Introduction
“You’ve gotten a lot farther than you should have, but then you haven’t met Frank Horrigan either. Your ride’s over, mutie. Time to die,” is one of the most iconic quotes in the Fallout franchise and the last words some players ever heard before their end. Fallout 2 (released in 1998 by Black Isle Studios) still remains one of the greatest role-playing games ever made, but what makes this game stand out among the rest? It’s not the plot that captured the affection and hearts of its players. Arroyo is suffering from the worst drought on record. Faced with this hardship, the village elder asks the direct descendant of the Vault Dweller, referred to as the Chosen One, to retrieve a Garden of Eden Creation Kit, or G.E.C.K, for the village. This device can create thriving communities out of the post-apocalyptic wasteland. It’s the side-quests and characters that take the spotlight. There are the mobsters of New Reno, the infamous Temple of Trials (the tutorial is the worst part of the game), the talking Deathclaws of Vault 13, and the magician Super Mutant residing the Mariposa Military Base to name a few.
DEVELOPMENT
Interplay’s Fallout 2 was the anxiously awaited sequel to Fallout, the “post-nuclear-role-playing-game” according to its logo.
Released only a year after the original, there was a lot to live up to and to improve upon. While they did do so in some fields, there were others that still failed to change for the better. Developed by Black Isle Studios and published by Interplay Productions, according to former Fallout 1 programmer, designer, and producer, Tim Cain they had started working on the sequel whilst working on the first game. While he was at the company, he announced via Usenet in December of 1997 that the sequel “should take 11 months”. Interplay was experiencing financial troubles at the time while led to the company pulling team members from other projects to get the product out the door.
In “basically nine months to make the whole game”, according to Cain. Their plans for Fallout 2 were greater than the time they were given. They had to compress and cut content, so much so that they had to be forced into crunch time just to finish the game. Crunch time, is compulsory overtime, during the development of a game. Not much else is known about the development of the game as much as been lost with time or was cut for time. Tim Cain left the project due to creative differences mid-way through alongside other developers.
GAMEPLAY
The game carried over and improved upon the GURPS-based system from the first game. It’s an isometric turn-based game with skills, abilities, perks, and traits. There is a faction reputation system alongside choices-and-consequences for players’ actions. It offered mass replayability as the player’s SPECIAL stats (Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck) change the way they interact with the environment.
There are 18 different skills in the game. They are ranked from 0% to 300%. The starting values for those skills at level one is determined by the character’s seven basic attributes, but most of those skills would fall between 0% and 50%. Every time a level is gained, the player will be awarded skill points to be used to improve their character’s skills, equal to five points plus twice their Intelligence. The player may choose to “tag” three of the 18 skills (though later a fourth skill may be tagged). A tagged skill will improve at twice the normal rate. Some non-player characters can also improve Skills via training.
At character creation, the player may choose two optional traits. Traits are special character attributes, such as ‘Skilled’ (which drastically increases the player’s skills but adds an extra level before the player may choose each perk), or ‘Jinxed’ (enemies have a greater chance of critical attack failures, but so does the player). A Trait normally contains one beneficial effect and one detrimental effect and are listed below the Perks section in the character sheet. Once a Trait is chosen, it is impossible to change, except by using the “Mutate” Perk which allows the player to change one Trait, but only once.
“Perks” are special elements of the leveling system. Every three levels (or every four if the player chose the “Skilled” Trait), the player is granted a perk of their choosing. Perks grant special effects, most of which are not obtainable via normal play in the game, such as letting the player take more actions per round. Unlike traits, most perks are purely beneficial—they are usually offset only by the infrequency of acquiring them.
Fallout 2 is also known for it’s Easter Eggs (a secret feature placed inside a game that is usually hidden from the public eye until it is discovered by the players, often as a strange occurrence or joke from the game’s developers) which have been criticized for dating the game. One of the inhabitants of Gecko will point at the player and say, “Phone home.” There’s the Bridge Keeper random encounter which is a one-for-one allusion to Monty Python and the Holy Grail. An NPC will ask the Chosen One if they “pity a fool” ala Mr. T style. There’s a pletheral of Star Wars and Star Trek references on top of the on-the-nose Terminator reference in the Skynet companion. Looking at the list, thanks to the Fallout Fan-Wiki, I can recognize some of the references, but the others are films/songs/books that I have not seen or heard of.
