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Fairfax ruins
Fairfax main street (bottom) and external shots (clockwise: from the northeast, southeast, southwest, northwest)
Site
Map MarkerFairfax Ruins
Connections
metro exitsFairfax station
Other ExitsUtility Tunnels
Technical
Cell NameFairfaxRuinsExterior1
FairfaxRuinsExterior2
FairfaxRuinsExterior3
FairfaxRuinsExterior4
FairfaxRuinsExterior5
FairfaxRuinsExterior6
FairfaxRuinsExterior7
ref id00001163 ()
00001164 ()
00001165 ()
00001172 ()
00001173 ()
00001174 ()
00001175 ()
TerminalsTurret Control System
Maps

Fairfax ruins are the destroyed remains of a town in the Capital Wasteland, located south of Vault 101, east of Fort Independence, and north of Andale.

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Unzip, run it, activate it The whole Archive Invalidation will be done. Tools like FO3Edit and the Fallout Mod Sorter (FOMS) help to increase your games stability. For Steam versions there is hardly a way to customise the install dir. Extract the contents of this archive to your Fallout 3/Data directory If you wish to use a non-default texture (“more transparent”, “so 60s”, red, silver1, or silver2), browse to Fallout 3Datatexturescharactershair and rename the texture to ZumbsSunglasses.dds (you must.

  • 2Layout

Background

Utility

The Brotherhood Outcasts and local raiders are engaged in a stalemate, fighting over the town - while the Outcasts have fortified Fort Independence, they are constantly being harassed by degenerates camped out in the city. Despite superior training and technology, the Outcasts have not occupied the town proper for reasons unknown.

Layout

Exterior

The ruins consist of the main street, several alleys and destroyed houses. Raiders fill the area and are well-armed. North of the main road, running through the center of the town east to west, is the entrance to the metro tunnels. There are also several manholes leading to the utility tunnels. There are also various traps that may attract the raiders' attention if set off. You may also run in to frag mines by fast-traveling here. Outside one of the houses on the outskirts of town, is a gas valve that, when repaired, allows you to burn enemies by shooting them inside the house.

Utility tunnels

Main article: Utility tunnels

The main entrance to the utility tunnels is a grating in the floor that collapses into a small rectangular hole in the center of Fairfax Ruins. A far less defended entrance to the tunnels is a manhole located to the northwest of the ruins to the east of the Brotherhood Outcast base. Inside are several ammunition boxes, raiders, aid items, and other loot.

There is also a separate subway tunnel in the center of Fairfax Ruins guarded by two raiders. This subway has no links to any other areas, but there are various ammunition boxes lying around. When entering the tunnel, there are some mines as well as a shotgun trap close to the entrance. The tunnel is, like the rest of Fairfax Ruins, only inhabited by raiders.

Inhabitants

The place is now full of raiders, whose numbers depend on the character's current level. They are mostly armed with missile launchers, combat shotguns, and assault rifles, and some may wield a flamer, or even 10mm submachine guns.

  • After Broken Steel is loaded, to the north of the ruins, the Enclave have set up an outpost with a deathclaw cage which will appear after the player has done the quest, The Waters of Life. Upon approaching the camp, there will usually be three soldiers and two officers present, but their numbers can change depending on the player's level. The soldiers are sometimes armed with flamers and will be busy executing several wastelanders enclosed in a cage, which may explain the bodies. This observation also suggests that a deathclaw cage was being used as a makeshift execution chamber. An Enclave Hellfire trooper may be included in their ranks.

Notable loot

  • U.S. Army: 30 Handy Flamethrower Recipes in the car dealership east of Fairfax Ruins. It's sitting on top of a generator in the higher area to the left. Listen for the generator.
  • Another U.S. Army: 30 Handy Flamethrower Recipes can be found in Dot's Diner to the south. However, it's much easier to find by going north from the Nuka-Cola Plant.
  • Chinese Army: Special Ops Training Manual in the Fairfax station on the rubble below the mezzanine next to the east escalator.
  • Nuka-Cola Quantum in an overturned truck under the highway south of the ruins (towards Andale).
  • Tales of a Junktown Jerky Vendor, in the concrete treehouse south of the ruins.

