Enclave

The Enclave is the main villain organisation in Fallout 2.

Overview
In 2073, as the global race to exploit the handful of remaining natural resources reached its fevered peak, the United States managed to stake a claim on the world's last known supply of crude oil, buried thousands of feet beneath the Pacific Ocean. Poseidon Oil, a major U.S. energy concern, was contracted to build an oil rig and extract the oil. Before long, the oil ran dry and the oil rig was abandoned... by Poseidon.

Come 2077, with total nuclear war rapidly arriving at America's doorstep, the President of the United States and a number of other United States government officials leave their posts to take refuge in a number of secret locations around the world. Among them was the Poseidon Oil rig. Here, the President himself set up a secret base from which the U.S.A. could continue to exist and wage war on China, with the eventual goal of retaking the continental United States.

The Enclave essentially represents those parts of the US government that managed to escape the Great War. The Enclave's scientists went continued to do research on armor and weapons after the War and thus have even fancier toys than the Brotherhood of Steel, who only have U.S. Military standard issue from when the Great War broke out.

The Enclave's Plan
For a long time after the Great War, the Enclave sat quietly in its Oil Rig, consolidating its forces and working on gaining a technological edge over anyone on the mainland. Eventually, though, when they felt it would be safe, they decided it was time to move out and start working towards the rebirth of America. Using their rather impressive Vertibirds, the Enclave sent out scouting parties all over California, the closest state to the Oil Rig.

What they found there scared them considerably: mutancy was rampant. The Enclave scouting parties arrived in California after Fallout 1 ended, and so saw super mutants and ghouls littering the land and the destruction and ravages they caused. When this was reported to the higher ups at the Enclave, it was decided that all the mutants would have to go. It occured to the Enclave that those who had lived out in the open on the mainland for over a hundred years since the end of the War must have been contaminated or compromised somehow by radiation... or worse (indeed, most people living in the wasteland were inoculated with an airborne mutation of FEV immunizing them to the full effects of the real serum). These mutants too, then, would have to be destroyed before true humanity, true America, could once again lay claim to the mainland.

Reconaissance and exploration of California continued: the Enclave didn't have any means of carrying out their genocidal ambitions short of destroying the world all over again with nuclear weapons. Eventually, Enclave troops stumbled across the old abandoned Mariposa Military Base, where research on the Forced Evolutionary Virus had been done before the Great War. FEV was what created the super mutants that most threatened the Enclave, and it would eventually come to be the Enclave's solution to these same mutants.

The Enclave excavated the Military Base (ruined by the Vault Dweller in Fallout), largely using slave labor gathered from the nearby mining town of Redding, eventually finding the Vats deep inside the lower levels of the base. Though they had been buried in rock and forgotten for decades, the Vats still contained that old familiar green bubbling gunk, Forced Evolutionary Virus. The Enclave gathered samples to be sent back to the Oil Rig for further analysis. Before long, though, the slave miners, some being fully exposed to raw FEV, others likely falling into the Vats accidentally, began to mutate into a second generation of super mutants. The mutant slaves soon overthrew their guards. Seizing their weapons, hardware left behind by the first Mutant Army or anything lying around, the super mutants stormed the upper levels and quickly overran the troops in the base. Panicked and retreating, the Enclave troopers on the upper levels fled the base and used explosives to seal the entrance, trapping the second generation mutants inside the base (at least until the Chosen One comes along in Fallout 2...).

Still, even though things went badly at Mariposa, the Enclave still had the samples of FEV they needed. Back at the Oil Rig, the United States Chemical Corps began work on the serum immediately. They found that it would be possible to make from FEV an incredibly potent and lethal toxin. But, in order for research to progress, they would need test subjects. They needed two test groups: one of clean, pure humans and another composed of the 'mutants' that lived all over the mainland, suffering radiation and FEV exposure for decades that, to the Enclave, made them unclean. The unclean sample was easily obtained by kidnapping the entire population of Arroyo: who would notice if one isolated Tribal village disappeared overnight? Most civilized people in the wastes hated Tribals anyways.

The clean group would be more difficult, though. The Enclave would allow the Chemical Corps to use people living on the Oil Rig (presumably because they were all too important to the Enclave's various projects). So, they had to look elsewhere. Once again, the mainland provided the needed stock.

The Vault Experiment Program
The Vaults were funded by the U.S. government and, accordingly, the government had control over them. Overtly, they were intended to allow a selection of priviledged United States citizens to survive the Great War. Secretly, however, a large part of the Vault Project had a far more sinister goal. The U.S. government's real plan to survive a nuclear war was simply to find another planet to live on after we blew up this one. An interstellar spacecraft designed to ferry the human race to Alpha Centauri was either under construction or ready to go before the War. The plan was for the government to flee to the Oil Rig, wait out the War and then pack up the populations of the Vaults to go to Alpha Centauri. However, the spacecraft was likely destroyed, disabled or rendered inaccessible by the nuclear bombs, so the Enclave had to abandon that plan and focus on retaking the continental United States.

