker image =Junktown_map.jpg
 
|map marker ='''Junktown'''
 
|map marker ='''Junktown'''
 
|part of =[[New California]]
 
|part of =[[New California]]
Line 29: Line 30:
 
}}
 
}}
   
'''Junktown''' is one of the smaller towns in southern [[New California|California]]. It was founded shortly after the War by a soldier named Darkwater.<ref>Killian [[KILLIAN.MSG|says]] that his grandfather founded Junktown</ref> Instead of building on the ruins of an old town, he thought it would be better to begin from the ground up. As the name suggests, it was built after the [[Great War]] out of random pieces of junk, mostly from wrecked cars. The town mostly lives off of trading and has a reputation for open hospitality.
+
'''Junktown''' is one of the smaller towns in southern [[New California|California]]. As of [[Timeline#2186|2186]], Junktown is part of the [[New California Republic]] state of Shady, along with [[Shady Sands]].
   
 
==Background==
 
==Background==
  +
Junktown was founded shortly after the War by [[Killian Darkwater]]'s [[Darkwater (soldier)|grandfather]].<ref>[[KILLIAN.MSG|Killian Darkwater's dialogue]]: ''"{261}{Kill82}{Where've you been for the last 100 years? In a closet? My father used to tell me stories about the War. His father was a soldier before starting Junktown.}"''</ref> Instead of building on the ruins of an old town, he thought it would be better to begin from the ground up. As the name suggests, it was built after the [[Great War]] out of random pieces of junk, mostly from wrecked cars. The town mostly lives off of trading and has a reputation for open hospitality.<ref>[[ARADESH.MSG|Aradesh's dialogue]]: ''"{134}{Ara_10}{And keep them you may. But this is not a city of open hospitality. If you desire that, go to Junktown. You may enter, but know we have our eyes on you.}"''</ref><ref>[[ASSBLOW.MSG|Kalnor's dialogue]]: ''"{110}{}{You'd better put that away. Junktown is a friendly place, friend, and we want to keep it that way.}"''</ref>
In [[Timeline#2161|2161]], the mayor of Junktown was [[Killian Darkwater]], grandson of the town's founder, who also ran [[Darkwaters General Store]]. Another big player in the town was [[Gizmo]], a big-time crook and casino owner. While [[Gizmo's Casino]] brought a lot of tourists and money into the town, problems also came with it. Other important places in Junktown at that time included the [[Crash House]], home to the [[Skulz]] and the [[Skum Pitt]], a bar owned by [[Neal]]. [[Morbid|Doc Morbid]] was the town's doctor. [[Tycho]], a [[Desert Ranger]], also resided in Junktown for a while at that time.
 
   
 
In [[Timeline#2161|2161]], the mayor of Junktown was [[Killian Darkwater]], grandson of the town's founder, who also ran [[Darkwaters General Store]]. Another big player in the town was [[Gizmo]], a big-time crook and casino owner. While [[Gizmo's Casino]] brought a lot of tourists and money into the town, problems also came with it. Other important places in Junktown at that time included the [[Crash House|Crash-House Inn]], home to the [[Skulz]], and the [[Skum Pitt]], a bar owned by [[Neal]]. [[Morbid|Doc Morbid]] was the town's doctor. [[Tycho]], a [[Desert Rangers|Desert Ranger]], also resided in Junktown for a while at that time.
Drawing weapons in town is not permitted except in self-defense. The gates to the town are closed at night. [[Lars (Fallout)|Lars]] headed the guards in Junktown, working for Killian Darkwater. The gates were guarded by [[Kalnor]]. They also had a jail, which was guarded by [[Andrew (Fallout)|Andrew]]. The guards were aware of the illegal activities of Gizmo and the Skulz, but did not want to act without proper evidence. Gizmo hired [[Kenji|a man]] to assassinate Killian, in order to gain full control over the town. It is not explicitly stated in Vault Dweller's memoirs which side the [[Vault Dweller]] sided with, as it alludes to both Killian and Gizmo.
 