Notes

  • When fast traveling to this area, there will be at least one raider with a missile launcher nearby accompanied by at least two armed raiders (sometimes armed with 10mm SMGs, R91 assault rifles, or combat shotguns). This is dependent upon the player's level. If the player has just cleared the place of enemies and are fast-traveling back right away, no raiders should return. However, it is possible for them to return if the player is at higher levels (and waiting 73 in-game hours).
  • A friendly Enclave soldier wearing Tesla armor and armed with a missile launcher may be encountered in the open square on the south side of the ruins (where the broken highway comes into the town). He will clear out the raiders in the area, including the raider with a missile launcher. He reports 'Area secure' and the only dialogue option is 'See you later'.
  • Brotherhood of Steel Outcasts will occasionally patrol this area, and may assist in combat.

Appearances

The Fairfax ruins appear only in Fallout 3.

Behind the scenes

  • Fairfax Ruins are the ruins of real-world Fairfax, VA. However, the ruins in Fallout 3 are comparatively smaller than the true town and the location is much closer to downtown Washington DC than depicted in the game.

Bugs

  • You may (rarely) encounter Defender Morgan somewhere in Fairfax Ruins either still fighting or already dead. Even after you find Defender Morgan dead in Fairfax Ruins, she may reappear sometime later in the same situation.

Gallery

Retrieved from 'https://fallout-archive.fandom.com/wiki/Fairfax_ruins?oldid=2071197'
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Fallout: New Vegas

Developer: Obsidian Entertainment
Publisher: Bethesda Softworks
Platforms: Windows, Xbox 360, PlayStation 3
Released in US: October 19, 2010
Released in EU: October 22, 2010
Released in AU: October 21, 2010

This game has unused areas.
This game has unused enemies.
This game has unused graphics.
This game has unused models.
This game has unused items.
This game has unused abilities.
This game has unused music.
This game has unused sounds.
This game has unused text.

Fallout: New Vegas is the fourth (canon) entry in everyone's favorite post-apocalyptic RPG series. Developed by Obsidian, which includes a bunch of folks who worked on the original two games. It was released for Windows, Xbox 360 and PlayStation 3 in October 2010 to positive reviews and extensive bug complaints.

Most of this content can be played with in the Windows version through the use of the console (~) or the New Vegas edition of the G.E.C.K.. Some of it requires FO3 Archive Utility and/or NifSkope to view.

Archive
  • 1Sub-Pages
  • 3Unused Perks
  • 4Unused Audio
  • 5Cut Quests
  • 6Miscellaneous

Sub-Pages

Unused NPCs
They survived the apocalypse, but not New Vegas' rushed development.
Unused Creatures
Some critters and contraptions that never quite got to roam the wasteland.
Unused Items
All sorts of unused or inaccessible armor, weapons, ammo, keys, and the like.
Unused Maps
Test rooms and other miscellaneous unused areas.
Unused Notes
Text notes from quests that were changed or cut entirely, as well as other random text strings and e-mails.
Unused Dialog
Words left permanently unspoken, either due to impossible criteria or because they were horrible.

Downloadable Content

Dead Money
A LOT of Vera Keyes.
Honest Hearts
Pick your poison.
Old World Blues
Weird skeletons and even weirder old men.
Lonesome Road
The final secrets of The Divide.

Unused Graphics


An unused piece of graffiti hinting at the first New Vegas DLC, Dead Money. This is only unused in the base game and can be seen with the Dead Money expansion installed.


Unused Yes Man faces.


These audio test cells appear as static world objects in the G.E.C.K.. There is one for every footstep sound effect in the game.

Checkmark for the boxes

Fallout 3 Archive Utility Box

A medical history test. This was used at some point to determine the player's traits. It is done through the menu in the final game. Some of the answers on the test do not have corresponding traits in the final game, either.