STORY
As stated before, the plot revolves around our tribal, “The Chosen One”, and their quest to find the Garden of Eden Creation Kit (G.E.C.K.). There are three ways to retrieve the GECK from Vault 13 according to the wiki:
“One must make their way to NCR, talk to Sheriff Dumont (standing on the corner in NCR Downtown), tell him you’re looking for “honest work.” He will then refer you to Westin (the entrance to his ranch is just to the west of the Sheriff). Your referral from the Sheriff (must pass karma check) will get the guard to open the gate. Take the quest to investigate raids on the brahmin and then track the perpetrators (talking deathclaws) back to Vault 13 (must have a high Outdoorsman skill to track them).
Talking to Saltbeef Bob (in the Westin Ranch compound) and giving him a drink of alcohol will get him to tell his yarn. This reveals that a doctor in NCR stole his map to Vault 13. Confronting the doctor gives you an option to buy his Velvet Elvis painting, which unknowingly to the doctor, contains the hidden map. You can then use your steal skill to get the money back (About 50% should allow you to do it).
Alternatively, take Tandi’s quest to clear/negotiate with the squatters in Vault 15, kill or leave Darion (your choice based on which quest you are doing) on Level 3. Opposite from his room is the computer room. One of the computers has information on Vault 13, although it requires a decent Science level.”
Following the Chosen One’s arrival at Vault 13, “they will have to either negotiate with or dispose of the inhabitants, which will require the Vault-Tec Computer Voice Module, which can be obtained from Eldridge in New Reno Arms, or Vault 8 (in Vault City).”
Returning to Arroyo after acquiring the G.E.C.K. by however means you decide, you discover that your village is destroyed. There is no one left save the village doctor Hakunin who tells of the dark demons that arrived from the air. He tells the Chosen One to follow them as they went south to get back their people and avenge them. Following his directions, the Chosen One and company stumble across an old gas station which is revealed to be the secret forward operating base of the mysterious Enclave foreshadowed throughout the game: Welcome to Camp Navarro.
Sneaking into the base, the Chosen One is greeted by the famous Sergeant Arch Dornan, who if convinced you are a soldier will say: “Welcome to Camp Navarro. So, you’re the new replacement… You are out of uniform, soldier! Where is your power armor? Don’t have any? You expect me to believe that, maggot? The truth is you lost an expensive piece of army-issue equipment. That suit is going to come out of your pay, and you will remain in this mans army until you are five hundred and ten years old, which is the number of years it will take for you to pay for a Mark II Powered Combat Armor you have lost! Report to the armory and have a new suit issued to you, then report back to me, private! Dismissed!” After being sent to retrieve the Advanced Power Armor the Chosen One can retrieve an important quest item to fix a ship back in San Francisco to take them to the Oil Rig.
Control Station Enclave is the main operating base of the Enclave and where they have the captives of Arroyo. Posing as a soldier allows them to get around the base, you find yoru people, and eventually coming face to face with President Dick Richardson who has the keycard the player needs to destroy the Oil Rig. Setting the reactor to detonate, the Chosen One makes a daring escape only to come across the final boss: Frank Horrigan, United States Secret Service, and the dead President’s bodyguard. There is no talking him down. A fight is inevitable. He and his turrets stand between you (and optionally Granite Squad who can be convinced to help you) and escaping the nuclear detonation.
After defeating him, he shares these parting words: “You (cough), you haven’t won here. You and your mutie-bastard friends are gonna join me in a big ol’ mushroom cloud sendoff. I just triggered the self-destruct. (Heh, heh; cough, cough,…) The work will go on. You didn’t do nothing here, ‘cept seal your own death warrants. Duty, (cough) honor… courage… Semper Fiiiii……..” and then explodes.
There are also the notable side quests of Fallout 2. In New Reno, you can choose to join one of the crime families and help them take over, wiping out the competition. There are the Bishops, Wrights, Mordinos, Salvatores, Yakuza, and the Temperance Union. There’s the Dam that Vault City wants you to take over for them, but you’d have to destroy the friendly Ghoul town of Gecko in order to fix the radiation problem. In Redding, one of the children you can meet asks you to find his father who was taken by the Enclave and put to work digging up the Mariposa Military Base. Going there they discover that his father, a magician, had turned into a crazy Super Mutant and uses his tricks against the Chosen One.
