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Fallout 5: New Leak Reveals the Story, Map, and Main Antagonist of the Upcoming Game

11/20/2025

Sometimes fan discussions online erupt over nothing — a weird screenshot, a broken model fragment, or a carelessly mentioned line of code. But this leak, the one we stumbled upon on a fan blog, is something entirely different. It appeared out of nowhere, simultaneously popping up on several old forums, almost as if someone deliberately tossed out bait just to watch how the community would react.

Fans immediately jumped into analyzing fragments of what looked like an early draft of the script — rough, unpolished, and undeniably strange. But there was something about it. Something that pulled you back in, making you reread it again and again. According to the rumors, Fallout 5 is taking players back to where it all began — to Vault 13, to the disappearance of the Chosen One, and to the moment the developers never dared to fully reveal: what really happened to the Chosen One after they vanished?

And the deeper you dive into this leak, the stronger the feeling becomes that… this might actually be real.

THE BEGINNING OF THE STORY: The Long-Forgotten Truth of Vault 13

The leak doesn't rush to reveal its biggest twist. Instead, it slowly leads us toward a secret Vault 13 has been hiding from its own people for decades. The official version always claimed that the surface remained poisoned, uninhabitable, overrun with deadly creatures and roaming predators. People sincerely believed that no one had ever gone outside. And, of course, that no one had ever returned.

Vault 13 was the only safe world — a place where every resident could feel protected, where they could live in peace, trusting that the Vault would always care for them and keep them safe.

But the truth turned out to be something entirely different.

The very Overseer who once exiled the Chosen One left behind a detailed holotape recounting the last days of the wasteland hero's life. It revealed that the Chosen One did find the GECK, did save his people, and eventually returned to Vault 13 alive and well.
But… in the end, he was rejected.

The Overseer understood the consequences all too clearly:
if the residents learned that the Chosen One had survived the surface, walked the Wasteland, and come back alive, they would inevitably want to follow in his footsteps — footsteps the Overseer believed were far too dangerous.

So he buried everything.
Every record about the Chosen One.
Every report.
Every incoming message from other Vaults.

All of it locked away in a restricted terminal archive, protected by a chain of passwords passed secretly from Overseer to Overseer.

The people of Vault 13 were left with a comforting lie — a tale of eternal radiation and certain death on the surface. They believed, truly and wholeheartedly, that the Vault door had never opened again.

Only one person ever knew the truth — a simple mechanic who, by pure accident, overheard the Overseer's midnight recording. He never revealed it to anyone, whispering it only to his son. And that son, already an old man, carried the burden for decades until he finally realized that he no longer had the luxury of time.

Before his death, he found the protagonist — the direct descendant of the vanished Chosen One — and entrusted him with what generations had hidden. He passed on the passwords. The secret.
And a final whispered request:
to sneak into the Overseer's office late at night and listen to the forbidden holotape — a recording where the trembling, weary voice of the long-dead Overseer tells the true story of what happened to the Chosen One after the end of Fallout 2.

This is how our protagonist learns why his ancestor disappeared.
And why no one could ever speak of it.

The next morning, he confronts the Overseer — a brutally honest, heavy conversation. The Overseer doesn't deny the truth, but he begs the hero to keep the dangerous secret, insisting it is the only way to protect the Vault from false hope.

But something in his words rings hollow.
Too hollow.

And the truth now means far too much to the hero to remain forever within concrete walls.

So, early in the morning, while the Vault still sleeps, the massive steel door groans, shudders —
and opens for the first time in decades.

Blinding sunlight floods his vision.

The leak emphasizes that this emotional moment is accompanied by the legendary line that started the entire Fallout saga:

"You are seeing the sun for the first time."


Fallout 5 Map and Locations: A Return to the Chosen One's Journey

The leak claims that Fallout 5 radically changes the entire approach to the world map.
After stepping out of Vault 13, the protagonist quickly realizes that the Wasteland is nothing like the one we saw in Fallout 4.

Gone are the endless icons cluttering the screen, the piles of repetitive ruins, and the constant swarms of raiders.
The map is once again honest, dangerous, and empty — just like in the classic duology.

And because of that, the game immediately feels like a return to the source.

How the Map Works

According to the leak:

Only major cities, factions, and important settlements are marked on the map.

