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Fallout

Up to date as of February 01, 2010
(Redirected to Anchorage Reclamation simulation article)

From The Vault

Fallout 3 locations project
This article is within the scope of the Fallout 3 locations project. This project is dedicated to cleaning up Fallout 3 location articles. If you want to participate, please check the project page.
For the historical event, see Anchorage Reclamation.
Anchorage Reclamation simulation


Anchorage
inside: Outcast Outpost
quests: Aiding the Outcasts
The Guns of Anchorage
Paving the Way
Operation: Anchorage
cell name: DLC02zCliffs01 (Field Storage)
DLC02zCliffs02 (Field Storage)
ref id: 0100B4EB (Field Storage)
0100B4EA (Field Storage)

The Anchorage Reclamation simulation is a virtual recreation of the famous Anchorage Reclamation created by Virtual Strategic Solutions, Inc. for the U.S. Army.

It can be found and entered at the Outcast Outpost in the old VSS Facility at Bailey's Crossroads.

Contents

Development

Entries found in a terminal in the Outcast Outpost detail the development of the simulation. The entry dated August 15, 2077 describes how General Constantine Chase tested the simulation himself, but claimed it didn't "feel right," and that hardware problems were prevalent. The second entry dated September 6, 2077 tells of how Chase was making elaborate changes to the simulation which the writer of the entry felt were "divorced from reality," and that he was sure that the real Anchorage Reclamation had never happened the way Chase portrayed it. The writer goes on to say that everyone was beginning to think Chase was going insane, but no one confronted him because they feared that the military would take over the project. At the very end, the writer questions why running the simulation was necessary anymore, since "any tactical data was mined months ago".

In particular, the VB-02 Vertibirds were present in the simulation in full operational capacity when in fact they wouldn't even reach prototype stage until much later. There is also doubt over the plausibility of Chimeras as shown in the simulation, since any other source material on the Reclamation makes no mention of it.

Locations

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Anchorage Cliffs

Anchorage Cliffs

inside: Anchorage Reclamation simulation
map marker: Anchorage Cliffs
quests: The Guns of Anchorage
Main article: The Guns of Anchorage

The Anchorage Cliffs are the starting point of the simulation where you first meet Sergeant Benjamin Montgomery and the general outside area during The Guns of Anchorage.

Cave Outpost

Cave Outpost

inside: Anchorage Reclamation simulation
map marker: none
quests: The Guns of Anchorage
cell name: DLC02zEndGlacierCave
ref id: 0100B94C
Main article: The Guns of Anchorage

A series on caves where you first come across a Scoped Gauss Rifle and re-unite with Montgomery.

Chinese Artillery Outpost

Chinese Artillery Outpost

inside: Anchorage Reclamation simulation
map marker: Chinese Artillery Outpost
quests: The Guns of Anchorage
cell name: DLC02TEMPArtilleryBase
ref id: 010058D6
Main article: The Guns of Anchorage

Containing the exit to the Artillery Overlook, this former American base is now occupied by the Chinese.

Artillery Overlook

Artillery Overlook

inside: Anchorage Reclamation simulation
map marker: Artillery Overlook
quests: The Guns of Anchorage
Main article: The Guns of Anchorage

The Artillery Overlook is filled with three gigantic artillery guns bombarding your fellow American soldiers in the far-away Anchorage.

U.S. Army Field Headquarters

U.S. Army Field Headquarters

inside: Anchorage Reclamation simulation
map marker: U.S. Army Field Headquarters
quests: Paving the Way
Operation: Anchorage
cell name: DLC02FieldHQ
ref id: 01000FAA

The U.S. Army Field Headquarters is the American base of operation for Operation: Anchorage and the place where you are briefed and equipped for the remaining missions in the simulation.

Ice Camp

Ice Camp

inside: Anchorage Reclamation simulation
map marker: Ice Camp
quests: Paving the Way
Main article: Paving the Way

The Chinese Ice Camp is a small encampment on the way to the Chimera Depot, rather close to the American camp. Take the left path to get there

Chimera Depot

Chimera Depot

inside: Anchorage Reclamation simulation
map marker: Chimera Depot
quests: Paving the Way
cell name: DLC02ChimeraDepot
ref id: 010019F5
Main article: Paving the Way

The Chimera Depot is a Chinese installation in which Chimeras are repaired and refueled.

