Junktown is a location in Fallout.
Background
Junktown was founded by Killian Darkwater's grandfather.[1] The town mostly lives off of trading and has a reputation for open hospitality.[2][3]
The mayor of Junktown is Killian Darkwater, who runs Darkwaters. His father was the mayor until his death. Gizmo, a big-time crook and casino owner, established his business here. Junktown locations also include the Crash-House Inn, home to the Skulz, and the Skum Pitt, a bar owned by Neal. Doc Morbid is the town's doctor. Tycho, a Desert Ranger, resides in Junktown.
Drawing weapons in town is not permitted except in self-defense. The gates to the town are closed at night. Lars heads the guards in Junktown, working for Killian Darkwater. The gates are guarded by Kalnor. They also have a jail, which is guarded by Andrew. The guards are aware of the illegal activities of Gizmo and the Skulz, but they don't want to act without proper evidence. Gizmo hired a man to assassinate Killian, in order to gain full control over the town.
Location
Junktown can be found one square east and nine squares south of Vault 13. It is four squares north of the Hub.
Layout
Junktown is divided into three districts.
Gizmo's Casino |
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Crash House |
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Junktown Entrance |
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Entrance
The only entrance to Junktown. People need to holster their weapons or they will not be accepted into the town. This part of this town consists of a hospital where Doc Morbid heals his patients, and a jail where people who do not abide by the law are held.
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 Killian's store where people can buy weapons, ammo, and medicine.
Gizmo's Casino
Some believe the dealers are cheats and the games are rigged. Near the casino there is the Skum Pitt, a bar run by Neal and the boxing ring, with Saul as the champion.
Related quests
Inhabitants
Quotes
- "It has potential, although I don't know if building out of the refuse of the past is the best way to construct the future." - Tycho
- "But this is not a city of open hospitality. If you desire that, go to Junktown." - Aradesh of Shady Sands
- "My father used to tell me stories about the War. His father was a soldier before starting Junktown." - Killian Darkwater
- "You'd better put that away. Junktown is a friendly place, friend, and we want to keep it that way." - Kalnor, a Junktown guard
- "Junktown is a little south and a ways west. It's smaller, but still a good place to drop in for a drink. It's overseen by a fellow by the name of Killian Darkwater, the local shopkeeper, sheriff, and mayor." - Ian
- "Junktown's pretty tame. I prefer the more dangerous routes." - Keri of Crimson Caravan
- "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." - Fallout 2 manual
Notes
- The background music is Industrial Junk, which has been later used for Gecko in Fallout 2 and Vault 11 in Fallout: New Vegas.
- If the Vault Dweller does not holster their weapons inside, the Junktown guards will be hostile.
- In Fallout: New Vegas, Frank Weathers mentions he owns a few acres near Junktown.[4]
- In Fallout 4, there is a perk magazine named Tales of a Junktown Jerky Vendor.
Appearances
Junktown appears only in Fallout and is mentioned in Fallout 3, Fallout: New Vegas, and Fallout 4.
Behind the scenes
Junktown is mentioned in the Fallout Bible as not related to a real world location.[Dev 1][Dev 2]
- The location is mentioned in the Fallout 2 manual.[Pub 1]
Gallery
Junktown background used for talking heads
Concept art by Anthony Postma
See also
References
- ↑ 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.}"
- ↑ 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.}"
- ↑ Kalnor's dialogue: "{110}{}{You'd better put that away. Junktown is a friendly place, friend, and we want to keep it that way.}"
- ↑ Courier: "Who are you?"
Frank Weathers: "My name's Frank Weathers. I'm a farmer, got a few hundred acres near Junktown. Well, I was a farmer. I guess I'm not much of anything now."
(Frank Weathers' dialogue)
- ↑ Fallout 2 manual: "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."
- ↑ 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 and 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." - ↑ 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."
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