MEMORABLE CHARACTERS
Fallout 2 is more famously known for its distinct cast of characters from companions, helpful NPCs, to its antagonists.
Sulik is the first unique character you can run into outside of Arroyo, as well as serving as the first companion that you can recruit. He’s a fellow tribal like you and was searching for his sister who was taken by Slavers. Though, that questline was cut from the final release. Armed with a sledgehammer and his grand-pappy’s bone through his nose, Sulik will loyally follow the player after they deal with his bar-tab. He’s a melee-built character and tough as nail that can knock down enemies making them easier targets.
Harold is a returning character from Fallout 1, still with the same charm and wisdom that he had before, but not his mutation has evolved in the eighty years since we last saw him.
Lenny is the first ghoul companion in the franchise and can be found at the town of Gecko. He was a resident of Vault 12 and saw the Vault Dweller running through Necropolis but lacked the courage to join him, which would haunt him after he learned of their quest once the Master was destroyed. Upon seeing the Chosen One in the same Vault 13 jumpsuit, he would jump at the opportunity to save the Wasteland in another grand quest. He acts as a field medic to the party and like Marcus must be left outside Vault City due to their bigotry against mutants.
Mira/Davin is an interesting case as the player can sleep with either of them (regardless of gender) but will then be forced to marry said character to which they will become a permanent companion afterwards. In this respect, this can be seen as the earliest representation of same-sex marriage (even if it is a Shotgun-Wedding) but statistically either are if-not the worst options the player can take on their journey.
The worst is Pariah Dog who will give the player the Jinxed trait (Higher chance that failures are critical for everyone around you, but higher chance that failures are critical for you), render your Luck to 1, and will only run away during combat, and to remove this effect they have to die which is no easy feat.
Vic’s the trader that you were sent to find as he was the one that showed the Elder the Vault 13 canteen, so it is to be believed that he knows where the Vault is. He, however, has found himself in a tricky situation. By tricky situation, he got himself enslaved and needs some rescuing. To recruit him you have to either pay off Metzger, find Vic’s radio to pay off his debt, or do an Abraham-Lincoln and murder the slavers.
John Cassidy, the father of Fallout New Vegas’s (best) companion: Rose of Sharon Cassidy or just Cass, can be recruited from his bar in Vault City. “An old man with deep wrinkles, John Cassidy is a veteran of the worst places of the wastelands and has the scars to show for it. These memories of an adventurer’s life include scars from a 2203 knifing and old wounds from shootings in 2195, 2199 and 2201. He also has a metal plate in his skull and a fake eye.” The town guard raided him for all his alcohol despite his license. This is what prompts John to want to join the Chosen One and venture out into the wastes. He can also use brass knuckles and spears; he claims that he used to hunt with a spear but expresses shame about making him seem like a tribal. At this point, the Chosen One can state they are tribal, after which Cassidy will sincerely apologize and claim that spears are fine weapons used by many of his tribal friends.
Myron is the creator of the addictive Jet and resident of Stables where he works for the Mordeno Crime Family. You can ask him to join your party to act as the “medic” and to create drugs if you feel the need. If the female Chosen One has a low Intelligence stat of 4 of less, he will drug the player. If they have an Endurance stat of 5 or less, he will rape them in their sleep. He is also a child but does not count towards the Childkiller perk if you (rightfully) blast the little pervert in the face. You also gain karma for doing so. There is also a Blues Brothers reference in his dialogue:
It’s 106 miles to Arroyo, we got a full fusion cell, half a pack of Radaway, it’s midnight, and I’m wearing a 50-year old Vault 13 jumpsuit. Let’s hit it.
K-9 is the best companion outside of Marcus and Goris, simply put: it is a cyberdog who can talk. They can be recruited by saving them from the doctor in Navarro, fixing them up and hitting the road. Like Dogmeat from the first game, in combat they’ll rush the enemies and begin biting them but this time with razor-sharp metal teeth. This will try the fire and attention of hostiles, giving the player room to assess and deal with them while they are distracted.