Any voyage to another star would have been very difficult and fraught with unforseeable complications. Thus, to test the aptitude of the average American person to travel to another star, several of the Vaults were designed to have some sort of critical flaw. Vault 12, in Bakersfield (better known as the Necropolis, had a faulty Vault door that wouldn't close all the way, allowing dangerous radiation to leak in, leading to the creation of California's ghoul population. Vault 15, which is a few miles east of Vault 13, was built normally (the rockslide that buried its control centre was accidental), but it was populated with a diverse mix of races and peoples to see what sort of tensions arise when varied backgrounds are packed into a small environment. Vault 13, the home of the Vault Dweller in Fallout, was intended to stay shut for a full 200 years to test the effects of long term isolation (the troubles with the water chip forced the Overseer to improvise, potentially ruining the experiment as much of the Vault's population left to found Arroyo). The types and purposes of the experiments go on. Vault 8 (which is the Vault that Vault City was built around) was a control group, a Vault intended to exist normally to serve as a reference point for the other Vaults.

In order to monitor the populations being experimented upon, the Enclave's Oil Rig possessed a great deal of equipment that allowed them to observe and control the Vaults. For example, the Enclave sent the all clear signal to Vault 8 shortly after the War, prompting them to leave their Vault and build their City. These monitoring tools also let the Enclave see that the population of Vault 13 was largely intact. Thus, they travelled in force to Vault 13 and sent a command to the Vault's computers to open the Vault door. After taking care of some mild resistance, the Enclave troops rounded up the residents of Vault 13 and shipped them off to the Oil Rig in vertibirds to take part in the Chemical Corps' FEV experiments.

The Final Solution
Before long, the Chemical Corps developed their supertoxin. It was found to be 100% lethal to tainted humans. Just as the Enclave was preparing to launch the poison into the jet stream to kill the entire population of the mainland, the Chosen One arrived at the Oil Rig on the Poseidon Oil tanker that had sat in San Francisco for years. He frees the survivors of both the Vault 13 population as well as the Arroyo tribals and starts a self destruct sequence in the Oil Rig that destroys the entirety of the Enclave's headquarters, saving the world from horrible death at the hands of the mutant FEV.

Involvement on the Mainland
Aside from the excavation of the Mariposa Military Base, the Enclave also had a few other interests in California during the Fallout 2 period.


 * Navarro was a large outpost constructed by the Enclave on the coast of the mainland. It served mainly as a refueling stop for vertibirds carrying out missions in California as well as a general base of operations outside the Oil Rig. Navarro figures prominently in Fallout 2, with many plot critical elements being found here.
 * In New Reno, the Enclave was involved in a lucrative and confidential trading agreement with the Salvatore family. The terms of the agreement were that the Enclave would provide the Salvatores with powerful energy weapons, giving them an intimidating edge over the other Reno families, in exchange for which the Salvatores gave the Enclave drugs and slaves, because the Enclave are naughty people who do drugs and own slaves.
 * After emptying Vault 13 of its inhabitants, the Enclave left behind a clan of intelligent, talking deathclaws to guard the Vault and keep any nosey explorers from finding out what had happened to the vault dwellers and tracing it back to the Enclave. Unfortunately, the deathclaws weren't loyal to the Enclave and helped the Chosen One quite a bit.
 * In a canyon not far outside of Klamath, a small town in Northern California not far from Arroyo, an Enclave vertibird crashed, killing its crew. A single Mr. Handy model robot survived the accident but it malfunctioned, leading the simple residents of Klamath to assume the canyon was haunted. Aside from the robot, two corpses and the crashed vertibird itself, a single yellow keycard was found at the crash site. Its purpose was unknown, but likely excessively sinister.
 * Frank Horrigan, a large, angry, mutant supersoldier working for the Enclave, was responsible for several assassinations in California during the Fallout 2 period. He first killed an unidentified farmer and his family because they refused to reveal some important information to the Enclave. Later, he killed the leader of the Vault 13 deathclaws as punishment for helping the Chosen One. Finally, he killed Matt, the Brotherhood agent staffing the San Francisco outpost of the Metallic Monks.
 * The Enclave's computer network is still patched into Gecko's reactor systems, allowing them to communicate with users logged onto the nuclear power plant's computers.
 * The Enclave is most likely responsible for sending the all-clear signal to Vault 8, allowing the founders of Vault City to reach the surface. It is not known why they chose to do this.

Aftermath
While the main base was destroyed, remnants of the Enclave forces might have survived in the Navarro base. The base may not have been able to maintain itself for more than a few months before needing to move on or change its operations.

After the destruction of the Oil Rig, the Enclave remnants waged war against the New California Republic. The circumstances of the war are unknown, but the governor of the Hoover Dam believes that Shady Sands has been destroyed by the Enclave, as he lost contact with other parts of the NCR, although it is suggested that his assumption is false.

Appearances in games
The Enclave appears in Fallout 2. It might have appeared in Van Buren, Black Isle's cancelled Fallout 3 project, and it certainly played an important part in the game's backstory.

Related Holodisks

 * Military Base Level 1
 * Military Base Level 2
 * Military Base Level 3
 * Military Base Level 4
 * Military Base Outside
 * State of the Nation
 * The Project
 * Word List