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    Lone Wanderer

    Character » appears in 1 games

    The Lone Wanderer is the protagonist of Fallout 3. It is this person's mission in the game to find his or her father, who mysteriously left Vault 101.

    Short summary describing this character.

    Lone Wanderer last edited by Galamoth on 03/06/23 02:56PM View full history

    Overview

    Life in Vault 101

    James
    James

    The Vault 101 Dweller is the protagonist of Fallout 3. The game begins with the protagonist's birth, and at the outset the player is asked to choose the dweller's gender, name, and (through the use of a gene-scanning mechanism), physical appearance as an adult. However, the dweller's mother goes into cardiac arrest moments after giving birth, leaving the father, James, to raise the baby himself.

    The game then jumps forward one year, when the dweller is just a toddler. James leaves the baby in a playpen while he retrieves something from his office, but the dweller manages to open the playpen door and wanders around the room. There is a baby book on the floor entitled 'You're S.P.E.C.I.A.L.!', that, when accessed, allows the player to select the dweller's starting Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. After the baby is finished looking at the book, James returns to the room, encouraged by his child's willingness to explore. He shows the dweller his deceased wife's (and dweller's mother's) favorite bible verse, Revelations 21:6. It reflects on how she felt about the world before she died.

    The game jumps ahead another nine years to a surprise party on the dweller's tenth birthday. The vault's leader, the Overseer, presents the dweller with a Pip-Boy 3000, as is customary for all vault residents. The player is then introduced to some of the other vault residents including the dweller's friend Amata, the daughter of the overseer, and Butch, a young bully. After talking with all of the other party guests and receiving several gifts, the dweller is directed to visit James' assistant Jonas, and together James and Jonas give the dweller a repaired B.B. gun. After using the gun to shoot at some targets and a stray radroach, the dweller has a picture taken with James, and the game flashes forward again.

    Happy Birthday!
    Happy Birthday!

    Six years later, the player must take the G.O.A.T. exam, or General Occupational Aptitude Test, which all sixteen-year-olds must take, and which determines the career paths of all vault residents. On the way to take the exam the dweller encounters Butch and his friends (now members of a gang called the Tunnel Snakes) harassing Amata. The dweller can deal with this situation in different ways ranging from diplomacy to violence, but no matter the outcome, everyone will then enter the classroom to take the G.O.A.T. The player's answers during the test will determine the dweller's primary skills.

    Three years later, the nineteen-year-old dweller is awoken by Amata, who delivers serious news. James has escaped the vault, and as a result the overseer has gone mad and is putting Vault 101 under a violent security lock-down. Amata urges the dweller to escape and gives him/her a pistol for defense. The dweller is directed to sneak into the overseer's office, which contains a secret passage to the vault entrance. The player is given even more freedom on how to proceed than before, but in the end, all paths lead to leaving Vault 101 on the trail of the dweller's father.

    In The Wasteland

    After leaving the Vault, the player comes across the settlement known as Megaton, which has a large atomic bomb in the middle. After some poking around, the player comes into contact with a man named Colin Moriarty, who directs them towards the Galaxy News Radio building in the heart of Washington D.C. after they complete a short quest for him.

    It's a long trek, but the Vault 101 Dweller finally arrives at Galaxy News Radio. A colorful man named Three Dog informs the player that James stopped by, but left a short while ago. However, he's not willing to give up the information to a stranger, and asks the player to venture into the Museum of Technology to retrieve a dish so it can be placed on the Washington Monument, thus restoring the signal for the radio station. The player agrees and does so, and Three Dog is pleased. He tells the dweller that James left for Rivet City.

    Rivet City, a beached carrier, in all its glory
    Rivet City, a beached carrier, in all its glory

    The player makes the dangerous trek all the way south to Rivet City and heads for the Science Lab. There, the dweller meets Dr. Madison Li, who worked with James. Unfortunately, he's not there, but the player is told to check the Jefferson Memorial, where Project Purity is located. The Dweller heads there but finds the place swarming with Super Mutants. He/she clears them out, and finds some audio tapes left behind. They're recordings from James. He explains that he's heading off to Vault 112 to find a man named Dr. Braun.

    Vault 112's Tranquility Lane
    Vault 112's Tranquility Lane

    The player eventually finds the location of Vault 112 and enters. There, they are told by a robot to take a seat in an empty pod. By doing so, they are transported to a simulation of a suburban cul-de-sac, where all the residents of the Vault are "living." Unfortunately for them, they are unaware that it's all a simulation. In the simulation the player encounters a devilish girl named Betty, who has them perform evil tasks that eventually lead to the cold blooded murder of everyone in the vault, should the player agree to her schemes. After exiting the simulation, the dweller finally reunites with James, who explains why he left the vault. Together, the two of them head back to the Science Lab in Rivet City, where they take Dr. Li and the other scientists to the Jefferson Memorial in order to get Project Purity working again. However, the Enclave soon raid the place, and James is killed trying to prevent Colonel Autumn from gaining control of the facility. The player escorts Dr. Li and the other scientists to the Citadel, where the Brotherhood of Steel have set up their base of operations.