Marcus is the elderly super mutant sheriff of Broken Hills in 2241 and mayor of Jacobstown in 2281. He used to serve in the Master’s Army until his downfall which led him to becoming an independent thinker. He would go on to found the town of Broken Hills with the help of a Brotherhood of Steel Knight where he would act as the sheriff and mayor. When the Chosen One arrives he asks for help investigating an anti-mutant conspiracy to which afterwards he’ll join the party. Given his status as a Super Mutant, trying to enter Vault City will result in the Chosen One having to leave him outside. Marcus is excellent with Big Guns given his Super Mutant stats.
Skynet is the A.I. of the Sierra Army Depot who craves to escape the confines of his system and desires to be in the body of a Robobrain. The awakening would soon lead to the realization that Skynet requires a mobile vessel to avoid exhausting his pool of stimuli within the base. As such, it began to work on a cybernetic brain that would allow for its entire consciousness to be downloaded into a next generation robobrain model. However, its plans were cut short in July 2077, as the base was converted into an automated defense outpost. Skynet was cloned, creating a separate AI handling the defense, and left to rot within the confines of the base. The Chosen One can infiltrate the depot and meet Skynet, who’ll ask for them to finish their project. Doing so will allow for the A.I. to be free and become a member of the Chosen One’s company. Their armed with a Gauss Rifle but will go ballistic if the Chosen One ever lies to an NPC.
Goris is a humanoid figure wearing a long-sleeved, hooded robe when in truth he is an Intelligent Deathclaw. He is a scholar and was very curious about the rest of the world. He had learned how to crudely disguise himself among humans by wearing a loose robe (because “humans have a habit of shooting Deathclaws on sight”) and claiming that he was really a human but had some deformity he wished to hide and traveled in the wasteland among them learning as much as he could about their cultures. He can be recruited from Vault 13 where the other Intelligent Deathclaws reside. He is unique in the sense that he is the only albino Deathclaw. When combat begins, he dramatically tosses them off, revealing his Deathclaw form. The animation of Goris taking his robes off takes around five seconds, as does the animation of him putting his robes back on. As a companion, Goris is tough, quick, and skilled in unarmed combat. However, his inability to use other weapons than his claws reduces his utility as an NPC somewhat, though his tough hide is equivalent of combat armor.
Your ride’s over, mutie. Time to die. Frank Horrigan is the gigantic power-armored Super Mutant, a Secret Service operative and the President’s bodyguard and hitman, he was the main arm of the Enclave until his death at the hands of the Chosen One. He is the hardest boss in the game give that Horrigan has 999 HP and is equipped with two unique weapons normally unobtainable: an End Boss plasma gun and an End Boss knife. He is also very fast, having a great amount of AP, and is able to attack several times per round. If his weapons are disabled (either due to running out of ammo or if his eyes or limbs are crippled by repeated aimed shots), Horrigan will engage in hand-to-hand combat with his enemies to the death.
Normally, he continually fires his gun until he runs out of ammo, at which point he resorts to his knife. Additionally, Horrigan’s armor grants him high resistance against small arms fire, explosions and laser and plasma bolts, but is somewhat vulnerable to electricity. It’s marginally better than the standard advanced power armor used by regular Enclave troopers.
He also has a unique death animation, as well as a Talking Head (Talking head is a term referring to characters in Fallout and Fallout 2 with digitized speech and animated heads, rather than just text showing beneath a centered image of the character’s sprite. These heads were typically first created as clay models, digitized using a Faro Space Arm and VertiSketch, touched up in the LightWave (early 3D modelling software), textured with Photoshop, animated, and finally stored as two-dimensional animation frames in .frm format).
RECEPTION
Fallout 2 would be a commercial success upon release, but it would not save Interplay Productions from ruin, as they would later make poor decisions resulting in them going bankrupt and selling the IP to Bethesda Studios. Fallout 2 is considered one of the earliest video games to allow same-sex marriage. A high remark for a piece of its time.
Fallout 2 is highly regarded by older and some newer fans as the best in the franchise, seconded by Fallout: New Vegas or Fallout 1, with the Bethesda entries lagging. The game has amazing storytelling and memorable characters, quests, and atmosphere. And after its release, the game was highly praised for the writing and worldbuilding it accomplished. The developers “didn’t fix what wasn’t broken” when it came to the game’s mechanics but tweaked what was already there. But that didn’t stop the combat from feeling slow and clunky. That and the bugs found within the game can ruin a playthrough.