Prerelease screenshot showing the preliminary face

An unused ending slide, showing a different, creepier face for House than is used in the final game.

Models for child characters without clothing/armor equipped remain in the game from Fallout 3 (where they could by removing equipment and entering third person when the player character is a child), but can't be seen without console commands or mods in New Vegas.

Unused Perks

Survivalist

This Pip Boy image can be found in the game's BSA but there is no corresponding code. A similarly named perk in Fallout 1/2 increased the player's survival (outdoorsman) skill. There aren't any skill upgrade perks in New Vegas, so this may have done something different.

For the following perks (which are usable in-game), type player.addperk [form id] to give them to your character.

Child At Heart

Form ID: 03142

Seemingly a carryover from Fallout 3, but there are a few uses for it hidden in the game's code (see unused dialogue). Since there are mercifully very few children in New Vegas, it would have been almost completely useless.

DeathClaw Omelet

Form ID: 136e14

Since the criteria for the recipes to work are whether you have the notes, not the perks, this perk does nothing.

Spicy Casserole

Form ID: 1613be

Since the criteria for the recipes to work are whether you have the notes, not the perks, this perk does nothing. In the game, the only way to get the casserole made is to ask Ruby to make one for you in exchange for a Radscorpion Poison Gland. The ingredients are Flour, a Jalapeño Pepper, Mole Rat Meat, and a Radscorpion Poison Gland, and it would have required a Survival skill of 30.

Unused Audio

Music

  • Fallout 3's death theme.
  • A piece of music intended for use at night in Legion-controlled territories.
  • 'Hangover Heart' by Hank Thompson is listed in the credits as one of the radio songs, but does not appear in the game, or in the game's files. Likely cut due to licensing difficulties.
  • The complete Fallout 1 and 2 soundtracks are present in the game's files in 128 CBR mp3 (used music is encoded in 192) in the directory DataMusicFallout1and2. The Fallout 1 soundtrack is named and fully tagged in such a way that it looks like it was copied from somebody's home music collection. Several tracks that were not used in New Vegas are included in these files.

Craps

Craps was going to be a casino game at one point. There is little left to support this other than craps tables in the Lucky 38 and the fact that dice rolling sound effects for craps are stored in the exact same naming scheme as the regular casino games. It's unknown if any actual coding for it exists at this point.

Liberty Prime?

Fallout 3 Archive Utility Locating

These sound effects were found along with other monster voice files in a folder named 'robotlibertyprime'. Despite the folder name, the sounds seem to be someone making goofy hurt/death sounds.

Cut Quests

Big Winner: The Tops

One objective:

Objective IndexObjective
10Visit your private Suite on the 13th floor of the Tops

Chip Provenance

Called 'VChipHistory' internally. This appears to be the remnants of a quest that tracks the ownership of the platinum chip - at one point, it was possible to give it to a faction, steal it back, then return it again. The script file for this quest is incomplete but revealing:

Of note is the variable tracking chip ownership by the Followers - they are the only faction with which the player cannot side in the final game, nor can the chip ever enter their possession.

The House Always Wins

There is no 'The House Always Wins', only parts I-VIII.

Objective IndexObjective
5Talk to Mr. House at the Lucky 38.
10Bring the Platinum Chip to Mr. House
12Recover the Platinum Chip from Benny at the Fort.
20Deliver the Platinum Chip to Mr. House.
25Go to the Basement of the Lucky 38.
26Observe Upgrading of Securitrons.
27Return to Mr. House.
30Use the Platinum Chip to open the secret bunker at Fortification Hill.
31Enter the hidden bunker.
32Upgrade Mr. House's secret Securitron army.
36Report back to Mr. House for further instructions.
40Convince the Boomers to support Mr. House.
42(Optional) Neutralize the Boomers by killing the tribe's leaders.
45Inform Mr. House that the Boomers will support his cause.
47Inform Mr. House that the Boomers have been neutralized.
50Investigate the Omertas and stop them if their plans oppose Mr. House's interests.
52Inform Mr. House that the Omerta threat has been neutralized.
60Find the Brotherhood of Steel and destroy them.
62(Optional) Inform Mr. House that you've negotiated a peaceful solution with the Brotherhood.
64Inform Mr. House that the Brotherhood's bunker has been destroyed.
70Go to Hoover Dam and protect President Kimball during his visit.
72Inform Mr. House that President Kimball survived the assassination attempt.
74Inform Mr. House that President Kimball is dead.
80Go to Hoover Dam and defeat Caesar's Legion.