    The player learns about something called the GECK, and heads out to Vault 92 to retrieve it. While exploring the vault, they meet a friendly Super Mutant named Fawkes, who begs the player to set them free. Should the player agree to do so, Fawkes helps the dweller retrieve the GECK by venturing into the radiation filled room it's sitting in. The player starts to head out of the vault, but they are knocked to the ground by a mysterious device similar to a flashbang. The dweller is taken hostage by the Enclave and transported to Raven Rock. The player is interrogated by Colonel Autumn, but President John Henry Eden lets them free and has the player come to his office. President Eden explains his plans for America, and has the player take a cylinder filled with the F.E.V. virus to insert into the water supply, thus killing off anything in the Wasteland with a mutation of any kind.

    Liberty Prime
    Liberty Prime

    The player makes it back to the Citadel, where an invasion of Project Purity is being planned. The Dweller agrees to help the Brotherhood, and the invasion begins. They head towards the Jefferson Memorial as their robot, named Liberty Prime, tears apart everything in its way. Eventually they arrive, and the player heads inside. Unfortunately, things go poorly, and the player learns that the purifier must be turned on immediately. The dweller then must make a crucial choice. They can opt to sacrifice their own life to turn it on, or they can choose to send Sentinel Lyons in instead. Either way, Project Purity is activated, and the Vault 101 Dweller's journey comes to an end.

    DLC

    Broken Steel

    Liberty Prime
    Liberty Prime

    Two weeks later, the dweller wakes up from a coma to find Elder Lyons. He explains that after turning on the purifier, it created a blast wave that knocked the dweller and Sentinel Lyons into a coma. Sentinel Lyons was still in a coma and the dweller was given orders to go destroy a Enclave base with the help of Liberty Prime. So the Vault Dweller, a squad of Brotherhood soldiers, and Liberty Prime lead an attack on the base until missiles destroy Liberty Prime. The dweller then investigates and finds out that the Enclave have control of orbital missiles. The Brotherhood of Steel need to take out the base of operations but they will need a weapon to help infiltrate it. They tell the dweller to go to Old Olney and find an object called the Tesla coil. A scribe can provide the dweller with a device that can hack Enclave Deathclaws to turn them into allies. When the dweller reaches Old Olney, they go into the sewers where they fight Deathclaws before finding the coil and delivering it to the Brotherhood. They then give the dweller orders to go to the presidential tunnels and take a monorail to Adams Air Force Base, which is serving as the Enclave's base of operations. After the dweller reaches the base, the Brotherhood deliver a package to them; a Tesla cannon capable of destroying the base's security. After fighting through the Enclave, the dweller reaches the controls of the orbital missile system and uses them to destroy the base. The dweller is then evacuated by Lyon's pride on a helicopter, and watches the destruction of the base from the air. After returning to the Citadel, Elder Lyons promotes the dweller to sentinel and states that he considers the dweller a like his own child.

    Operation Anchorage

    No Caption Provided

    Receiving a distress call from a couple of Brotherhood Outcasts. The vault dweller came and helped the Outcasts. They then asked for his help since the Dweller had a pip boy. In the base they had a door which couldn't be opened because they needed to complete a simulation but they needed a pip boy to help activate it. So the dweller agreed and went into the simulation but was warned that the machine was broken so if he died in the simulation he will actually die. So in the simulation he's in Anchorage Alaska during the war and his mission was to take out chinese troops and destroy big Chinese guns. After doing that He was sent into a base camp where the dweller was given a strike team to command and is commanded to destroy fuel tanks at Chimera post, go to listening post and kill all Chinese, and destroy a pulse field so they take out the Chinese base. After doing all three objectives the Dweller enters the Chinese compound and kills General Jingwei which ends the simulation. The Dweller then awakens back to the real world and opens the door which reveals an armory. You can take whatevers in there without getting bad karma. After this a heated discussion between Defender Sibley and Protector McGraw which culminates in Sibley and most of the other Outcasts starting a mutiny against McGraw and Olin. You then kill the attacking outcasts and McGraw thanks the Dweller.

    The Pitt

    No Caption Provided

    The DLC begins with the wanderer receiving a distress call from a man named Werhner, who is asking for help. The dweller then comes to Werhner and asks them to travel to The Pitt with him to release the slaves. In order to do this the dweller goes into a slaver camp, kills the slavers, and get slave clothing so they can disguise them-self. Then the dweller and Werhner take a cart to Pittsburgh (The Pitt) -- raider slaver industrial city. Werhner tells the wanderer to find a woman named Midea. Then the dweller crosses a bridge covered in landmines and meets a pit raider who taunts you saying he too much of a wimp to cross the bridge and takes all your gear. The dweller goes into the city and meets Midea, who gives them the backstory and needs the dweller to play along. The dwellers first job is to go to the steel yard and gather 10 steel ingots (you can get an auto axe from one of the workers). The dweller gathered them instantly and also had to fight trogs on the way. After that the Dweller was put into a gladiator match for his freedom and do meet the pitt leader Ashur. The dweller entered and won all the matches he was put against. So for winning the Dweller gets their stuff back and is asked to go and meet Ashur in uptown. When you get to him he tells you that there is a cure to the virus that turns people into trogs and the cure is his baby daughter. Ashur tells you to kill Werhner because he's starting a slave uprising and if he will make the dweller a lieutenant. If you side with Ashur the dweller will kill Werhner and the dweller becomes the lieutenant getting ammo and a booster shot. If you side with Werhner the dweller will kidnap the baby, kill Ashur and his wife, release the trogs into uptown killing the raiders, and hand the baby to Werhner as him and Midea look for a cure.

