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The Vault - Fallout Wiki
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For the real world inventor, see Orville Wright (historical figure).
Orville Wright
Fo2 Orville Wright
Biography and appearance
RaceHuman
GenderMale
AffiliationWright family
RoleHead mobster
LocationNew Reno
FamilyEthyl Wright (wife)
Nick Wright (unknown)
Christopher Wright (son)
Keith Wright (son)
Richard Wright (son, deceased)
Milicent (daughter)
Wright teenagers (children)
Wright children (children)
Dialogue FileNcOrvill.msg
Gameplay
QuestsFind out who was responsible for Richard Wright's overdose.
Find a way into the Sierra Army Base.
Statistics
SPECIALStrength: 4
Perception: 7
Endurance: 4
Charisma: 6
Intelligence: 5
Agility: 6
Luck: 5
Derived StatsHit points: 65
Armor class: 6
Action points: 8
Carry weight: 125
Unarmed damage: 0
Melee damage: 1
Sequence: 14
Healing rate: 1
Experience points: 350
Normal DT/DR: 0/0%
Laser DT/DR: 0/0%
Fire DT/DR: 0/0%
Plasma DT/DR: 0/0%
Electrical DT/DR: 0/0%
EMP DT/DR: 0/500%
Explode DT/DR: 0/0%
Tag SkillsSmall Guns: 90%
Big Guns: 90%
Unarmed: 75%
Melee Weapons: 75%
Throwing: 75%
First Aid: 25%
Speech: 50%
Barter: 50%
Technical
Proto id00000412 (Mr. Wright)
 
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Need more ethyl alcohol. And less Ethyl Wright…

Orville Wright is the head of the Wright family in Fallout 2.

Background[]

The head of the fourth family of New Reno is a well-dressed, but wound up gentleman with what seems to be continuous, permanent anger on his face. His brown hair is slowly graying from the edges as a result. There are numerous factors that contribute to this state of affairs, key among these being the alcohol empire he runs, selling hooch to major clients within and without New Reno. Orville bears the burden of managing the entire affair, dodging his wife's Temperance Union (her being oblivious is a big help), and handling his unruly offspring.

The single biggest hit came in 2241, when Richard Wright, one of his favorite sons, died as a result of Jet overdose. His death came at a crucial moment in the struggle for control over New Reno, as Orville tried to gain the upper hand by gaining access to Sierra Army Depot VI, a pre-War military base still untouched by scavengers. Trouble is, the last party he sent out was wiped out by the automated defenses at the base.

Later life[]

Orville would survive the Chosen One's visit to New Reno and lead the Wrights into a new era of prosperity. Along with the Bishops, the Wrights would prevail over the Mordinos and Salvatores, ushering in a new age of control... Until the Van Graffs expanded into New Reno from Redding, clashing with the Wrights for control over the city.[1]

Interactions with the player character[]

Interactions overview[]

GoodNatured
This character starts quests.

Quests[]

Other interactions[]

  • The player can assassinate Orville Wright by agreeing to give a Wright child one of their unloaded guns. It is important to tell them to wave it around at their father, otherwise the children will just shoot each other. Leaving the map will result in Orville being dead on return. Note that it is possible to prevent this from happening by stealing the gun back.

Inventory[]

x
Icon armored vault suit
Apparel
Clothes
Assault carbine icon
Weapon
Shotgun
+ x20 12 gauge shotgun shells
Icon briefcase
Carried items
Booze
$ 132
2 Stimpak
Lighter
Icon male severed head
Drops on death
empty

Appearances[]

Orville Wright appears only in Fallout 2.

References

  1. The Courier: "What's your story?"
    Clayton Ettienne: "Well, I've lived in Nevada all my life. Started out in New Reno, but headed down here as soon as I got the chance. If you can believe it, things are even worse back home. The whole city's still run by crime families. Used to be the Mordinos and Wrights. Now it's the Wrights and Van Graffs. Seems like things never get better. Anyway, that's all behind me now."
    (Clayton Ettienne's dialogue)
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