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Junktown
Fo1 Junktown Postcard
Welcome to Junktown!
Site
Map MarkerJunktown
Segments
SectionsEntrance
Crash House
Casino
People
LeadersDarkwater (soldier) (formerly)
Darkwater (mayor) (formerly)
Killian Darkwater (2161)
DoctorsMorbid
MerchantsKillian Darkwater
Other
QuestsBust the Skulz gang.

Kill Killian.

Rescue Sinthia.

Stop Gizmo.

Solve Phil's Canine Conundrum

Recruit Tycho

Help Saul

Steal Neal's Urn

Kill Neal
 
Gametitle-FO1Gametitle-FO3Gametitle-FNVGametitle-FB
Gametitle-FO1Gametitle-FO3Gametitle-FNVGametitle-FB

Junktown was a city of traders (and traitors).

Vault Dweller's memoirs

Junktown is one of the smaller towns in southern California. In Fallout, it can be found one square east and nine squares south of Vault 13. As of 2186, Junktown is part of the New California Republic state of Shady, along with Shady Sands.

Background[]

It 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 is not permitted except in self-defense. The gates to the town are closed in the 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 was a result of it being 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.[5]

Layout[]

Junktown is divided into three districts.

Entrance
Crash House
Casino

Entrance[]

Fo1 Junktown Entrance
Main article: Entrance

The only entrance to Junktown. People need to holster their weapons or they won't be accepted into the town. This part of this town consists of the hospital where Doc Morbid heals his patients (at a high cost), the Guardhouse, and the jail where people who don't 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 Darkwaters General Store where people can buy weapons, ammunition, medicine, etc.

Gizmo's Casino[]

Fo1 Junktown Casino
Main article: 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 Neil and the boxing ring, with Saul as the champion.

Inhabitants[]

Related quests[]

Notes[]

This small settlement is considered by some as a city.[6]

Appearances[]

Junktown appears only in Fallout. It is also mentioned in Fallout 3 and Fallout: New Vegas through the Barter skill book called Tales of a Junktown Jerky Vendor.

Behind the scenes[]

  • The initial design for Junktown called for the ending cards of the city to be reversed. Specifically, if the player 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 player 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.[7]
  • Junktown is a fictional town, not based on a real place.[8]

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. The Vault Dweller: "{1007}{}{Junktown}"
    Chris Avellone: "{1107}{}{Junktown is a small city just north of the Hub.}"
    (HUNTER.MSG)
  7. Fallout Bible 9 Additional trivia from Jess: Junktown!
  8. 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 a 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
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