Boulder design document/4

This is part 4 of the Boulder design document for Van Buren, the cancelled Fallout 3 by Black Isle Studios.

Quests
The Quests section should be set up so you can cut and paste the damn thing into a PIPBoy quest log. This section is broken into several parts: The Main Quests in the area that are designed specifically by a designer, the Merchant Quests which are more generic "go to X with caravan Y and get Z reward," and the Floating Quests, which are a series of randomly generated quests for the area.

Note: Make sure to refer to the quest design section in the F3_Style.doc.

Heal Helen's Kids
Ribera has an old broken arm that set poorly, but can be re-set. He also has an old bullet lodged in a healed wound, not near any vital organs but it could be taken out.

Jack can't be cured, he has cancer.

Joshua has a lung problem; treatment can be started by you and the upkeep done by another doctor (such as Agnes or a CNPC). Will require mutated fruit, Buffout, Jet, and bio-med gel.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Get the Medical Implants
You can get the Str, Ag, etc. implants here, just like FO2


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Find Out What ZAX is Calculating
The Calculation: ZAX is working on: (1) the plague vector analysis, which ODYSSEUS is doing, (5) where the original Argus satellite crashed, so that Presper and crew can go it, if they want it – which they do. They need the sig of the black box in order to unlock the codes needed to command the death satellite. #5 has already occurred by the time the PC arrives, as the PC can stumble across the satellite with the NCR guys at it already


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Robobrain a CNPC
You can do this, but you might have to trick them. They'll wake up as a robobrain and attack you, unless you CODE them to like you and like being a robobrain.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Boulder Scientists Research or Write
You can have them do research for you on various topics, or write books for you, which you can sell.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Take Computer Classes
Just like reading the equivalent books on mental subjects.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Find Out About Wagner
Wagner came by here and was looking around. He's not a tinkerer, he's a spy. You can find out this from what the geeks have to say. They even have some surveillance tapes.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Sleep Through Presper's Holocaust
Sleep through Presper's holocaust using Sleeper technology... it plays the end movies based on what you've done. Presper probably kills you, though, rather than thawing you out.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Trade Holodisks to the Geeks
They need them to help ZAX. Same quest used if you bring them the datacan from BOMB-002.

This is a scaling variable that also helps track ZAX's progress. Probably we could have 100 states, each representing a day of ZAX's needs, and it counts down daily from 100 and if it ever reaches 0 then ZAX dies.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Research Plague Data
Buried in the logs are the notes on the original plague research and why FEV was prosposed to counter it. You can learn about the different strains here, too (collapse above quest into this). You can even take it to the Nursery, either by holodisk or by transmission, where Diana can get a head start on finding a cure.

Strains of the plague: Player Strain, Road Strain (Eddie, Helen, kids), Scientist Strain aka Old Strain aka Zero Strain (scientists). The scientists got it from a lab they shouldn't have opened.

Xian has Zero and Player.

Helen has Road and Player

Tyler, Tanner, and Jack: do not have it


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Give Slaves to Boulder to Make Robobrains
Repugnant, but if you're evil... and the geeks are desperate.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Destroy the Jackals
Kill or drive off the Jackals. You'll really need to kill them, since they tend to run away already.

Note they also have a blockade between Denver and Boulder that you need to destroy for this to count.

If ZAX fails and the doors open, the Jackals (if still alive) will invade. You can create quite a death toll that way.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Defeat the Baggers/Larsen's Team
xxxx


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Establish Radio Contact & Trade With Denver
This might be redundant if there's a Denver quest for this


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Stabilize the Reactor
It's quirky and needs to be fixed. Doing so will help ZAX as he won't need to watch for fluctuations so much.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Use Think Tank for Data
You can overwrite the brains in the Think Tank. Doing so kills their personalities. Alternately, you can form a link so the Think Tank can run other stuff in the dome, freeing up more space and processor power to ZAX so he doesn't have to cannibalize so much.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Destroy the Truck
It's tough, but it can be destroyed.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Jimmy the Cannibal
You can learn about this from the Jackals.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Tell the BOS about the Dome
They'd sieze it, hoping to find weapons tech. ZAX would probably keel over without help because the BOS has no tech people anymore.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Fix Things In the dome
A long series of little things


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Dump Allies In the Dome
To help fix stuff while you're away. Scientific ones can even help work on stuff.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Dope Radaway for Larsen
If you put sedatives in their RadAway, it'll be easier to manage them. Or, if you just leave them alone, the Jackals (if still around) kill and eat them. From a mechanics standpoint it might be easier to have an NPC do this for you than to work out how the PC would create sedative-RadAway.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Quarantine the Glow Bugs
The scientists would like it if you'd deal with the glowing ghouls, such as by dumping them somewhere that's already radioactive, or pouring cement on them, or whatever. While doing this, you'll run into a group of glowing ghouls wandering down from the Crater.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Code Yourself Smarter
If you're a Dumb PC and you fiddle with the CODE technology computer, it'll bring up a dialogue stating that it has recognized there's a defect in your brain that it can repair by CODE. IF you let it, it'll CODE you and increase your IN by +1, once only.


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Questname24
xxxx


 * Initiator: xxxx
 * Importance/Scope: xxxx
 * Rewards: xxxx
 * Normal Journal: xxxx
 * Dumb Journal: xxxx


 * Science Boy is needed to get the brewery units working again. The salvagers can salvage the empty bottles on their own time (though there is a stash of them in the brewery).

03_NAME
 * 0 = unaware
 * 1 =

Area: The area of the game and the map in the area where the quest is initiated.

Quest Name: The name of the quest.

Designer: The designer responsible for the quest so people know who to contact.

Dstatus: The status of the design.

Script: The programmer in charge of programming the location.

Dscript: The status of the coding for the quest.

LogStat: What's the status of the log for these quests? Do you get the unsolved version, do you get the solved version, and do you get a good/bad karma and a stupid one, if appropriate?

Passable: Is the quest passable in some form?

QA 100%: Is the quest completable in ALL forms?

Merchant Quests
For some locations, there will be a merchant caravan that travels to and from the city. Make sure you describe what caravan missions are available in the location, and a note of who the caravan master(s) are for the location and where they can be found. It's usually best if they are located somewhere near the opening map of the location.

Here's what the scientists have for trade:


 * Buffout (3)
 * e-suits (1 each)
 * fusion cells (2)
 * gas masks (2)
 * Needler cartridges with tranquilizers
 * broken motion sensor
 * psycho (1)
 * strange drugs (5)
 * pulse grenade (2)
 * hypos (2)
 * analgesic
 * antibiotic
 * biology book
 * computers book
 * robot parts (black boxes, blank punch cards)
 * nutripaste
 * electronics book
 * doctor's bag
 * SEC (10) (expended)
 * first aid kits (3)
 * geiger counter
 * a lot of electronics junk
 * PipGames (tic tac toe, chess, poker, nethack)
 * Li'l Chemist (charged item, gives chemistry bonus)
 * SECs
 * stimpacks
 * water purification tablets