   
 
Drawing weapons in town are not permitted except in self-defense. The gates to the town are closed at night. [[Lars (Fallout)|Lars]] headed the guards in Junktown, working for Killian Darkwater. The gates were guarded by [[Kalnor]]. They also had a jail, which was guarded by [[Andrew (Junktown)|Andrew]]. The guards were aware of the illegal activities of Gizmo and the Skulz, but they didn't want to act without proper evidence. Gizmo hired a man to assassinate Killian, in order to gain full control over the town. It is not explicitly stated in Vault Dweller's memoirs which side the [[Vault Dweller]] sided with, as it alludes to both Killian and Gizmo.<ref>[[Vault Dweller's memoirs]]: ''"It was here that I learned the most important rule of all: doing a good thing sometimes means being a very bad person. My memories of Junktown are tainted, and I feel no remorse for my actions in that place."''</ref>
{{FB}}
 
  +
After [[Timeline#2186|2186]], Junktown became part of the [[New California Republic]] as part of the state of Shady and it was one of the first provisional states, considering it was one of the first (and most trustworthy) of the Shady Sands trading partners during its early formation. Its alliance with the NCR did cause some alarm from the caravans in [[the Hub]] at first, but the Hub eventually became part of NCR as well.<ref>[[Fallout Bible]]</ref> Currently, it is still part of the state [[Shady Sands|Shady]].
 
  +
After [[Timeline#2186|2186]], Junktown became part of the [[New California Republic]] as part of the state of Shady and was one of the first provisional states. Its status came as a result of it being one of the first and most trustworthy of Shady Sands' trading partners during its early formative years. Its alliance with the NCR did cause some alarm from the caravans in [[the Hub]] at first, but the Hub eventually became part of NCR as well.<ref>[[Fallout Bible 5#Questions|Fallout Bible 5 Questions]]: '''14. One thing - what's happened to Junktown? Was it just too little to be it's own state? Or maybe it has managed to survive as an independent enclave inside NCR, a hive of scum and villainy, so to speak. And what kind of folks would live in Glow? After all, that place must still, well, glow, at least somewhat. Ghouls?'''<br />''"Junktown became part of NCR as part of the state of Shady, and it was one of the first provisional states, considering it was one of the first (and most trustworthy) of the Shady Sands trading partners during its early formation. Its alliance with Shady Sands did cause some alarm from the caravans in the Hub, but it didn't hurt the Hub communities any... and the Hub eventually became part of NCR as well."''<br />''"As for the Glow (or the state of Dayglow), most of the state is actually north and west of the glow, but they are still able to see the Glow from their borders. A number of ghouls are rumored to live there now, as part of the Great Migration from Necropolis - once the ghouls learned of West Tek, they were eager to see if they could scavenge technology from the abandoned center. Some ghouls formed partnerships with scavenging companies from New Adytum and the Hub and have built quite a profitable corporation from their salvage efforts. At least one super mutant, a refugee from the Cathedral, was also rumored to be working with the ghouls and humans in Dayglow."''</ref>
{{FB|end}}
 
   
 
==Location==
 
==Location==
Junktown can be found one square east and nine squares south of [[Vault 13]].
+
Junktown can be found one square east and nine squares south of [[Vault 13]]. It is four squares north of [[the Hub]].
   
 
==Layout==
 
==Layout==
Line 121: Line 122:
 
==Notes==
 
==Notes==
 
* The background music is ''[[Industrial Junk]]'', which has been later used for [[Gecko (town)|Gecko]] in ''[[Fallout 2]]'' and [[Vault 11]] in ''[[Fallout: New Vegas]]''.
 
* The background music is ''[[Industrial Junk]]'', which has been later used for [[Gecko (town)|Gecko]] in ''[[Fallout 2]]'' and [[Vault 11]] in ''[[Fallout: New Vegas]]''.
* If the Vault Dweller does not holster his weapons inside, the [[Junktown guard]]s will be hostile.
+
* If the Vault Dweller does not holster their weapons inside, the [[Junktown guard]]s will be hostile.
   
 
==Appearances==
 
==Appearances==
Junktown appears only in ''[[Fallout]]''. There is a reference to Junktown in ''[[Fallout 3]]'', ''[[Fallout: New Vegas]]'', and ''[[Fallout 4]]'' under a [[Barter]] skillbook named ''[[Tales of a Junktown Jerky Vendor (Fallout 4)|Tales of a Junktown Jerky Vendor]]''. It is also mentioned by [[Frank Weathers]] in [[Fallout: New Vegas|New Vegas]].
+
Junktown appears only in ''[[Fallout]]''. There is a reference to Junktown in ''[[Fallout 3]]'', ''Fallout: New Vegas'', and ''[[Fallout 4]]'' as a [[Barter]] skill book named ''[[Tales of a Junktown Jerky Vendor (Fallout 4)|Tales of a Junktown Jerky Vendor]]''. It is also mentioned by [[Frank Weathers]] in ''Fallout: New Vegas''.
   