Mining Town

Mining Town

inside: Anchorage Reclamation simulation
map marker: Mining Town
quests: Paving the Way
Main article: Paving the Way

An area of abandoned mines and houses which has to be passed on the way to the Listening Post.

Listening Post

Listening Post

inside: Anchorage Reclamation simulation
map marker: Listening Post
quests: Paving the Way
cell name: DLC02ListeningPost
ref id: 01000FE9
Main article: Paving the Way

The Chinese Listening Post is a Chinese base used for intelligence purposes and troop coordination. Take the right path to get there.

Trenches

Trenches

inside: Anchorage Reclamation simulation
map marker: Trenches
quests: Operation: Anchorage
Main article: Operation: Anchorage (quest)

The only way from the U.S. Army Field HQ to the Pulse Field leads through the Trenches, the main battlefield.

Pulse Field

Pulse Field

inside: Anchorage Reclamation simulation
map marker: Pulse Field
quests: Operation: Anchorage
Main article: Operation: Anchorage (quest)

The Pulse Field is the main defensive barrier of the Chinese Army, barring American Power Armor units from entering their headquarters and devastating the refinery.

Chinese Compound

Chinese Compound

inside: Anchorage Reclamation simulation
map marker: Chinese Compound
quests: Operation: Anchorage
cell name: DLC02ChineseHQCourtyard
ref id: 01001707
Main article: Operation: Anchorage (quest)

A captured refinery poses as the main Chinese stronghold in the simulation.

Appearances

The Anchorage Reclamation simulation appears in Fallout 3's Operation: Anchorage add-on.

Notes

  • Unlimited ammo exploit: Throughout the simulation, there are resupply stations that will top up the player's ammo to a preset level, presumably a typical load-out for a soldier of this era. Attempting to top up beyond this point will net result in the message "Ammo Already Full". By dropping all of you ammunition prior to using a top up station, your character can exceed this "typical load-out." This can be repeated infinitely. Note: these stations only dispense .308 caliber, 5mm, 10mm and 5.56mm rounds, flamer fuel, and shotgun shells.
  • There are snowmen in some areas with American combat helmets and armor on. They also have American flags, and one snowman has a Chinese hat on. When it is attacked, blood spurts out.
  • There is also a Chinese flamer unit torching the American snowman.
  • It is possible to transfer some items like the Repellent Stick into the simulation because they are quest items and can't be removed.
  • Even if you are playing as female character, the soldiers in the simulation will still refer to you as "sir" and "he".
  • It is possible to pickpocket the enemies in the simulation; ammo and Chinese Assault Rifles can be found. It should be noted that if you do manage to pickpocket them you will lose Karma.
  • If you manage to disarm an enemy by shooting their weapon or arms before you kill them, the dropped weapon will not disappear and can be picked up. Ammo stations will reload this weapon like any other and if you switch loadouts you will not lose weapons obtained in this manner.
  • If you have the Mysterious Stranger perk, he will appear even inside the simulation.
  • If you have the Cannibal perk you can still eat the dead Chinese soldiers by crouching and pressing the activation button. The message should come up asking what you want to do. The simulation will begin, the bodies will disappear, but you still lose karma.
  • If you use all of your leftover psycho ration at the end of the simulation the benefits will carry over after the simulation so you will get the benefits of psycho for a little over a game day without having to use any psycho you have acquired in the Wasteland. Oddly enough, one can become addicted to psycho within the simulation, and the effects of the addiction will continue outside the simulation.
  • If you actually speak or know Chinese, you will be disappointed by the language the Chinese speak in the simulation. They speak a non-fluent Chinese and sometimes, so bad that even people with Chinese as mother tongue will not understand some phrases or partial phrases.
  • There is a way to get all the load-outs, just ask if you can trade equipment, get your form, but before you talk to the quartermaster again, drop all of your weapons and ammo, even the Gauss Rifle, if you got it. Now talk to him and he will "take" what equipment you have on you, since there is nothing to take he gives you the equipment, but can't take anything, thus he does not "know" you traded equipment for a new load-out. This is repeatable for all the load-outs.