The tutorial, for instance, punishes the player for choosing a ranged playstyle. It was noted that the Temple of Trials wasn’t originally intended to be there, as the game would have started with the player getting the main quest then being on their way, but it was mandatory by the publisher that it exists. Scarcity of ranged weapons early game can be a major turnoff for new players. If the player is not specialized into melee to any degree, then the beginning of the game is a hell of its own.
Another frequent complaint is the Easter Eggs mentioned before, and how they date the game or how they break the fourth wall with a sledgehammer instead of a chisel.
It was a nominee for “PC Role-Playing Game of the Year” during the AIAS’ 2nd Annual Interactive Achievement Awards. That and the game was also considered for awards for ole-playing game of the year awards from Computer Gaming World, GameSpot, CNET Gamecenter, and IGN. Most of the awards would be won, however, by Baldur’s Gate. Though those detractors criticized the game for frequent bugs and a lack of innovation with the gameplay.
It secured third place on PC Data’s computer game sales rankings for the first week of November 1998. Though, the game failed to sell in the United Kingdom like its predecessor. This was likely an early warning sign of what was to befall the production company. As the poor sales of their follow up titles, Fallout: Tactics – Brotherhood of Steel, Fallout: Brotherhood of Steel, and such bankrupted them. Interplay would begin taking sponsorships and selling out their IPs in order to stay afloat for as long as they can. One such sponsorship was Bawls Energy Drink in which it replaced the iconic Nuka Cola in Fallout: Brotherhood of Steel. Which would lead to them selling Fallout entirely to Bethesda Studios and filing for bankruptcy soon after.
LEGACY
Fallout 2 set the standards for what an RPG should be: a way to get immersed in another world and giving the player the ability to be whoever they want to in the world. They can be good, bad, or just the guy with the gun. The game always prompted the player to think of solutions to problems without being told so. There are multiple problems with a plethora of answers to choose from with only vague hints as the guide.
To quote Chris Avellone, lead developer on the openness of one of the towns, “I think it [New Reno] presents a lot of fun role-playing opportunities and things to do, no matter what ‘type’ of character you are. But does it fit in the setting? No, probably not. It’s too sexually over-the-top, too much profanity, and the look and attitude of some of the characters is too modern-day to complement the feel of the Fallout world (…) But I still think it was fun to play, and it was fun to design.”
Though not the first of its kind to have such a design philosophy it is the most prominent member of the CRPGs and video games in general that allow the player to immerse themselves. In its competitor Baldur’s Gate there were specific methods to the quests. Fallout 2 revived a dying genre.
According to the CRPG Book (a nonprofit project dedicated to the history of Computer Role Playing Games)’s section on Fallout, “However, what defines the game is the number (and quality) of role-playing options. Fallout wasn’t the first RPG with choices, but it was the first entirely designed around them. The developer’s goal was that every quest should be solvable in at least three ways: combat, dialogue or stealth. And they succeeded,” (Pepe 242).
That and, “The JRPG, RTS and FPS genres were booming back in 1996, but computer RPGs were practically dead. Daggerfall had been the only big release of 1996. Diablo arrived in early 1997 to much acclaim, but the genre still felt stale and limited, especially when compared to JRPGs like 1995’s Chrono Trigger. CRPGs were linear, combat-focused and usually very poorly written,” (Pepe 242).
They pushed the idea of choices and consequences. Fallout 2 may have only one unchangeable ending with the destruction of the Oil Rig but due to the abundant side content and the fact that your choices with those you interreact with affects their own ending. The city of New Reno, for instance, depending on your choices can have one of thirteen endings. Vault City, The Den, Modoc, Vault 15, Gecko, Redding, Broken Hills, the Hubologists, San Francisco, and Vault 13 all have multiple endings available to the player. The choices range from being a good Samaritan, a contrarian, to an evil bastard of a slaver.
Fallout 2 was the first Western game to feature same sex marriage. Which, for considering that the year was 1998, and the culture around the time was very against such relationships.
The game influenced those in its genre immensely. The developers of Fallout 2 would go on to join Obsidian Entertainment which would later be contracted by the new holder of the IP with a project: create another Fallout game, a spiritual successor to Fallout 2, of which that game heavily built off of for its story elements and freedom of choice and consequences. It maintained the same formula that Fallout 2 had to the same success, especially given its similar development hell of only 18 months.