 
==Behind the scenes==
 
==Behind the scenes==
The initial design for Junktown called for the ending cards of the city to be reversed. Specifically, if the Vault Dweller sided with Killian Darkwater, then Killian's firm "frontier justice" would discourage traders and merchants from starting businesses in the area, leaving the city a small shanty town. If the Dweller sided with Gizmo, then the resulting prosperity brought in by Gizmo's casino led to the city becoming a new boom town. Ultimately, it was decided that this mixed message was unsatisfying because it meant that the expected results (a "good" ending for supporting Killian and the law, versus an "evil" ending for supporting Gizmo and his criminal enterprises) did not match the player's actions. The ending was subsequently changed so that supporting Killian led the town to prosper with law and order, while supporting Gizmo turned the town into a seedy den of iniquity.<ref>[[Jess Heinig]]'s interview on [[Fallout Bible 9]]</ref>
+
* The initial design for Junktown called for the ending cards of the city to be reversed. Specifically, if the Vault Dweller sided with Killian Darkwater, then Killian's firm "frontier justice" would discourage traders and merchants from starting businesses in the area, leaving the city a small shantytown. If the Dweller sided with Gizmo, then the resulting prosperity brought in by Gizmo's casino led to the city becoming a new boomtown. Ultimately, it was decided that this mixed message was unsatisfying because it meant that the expected results (a "good" ending for supporting Killian and the law, versus an "evil" ending for supporting Gizmo and his criminal enterprises) did not match the player character's actions. The ending was subsequently changed so that supporting Killian led the town to prosper with law and order while supporting Gizmo turned the town into a seedy den of iniquity.<ref>[[Jess Heinig]]'s interview on [[Fallout Bible 9]]</ref>
 
* Junktown is a fictional town, not based on a real place.<ref>[[Fallout Bible 6#The Vipers|Fallout Bible 6]]: '''1) Are the Fallout locations made according to real places, or did you make them up? I mean specifically the Hub, Junktown, Gecko and Modoc.'''<br />''"Some are based on real places (Necropolis = Bakersfield, Klamath = Klamath Falls, Redding = Redding), but the Hub, Junktown, and Gecko were all made-up locations."''<br />''"Modoc most likely took its name from the Modoc National Forest located near the location. "Modoc" was originally the name of an Indian tribe in the region, I believe. Arroyo is a fictional locale, according to Tim Cain."''</ref> Based on the in-game map, it appears to be located west of the present-day city of [[wikipedia:Ridgecrest, California|Ridgecrest, California]].
 
Junktown is a fictional town, not based on a real place.<ref>[[Fallout Bible 6#The Vipers|Fallout Bible 6]]: '''1) Are the Fallout locations made according to real places, or did you make them up? I mean specifically the Hub, Junktown, Gecko and Modoc.'''<br />''"Some are based on real places (Necropolis = Bakersfield, Klamath = Klamath Falls, Redding = Redding), but the Hub, Junktown, and Gecko were all made-up locations."''<br />''"Modoc most likely took its name from the Modoc National Forest located near the location. "Modoc" was originally the name of an Indian tribe in the region, I believe. Arroyo is a fictional locale, according to Tim Cain."''</ref> Based on the in-game map, it appears to be located west of the present-day city of [[wikipedia:Ridgecrest, California|Ridgecrest, California]].
 