Behind the scenes

A reference is made to the Anchorage Reclamation simulation during the mission Tranquility Lane. If you choose to exit the Tranquility Lane simulation via the abandoned house, you can get into the Failsafe Terminal and read a letter from General Constantine Chase to Doctor Stanislaus Braun regarding the Anchorage Reclamation simulation, followed by the town of Tranquility Lane being attacked by many Chinese Commandos.

Also in reference to the mission Tranquility Lane, before entering the simulation, the player character can say, "Let me guess... more psychotic little girls?" if they have already completed that mission.

See also

Major locations in Fallout 3
Operation: Anchorage (add-on)

This article uses material from the "Anchorage Reclamation simulation" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Transformers

Up to date as of February 05, 2010

From Teletraan I: The Transformers Wiki

The reunited Joe team begins a unified offensive against the Terrordrome with the Autobots. The only thing in their way - a wall of innocent captives.

Transformers/G.I. Joe > Issue # 5
Previous Issue Next Issue

Transformers / G.I. Joe #5

Writer: John Ney Rieber
Pencils: Jae Lee
Colors: June Chung
Letters: Benjamin Lee
V/P Editor in Chief: Roger Lee
President: Pat Lee

  • Cover date: December 2003
  • Release date: January 21st, 2004

Synopsis

Snake-Eyes drags the shark-bitten Storm Shadow ashore. Before dying, Storm Shadow concedes that it is Snake-Eyes who has become the true warrior. Just then, Ravage returns to again try to kill Snake-Eyes, but his second attempt is as futile as his first.

Within the Terrordrome, Dr. Mindbender and the Baroness attempt to extract the G.I. Joe's battle plans from Flint using sadistic torture. Flint, however, does his best to resist.

Beachhead falls back from Frenzy, who survived Beachhead's electrical attack. Ordering Grunt to stay hidden, Beachhead lures Frenzy beneath a nearby parked plane. Once Beachhead is clear, Grunt opens fire, detonating the plane's fuel supply. With Frenzy injured, the G. I. Joes finish the Decepticon off with grenades.

Above, Lady Jaye manages to use her plane's slow speed to her advantage and catches Wild Weasel off-guard. As Wild Weasel falls, she notices the other team of G.I. Joes and their massive ally, Superion.

Outside of the Terrordrome, Cobra Commander - now aware of the incoming threat - creates a defensive wall of captured prisoner slaves.

The two teams of G.I. Joes finally unite, but Scarlett is disappointed that Snake-Eyes is still MIA. But soon as she laments his mysterious nature, the ninja arrives to join the party. As the united army of Autobots and G.I. Joe prepares to move against the Terrordrome, Prime halts and considers that perhaps it's not the Autobots' place to get involved in Earth's conflict. Seeing the way Cobra treats its captives as expendable tools, Prime changes his mind.

Ready to make the first move in the final conflict, Cobra Commander orders Shockwave into position. After Megatron validates the command, Shockwave obeys.

Moving forward, the G.I. Joes and Autobots devise a plan to use Superion, Stalker, and Snake-Eyes to safely remove the captured slaves from danger so they can engage Cobra and the Decepticons without the threat of harm coming to innocent life. But just then, Shockwave opens fire, crippling Superion.

Items of note

  • This issue should not be confused with the fifth issue of G.I. Joe/Transformers Vol. 1.
  • When Optimus Prime considers that perhaps it's not the Autobots' place to fight Cobra, his disembodied dialogue box is colored similarly to Megatron's dialogue. But from the context we can be certain that Prime is the one speaking.
  • Wavelengths also has an article from the desk of Rob Ruffolo.
  • As with the rest of the miniseries, Storm Shadow's name is consistently mis-parsed as Stormshadow.

This article uses material from the "Trenches" article on the Transformers wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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