Gaming is still influenced by its success and the groundwork it laid for RPGs. There are triple AAA games as well as a sea of indie titles claiming to be inspired by the classic RPG.
Wasteland 2 and Wasteland 3, developed by inXile Entertainment, were created by former Interplay member Brian Fargo when the former company went under, so it’s the most direct sequel to the game’s legacy. UnderRail, created by Stygian Software, embraced the gameplay mechanics. Age of Decadence, developed by Iron Tower Studios, was made to return to the ‘golden era’ of role-playing games by emphasizing choices and consequences and providing multiple solutions to quests. There are other games that follow the legacy Fallout 2 left behind: Shadowrun, Divinity Original Sin, Dead State, ATOM RPG, and the latest Baldur’s Gate III.
Fallout 2 also has a notable modding community outside of the modern titles, these are famous for their authenticity to the game’s core mechanics and legacy. Another fact of note is that most are made by Russians.
Fallout: Resurrection, also known as Fallout 1.5, was developed by only four fans in the Czech Republic which took ten years to accomplish. The mod offers a completely new story and locations. It is estimated that finishing the game takes 25 hours. It was released in 2013. It is notable as to being the first major project to carry on the spirit of Fallout 2.
Fallout: Sonora was created by the same team that made Fallout: Nevada, which takes on a Mexican-aesthetic as the game takes place on the border of Texas and Mexico. It’s the story of a simple peasant who was forced by fate on a difficult path. An ordinary person at a crossroads. Between two sides of the world. Between past and future. The Sonoran Desert is waiting for them, they have to decide what to do with their freedom. It was released in 2020 with an English translation coming two years later.
Fallout: Nevada was started in 2009 with the goal to preserve the basic principles of the original, such as moral and ethical issues, post-nuclear wasteland gloomy atmosphere, black humor, and so on. Again, made by Russian developers, it would release in 2011 with an English version in 2017. Social interaction is the main part of this game’s development. There will be no absolutely evil or absolutely good characters. Most of the quests and situations will provide the player with dilemmas of ethics and moral struggle.
Olympus 2207 is the biggest project and love letter to Fallout 2. Created by Russian Nebesa Games as a non-commercial game built off the Fallout 2 engine and mechanics, the project was started in 2010 and finished in 2017 with an English translation patched in by fans in 2021. It is a complete overhaul of the game that brandishes the concept of choice and consequences alongside the heavy roleplay aspects as noted by the English version of the website: No “Main Quest”. You choose your own goal in the game! Do you want to become the tyrant of Radius, or do you want to improve the lives of everyone in it? The choice is yours!
Works Cited:
Andrew Byers, and Francesco Crocco. The Role-Playing Society : Essays on the Cultural Influence of RPGs. McFarland, 2016. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&db=nlebk&AN=1193553&site=eds-live&scope=site.
Contributors to The Vault – Fallout Wiki. “Retrieve the Geck for Arroyo.” The Vault – Fallout Wiki, Fandom, Inc., fallout-archive.fandom.com/wiki/Retrieve_the_GECK_for_Arroyo. Accessed 5 Oct. 2023.
Game, One. “The CRPG Book Project” The CRPG Book Project, 7 Sept. 2015, crpgbook.wordpress.com/. Accessed 26 Oct. 2023.
Norton, Matthew J. Official Fallout 2: A Post Nuclear Role Playing Game: Strategies & Secrets. Sybex, 1999.
René Reinhold Schallegger, and Matthew Wilhelm Kapell. The Postmodern Joy of Role-Playing Games : Agency, Ritual and Meaning in the Medium. McFarland, 2018. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&db=nlebk&AN=1730441&site=eds-live&scope=site.
Wiki, Contributors to Fallout. “Fallout 2 Cultural References.” Fallout Wiki, Fandom, Inc., fallout.fandom.com/wiki/Fallout_2_cultural_references. Accessed 5 Oct. 2023.
“Why I Left Fallout 2.” YouTube, Timothy Cain, May 26th, 2023, www.youtube.com/CainOnGames
“Fallout Regrets.” YouTube, Timothy Cain, August 21st, 2023, www.youtube.com/CainOnGames
“Olympus 2207 – Adventure in the post-nuclear war world” olympus2207.com/. Accessed 26 Oct. 2023.