   
 
==Gallery==
 
==Gallery==
<gallery widths=220>
+
<gallery widths=220 captionalign=center>
 
Fo1 Junktown Background.png|Junktown background used for [[talking head]]s
 
Fo1 Junktown Background.png|Junktown background used for [[talking head]]s
 
</gallery>
 
</gallery>
Line 149: Line 149:
 
[[de:Junktown]]
 
[[de:Junktown]]
 
[[es:Ciudad Vertedero]]
 
[[es:Ciudad Vertedero]]
[[fr:Junktown]]
+
[[fr:Dépôtville]]
 
[[it:Junktown]]
 
[[it:Junktown]]
 
[[ja:Junktown]]
 
[[ja:Junktown]]
Line 157: Line 157:
 
[[ru:Джанктаун]]
 
[[ru:Джанктаун]]
 
[[uk:Джанктаун]]
 
[[uk:Джанктаун]]
[[zh:垃圾镇]]
+
[[zh:迦克镇]]

Revision as of 10:02, 13 November 2020

 
Gametitle-FO1Gametitle-FO3Gametitle-FNVGametitle-FO4Gametitle-FB
Gametitle-FO1Gametitle-FO3Gametitle-FNVGametitle-FO4Gametitle-FB
"Industrial Junk"
Junktown is a little south and a ways west. It's smaller, but still a good place to drop in for a drink. It's overseen by a fellow by the name of Killian Darkwater, the local shopkeeper, sheriff, and mayor.Ian

Junktown is one of the smaller towns in southern California. As of 2186, Junktown is part of the New California Republic state of Shady, along with Shady Sands.

Background

Junktown was founded shortly after the War by Killian Darkwater's grandfather.[1] Instead of building on the ruins of an old town, he thought it would be better to begin from the ground up. As the name suggests, it was built after the Great War out of random pieces of junk, mostly from wrecked cars. The town mostly lives off of trading and has a reputation for open hospitality.[2][3]

In 2161, the mayor of Junktown was Killian Darkwater, grandson of the town's founder, who also ran Darkwaters General Store. Another big player in the town was Gizmo, a big-time crook and casino owner. While Gizmo's Casino brought a lot of tourists and money into the town, problems also came with it. Other important places in Junktown at that time included the Crash-House Inn, home to the Skulz, and the Skum Pitt, a bar owned by Neal. Doc Morbid was the town's doctor. Tycho, a Desert Ranger, also resided in Junktown for a while at that time.

Drawing weapons in town are not permitted except in self-defense. The gates to the town are closed at night. Lars headed the guards in Junktown, working for Killian Darkwater. The gates were guarded by Kalnor. They also had a jail, which was guarded by Andrew. The guards were aware of the illegal activities of Gizmo and the Skulz, but they didn't want to act without proper evidence. Gizmo hired a man to assassinate Killian, in order to gain full control over the town. It is not explicitly stated in Vault Dweller's memoirs which side the Vault Dweller sided with, as it alludes to both Killian and Gizmo.[4]

After 2186, Junktown became part of the New California Republic as part of the state of Shady and was one of the first provisional states. Its status came as a result of it being one of the first and most trustworthy of Shady Sands' trading partners during its early formative years. Its alliance with the NCR did cause some alarm from the caravans in the Hub at first, but the Hub eventually became part of NCR as well.[5]

Location

Junktown can be found one square east and nine squares south of Vault 13. It is four squares north of the Hub.

Layout

Junktown is divided into three districts.

Gizmo's Casino
Crash House
Junktown entrance

Entrance

Fo1 Junktown Entrance
Main article: Junktown entrance

The only entrance to Junktown. People need to holster their weapons or they will not be accepted into the town. This part of this town consists of a hospital where Doc Morbid heals his patients, (at a high cost) and a jail where people who do not abide by the law are held.

Crash House

Fo1 Junktown Crash House
Main article: Crash House

The Crash House is a hotel where travelers rest. It also contains a back door where the Skulz make plans. Near it is Killian's store where people can buy weapons, ammo, medicine, etc.

Gizmo's Casino

Fo1 Junktown Casino
Main article: Gizmo's Casino

Gizmo's Casino is the most decorated building in Junktown. Some, however, believe the dealers are cheats and the games are rigged. Near the casino there is the Skum Pitt, a bar run by Neal and the boxing ring, with Saul as the champion.