    Point Lookout

    No Caption Provided

    Receiving a advertisement of a boat that can take the wanderer to point lookout where they can find treasure and stuff. When the wanderer gets to the boat a woman named Catherine asks the dweller to look for her daughter Nadine at Point Lookout if they get the chance. After a couple of days, The Wanderer reaches Point Lookout Maryland. The dweller then goes to the Calvert mansion and finds tribals attacking a ghoul in a white business suit and his two dogs. After the dweller kills the tribals the ghoul introduced himself as Desmond and needs the wanderers help in killing all the tribals. So after clearing the house of all the tribals, Desmond tells you to go to the tribals base of operations and find out why they're attacking him. So when the wanderer reaches the base, a guard tells them that the only way he can enter is if goes through initiation by going to a sacred bog and do their ritual. Once the wanderer reaches the bog, he is told to go to the mother punga tree and activate the seeds. The seeds shoot out the gas which knocks out the wanderer. When the wanderer wakes up, they experience a vivid hallucination through the regular gameplay, finding bobbleheads, corpses, and seeing people they know. After the hallucination, the wanderer returns to the base where they are accepted into the tribe. The wanderer then meets Nadine, the only other tribe member who doesn't appear to be insane. Nadine informs the wanderer that they have a scar on their head, which means that Tobar (the boatsman) took a piece of the wanderer's brain while they were hallucinating. Nadine then gets rid of the scar and tells the wanderer that she wants to leave. Nadine gives the wanderer a key to the praying grounds of the tribal leader. When the wanderer reaches the area, they find out that the tribe members are worshiping a holographic brain that can speak. The brain takes an interest in the wanderer because they're the only person that isn't insane, and tells you to find a way to break Desmond's jamming device so the brain can spread its influence. When the wanderer returns to Desmond, he reveals that the brain is Professor Calvert -- a pre-war scientist's consciousness, and Desmond's rival. He orders you to plant a jamming device on a ferris wheel so the professor's influence won't reach the rest of Point Lookout, and whether to side with Desmond or Professor Calvert comes down to the player's choice. After completing either task, the wanderer returns to Desmond's place, where there's a violent explosion shortly after. The wanderer finds Desmond in a bunker, who says that the brain is in the lighthouse and he needs the wanderer's help to kill it. The wanderer and Desmond reach the lighthouse and find a underground laboratory with security bots and turrets. After meeting those challenges, you come face to proverbial face with Professor Calvert. The wanderer is then given the final choice to kill either Calvert or Desmond. If you kill Desmond, Calvert will go back on his word and attempt to dispose of the wanderer. If you kill Calvert, Desmond will unlock a vault in his base filled with rewards. When the wanderer returns to the boat, they kill Tobar and recover the missing piece of their brain. The DLC comes to a close as the wanderer leaves with Nadine and returns to the wasteland.

    Mothership Zeta

    No Caption Provided

    The wanderer receives a strange signal from a alien crash site. While looking around the site, they are then abducted by aliens, put through various experiments, and left in a prison cell. The wanderer is woken up by a woman named Somah, who is another wastelander. The wanderer and Somah escape by staging a fight and free another prisoner -- a girl named Sally who came from the pre-war America, who helps the wanderer by going into vents and unlocking doors. After fighting through droves of aliens, the wanderer finds cryo-tanks. When unlocked, the tanks open to reveal a cowboy, a samurai (who can only speak japanese), a soldier (during the battle of Anchorage Alaska), and a dead astronaut. The next objective is to destroy 3 generators on the ship, which are housed the cryo-lab, hangar, and robot assembly, respectively. The wanderer is free to take the reanimated individuals into a room with them, if desired. After destroying the generators, the wanderer gains access to the upper level, but can only reach it in space. Taking the dead astronaut's suit, the wanderer is able to go into space and manually activate the teleportation device to the upper level and take the rest of their companions there. While going to the bridge, the group sees a full view of Earth and look in awe until they witness a death ray shoot a part of Earth. This prompts the group to continue on and dismantle the death ray, also killing the alien captain in the process. Soon after this, however, they're forced to turn the death ray back on in order to destroy an enemy alien ship that comes to destroy the ship they're already on. In the end, the group decides to remain on the ship permanently and send a beacon onto Earth so the wanderer can return to the wasteland.

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