The House Always Wins V

This quest has an unused stage:

Objective IndexObjective
62(Optional) Inform Mr. House that you've negotiated a peaceful solution with the Brotherhood.

It is impossible to negotiate peace between House and the Brotherhood.

The House Always Wins: Lockdown

An unused quest that would have the player locked out of the Lucky 38 for misbehavior.

Objective IndexObjective
10Escape the Lucky 38 until Mr. House's security lockdown expires.
12Escape the Lucky 38 or kill Mr. House as Caesar directed.
14Escape the Lucky 38 or neutralize Mr. House as Colonel Moore directed.
16Escape the Lucky 38 or neutralize Mr. House as Yes Man directed.
18Escape the Lucky 38 or neutralize Mr. House.
20Deliver the Platinum Chip to Mr. House when his 24 hour security lockdown has expired.
30Return to Mr. House when his 24 hour security lockdown has expired if you want to continue working with him.

Its associated script contains the following variable and description:

Infected Brahmin Meat

The Infected Brahmin Meat the player can find in the kitchens of the Ultra-Luxe had an implied use for an unmarked quest which never made it into the game. Unused pop-up messages exist for poisoning the Legion's stew and dog bowls, but the scripts attached to the message are nonfunctional. The slave girl Siri would have been involved in this quest, as remnant dialogue strings indicate. There are also leftover dialogue strings indicating that dropping the infected meat on the plate would result in the death of the Legion's mongrels, but the results of adding it to the stew remain unknown.

IDNameTextMenu Button 1Menu Button 2
FortDogBowlMsgDog PlateMeat intended for the Legion's mongrels is usually dropped onto this plate.Leave the plate alone.Drop the infected Brahmin meat on the plate.
FortPotMsgStew PotThis pot contains ingredients for the Legionaries' stew.Leave the pot alone.Added the infected Brahmin meat to the mix.

Jailhouse Rock

An NCR sidequest involving the unused NPCs Trooper Willis, MP Fretwell, and two unnamed NCR Troopers. There are also two blank sidequests immediately following it, VMS27 and VMS28 (VMS29 is Kings' Gambit).

The Moon Comes Over the Tower

This quest includes an unused stage:

Objective IndexObjective
15Disable the Lucky 38's network encryption from three executive consoles.

These three consoles are located at Camp Golf, H&H Tools Factory, and New Vegas Steel.

My Kind of Town

The quest to recruit a sheriff for Primm has unused variables to allow for the player to recruit a new sheriff after one has been killed off. This is technically impossible on the game's quest engine, as it requires a quest to be completed, then started again. Johnson Nash has a bit of unused dialogue to accommodate this.

Additionally, there is a variable remaining from a time when the method of recruiting an NCR sheriff was through petition. Johnson Nash has something to say about this as well.

Run Goodsprings Run

This quest has an unused variable to set the Bighorners free, presumably to run amok.

This variable can be found in VMS16bQuestScript.

Talent Pool

It seems Bruce Isaac's portion of the quest once involved a bounty hunter, presumably hired by Mr. Bishop. This unused variable can be found in VMSTheTopsTalentPoolScript.

TempMan

Quest associated with Test Man.

The Thorn Mayhem

Red Lucy's PC, likely intended as a component of this quest

At some point it was possible to open the Thorn's cages, releasing the creatures within and causing widespread mayhem. Methods of doing so may have involved Red Lucy's otherwise useless computer terminal, or some unused keys. Unused dialogue was recorded for multiple NPCs' reactions to this event. The quest's script explains in no uncertain terms why it was never completed:

Archive

Underpass Water Purifier

The Underpass, located near the mole rat ranch.