Inhabitants

Quotes

  • "It has potential, although I don't know if building out of the refuse of the past is the best way to construct the future." - Tycho
  • "But this is not a city of open hospitality. If you desire that, go to Junktown." - Aradesh of Shady Sands
  • "My father used to tell me stories about the War. His father was a soldier before starting Junktown." - Killian Darkwater
  • "You'd better put that away. Junktown is a friendly place, friend, and we want to keep it that way." - Kalnor, a Junktown guard
  • "Junktown is a little south and a ways west. It's smaller, but still a good place to drop in for a drink. It's overseen by a fellow by the name of Killian Darkwater, the local shopkeeper, sheriff, and mayor." - Ian
  • "Junktown's pretty tame. I prefer the more dangerous routes." - Keri of Crimson Caravan
  • "It was here that I learned the most important rule of all: doing a good thing sometimes means being a very bad person. My memories of Junktown are tainted, and I feel no remorse for my actions in that place." - Vault Dweller's memoirs

Notes

Appearances

Junktown appears only in Fallout. There is a reference to Junktown in Fallout 3, Fallout: New Vegas, and Fallout 4 as a Barter skill book named Tales of a Junktown Jerky Vendor. It is also mentioned by Frank Weathers in Fallout: New Vegas.

Behind the scenes

  • The initial design for Junktown called for the ending cards of the city to be reversed. Specifically, if the Vault Dweller sided with Killian Darkwater, then Killian's firm "frontier justice" would discourage traders and merchants from starting businesses in the area, leaving the city a small shantytown. If the Dweller sided with Gizmo, then the resulting prosperity brought in by Gizmo's casino led to the city becoming a new boomtown. Ultimately, it was decided that this mixed message was unsatisfying because it meant that the expected results (a "good" ending for supporting Killian and the law, versus an "evil" ending for supporting Gizmo and his criminal enterprises) did not match the player character's actions. The ending was subsequently changed so that supporting Killian led the town to prosper with law and order while supporting Gizmo turned the town into a seedy den of iniquity.[6]
  • Junktown is a fictional town, not based on a real place.[7] Based on the in-game map, it appears to be located west of the present-day city of Ridgecrest, California.

Gallery

See also

References

  1. Killian Darkwater's dialogue: "{261}{Kill82}{Where've you been for the last 100 years? In a closet? My father used to tell me stories about the War. His father was a soldier before starting Junktown.}"
  2. Aradesh's dialogue: "{134}{Ara_10}{And keep them you may. But this is not a city of open hospitality. If you desire that, go to Junktown. You may enter, but know we have our eyes on you.}"
  3. Kalnor's dialogue: "{110}{}{You'd better put that away. Junktown is a friendly place, friend, and we want to keep it that way.}"
  4. Vault Dweller's memoirs: "It was here that I learned the most important rule of all: doing a good thing sometimes means being a very bad person. My memories of Junktown are tainted, and I feel no remorse for my actions in that place."
  5. Fallout Bible 5 Questions: 14. One thing - what's happened to Junktown? Was it just too little to be it's own state? Or maybe it has managed to survive as an independent enclave inside NCR, a hive of scum and villainy, so to speak. And what kind of folks would live in Glow? After all, that place must still, well, glow, at least somewhat. Ghouls?
    "Junktown became part of NCR as part of the state of Shady, and it was one of the first provisional states, considering it was one of the first (and most trustworthy) of the Shady Sands trading partners during its early formation. Its alliance with Shady Sands did cause some alarm from the caravans in the Hub, but it didn't hurt the Hub communities any... and the Hub eventually became part of NCR as well."
    "As for the Glow (or the state of Dayglow), most of the state is actually north and west of the glow, but they are still able to see the Glow from their borders. A number of ghouls are rumored to live there now, as part of the Great Migration from Necropolis - once the ghouls learned of West Tek, they were eager to see if they could scavenge technology from the abandoned center. Some ghouls formed partnerships with scavenging companies from New Adytum and the Hub and have built quite a profitable corporation from their salvage efforts. At least one super mutant, a refugee from the Cathedral, was also rumored to be working with the ghouls and humans in Dayglow."
  6. Jess Heinig's interview on Fallout Bible 9
  7. Fallout Bible 6: 1) Are the Fallout locations made according to real places, or did you make them up? I mean specifically the Hub, Junktown, Gecko and Modoc.
    "Some are based on real places (Necropolis = Bakersfield, Klamath = Klamath Falls, Redding = Redding), but the Hub, Junktown, and Gecko were all made-up locations."
    "Modoc most likely took its name from the Modoc National Forest located near the location. "Modoc" was originally the name of an Indian tribe in the region, I believe. Arroyo is a fictional locale, according to Tim Cain."
Junktown