An unmarked quest that has the Courier fixing a water purifier in the Underpass, a location north of the Mole Rat Ranch that is still in the game but almost empty (Carlyle St. Clair and a few mad Brahmin live there). This quest would have likely been assigned by an unused NPC by the name of Meg Reynolds. While the quest exists in name and very incomplete script form only, the unused message for solving it is still around:

Viva Las Vegas!

Unused post-endgame stage of the main quest. It has variables for each outcome of the final battle at Hoover Dam, but nothing else.

Quest StageLog Entry
10Independent Vegas stub
20NCR Stub
30Legion Stub
40Mr House Stub

Welcome to Fabulous New Vegas

There are two quests with this name: one of them for a press demonstration, another that tracks dialogue for an unused in-game rendered version of the introductory cutscene. The press demo version has only one stage:

Objective IndexObjective
20Kill the Raiders.

The White Wash

There is an early version of this quest, the quest object itself having been repurposed to hold variables for the final version of the quest, though its original objectives are intact.

Objective IndexObjective
10Speak to Lieutenant Romanowski about the water shortage.
20Check the East Pump Station computer for evidence of a water shortage.
25Talk to Wrench about the water shortage.
30Return to Lieutenant Romanowski with the information you uncovered from the East Pump Station.
35Buy Wrench's Super Tool Kit back from Angelo's Pawn Shop and find out what he knows about the water shortage.
40Catch someone in the act of stealing water from one of the western cisterns.
50Confront Anderson about the water shortage.
60Complete the White Wash to resolve the mystery of the missing water.

World Changes Post-Endgame

There is no post-endgame, the game just ends.

End States for The Strip

Post-endgame content. See above.

Freeside Post-Endgame Content Quest

See above.

Hidden Quest Names

These are not unused, but they still have names you cannot see in gameplay.

  • A Difference of Opinion: This is the name of the quest dealing with Chief Hanlon at Camp Golf. The quest was instead consolidated into Return To Sender.
  • Arachnophobia: Second half of the Camp Searchlight quest, consolidated into Wheel of Fortune.
  • Caesar's Foe: The negative counterpart to Caesar's Favor. Never actually assigned, Legion Assassins just start showing up to kill you.
  • Like Water For Stealth Boys: This is the part of Come Fly With Me involving the Nightkin in the REPCONN basement. Its objectives were consolidated into Come Fly With Me.
  • Limited Access: The NCR equivalent to Caesar's Hire, for mixed NCR reputation.
  • Most Wanted: The NCR equivalent to Caesar's Foe.
  • Stocking Up: Bring holotags to Camp Forlorn Hope.
  • Team Spirit: Bring Legion Ears to Camp Forlorn Hope.

Miscellaneous

Big Guns

The Big Guns skill was removed from the game late enough in development to leave references to it in a few places.

  • Every time a skill check is conducted in dialogue for any or all combat skills, Big Guns is checked along with the other five used combat skills. Neil has one of these checks.
  • Additionally, searching through the texture files reveals that True Police Stories was the original Small Guns skill magazine through its filename. Milsurp Review was originally intended as the Big Guns skill magazine until the two skills were fused.

Unused Reputation

Menu icon
Message icon

The only reference to a Primm reputation is in Testacles' dialogue. In the final game, Primm is mostly independent/leaning NCR. There's also a corresponding graphic that goes unused with Primm Slim on the left and what looks like an older wasteland settler, possibly representing Johnson Nash.

The Fallout series
WindowsFallout (Prototype) • Fallout 2 • Fallout Tactics • Fallout 3 ('Van Buren' Prototype) • Fallout: New Vegas • Fallout 4
DOSFallout (Prototype)
Mac OS ClassicFallout
Mac OS XFallout 2
PlayStation 3Fallout 3 • Fallout: New Vegas
Xbox 360Fallout 3 • Fallout: New Vegas
Retrieved from 'https://tcrf.net/index.php?title=Fallout:_New_Vegas&oldid=867925'