Everything else — ruins, abandoned vaults, mutant dens, deserted caravans, anomalous zones — isn't marked at all.

Exploration becomes genuine again: you never know what's waiting beyond the next ridge or bend in the road.

Travel is now fully classic —
on foot, through dangerous territories filled with random encounters and events in the style of Fallout 1 and 2.

No instant teleportation.
No fast travel…
At least not until the player earns a very important exception.

Retracing the Chosen One's Route

The map's defining feature is that it is built so the player can follow the exact path taken by the legendary Chosen One many years ago.

Among the surviving locations:

• some settlements have thrived and grown into massive trading hubs,
• others lie completely destroyed,
• some are overrun by raiders, mutants, or creatures of unknown origin,
• and many new locations have appeared — bringing the total to 33.

Shady Sands in ruins, traces of forgotten caravan routes, dusty remains of old camps, scorched military zones — the player explores it all anew, uncovering fragments of the Chosen One's fate.

Old places are no longer just nostalgic landmarks — each one holds a piece of the truth, revealed gradually through people, terminals, strange rumors, or the protagonist's personal discoveries.

New Settlements

Over the years, the Wasteland has changed dramatically. New towns have risen where abandoned areas once stood:

• large independent merchant cities,
• fortified mercenary camps,
• bizarre communities with questionable customs,
• secret enclaves of scientists and zealots,
• settlements built around newly uncovered pre-war technology.

Some of these towns are peaceful.
Some are deadly.
And some only pretend to be harmless…

The leak reveals little about these settlements — except for two factions whose roles remain absolutely central.

Two Factions Revealed in the Leak

The Brotherhood of Steel — Not What They Seem

Rumor has it that the Brotherhood in Fallout 5 plays a role completely opposite of what fans expect.

On the surface, they appear as the familiar bastion of order — patrols, checkpoints, weapon stations, the recognizable Code.

But every piece of evidence points to the same conclusion:

The Brotherhood has changed. And not for the better.

While the rank-and-file paladins behave as usual, hidden documents hint at a deeply disturbing shift:

• increased authority and unchecked power among the Elders,
• authoritarian pressure on neutral settlements,
• suspicious disappearances of scientists and engineers,
• restricted access to pre-war technology projects,
• total secrecy surrounding their ultimate goal.

At first, the game shows the classic, friendly Brotherhood.
But slowly, the mask begins to slip.

The leak strongly implies that the Brotherhood will become one of the key mysteries of Fallout 5 — one that unfolds very gradually.

Between Fallout 2 and Fallout 5, the Brotherhood underwent severe internal transformation. Their worship of technology has completely overshadowed the value of human life. They became isolated, fanatical techno-authoritarians convinced that only they have the right to control what remains of the world.

The leak states:

• cooperation with them severely lowers karma,
• civilians begin to distrust or even hate the protagonist,
• the closer the hero gets to the Brotherhood, the more hostile other factions become,
• and most importantly — siding with them locks the player out of the main storyline.

But the player discovers all this much later.
At first they seem reliable… until the truth starts bleeding through the cracks.

The Enclave — The Most Unexpected Twist

The leak's biggest shock: the Enclave's ideology has changed dramatically.

Once a brutal, xenophobic faction dedicated to "purifying" the world, they now… protect civilians, caravans, and vulnerable settlements. And it's not a trick. Not a trap.

The Enclave has genuinely undergone a revolutionary shift in values.

Why?

The leak doesn't fully explain, but suggests:

• a major schism happened inside the faction,
• a new branch abandoned radicalism,
• they re-evaluated pre-war programs and recognized their catastrophic flaws,
• and shifted their focus from extermination to rebuilding civilization.

The Enclave is now the most technologically advanced — yet surprisingly humane — force in the Wasteland.

They are the ones who safeguard the archives related to the Chosen One.
And it is from them that the protagonist learns the real truth:

the Chosen One's fate is not a legend,
but a nightmare waiting to happen again.


Fallout 5 Companions: Who Will Follow You Along the Chosen One's Trail

According to the leak, the companion system in Fallout 5 is one of the harshest — and at the same time one of the deepest — in the entire history of the series.
It's built on the same principles of risk and permanence that defined the first Fallout games, only now pushed to their absolute limit.

Companions can die. For real.

The main rule: a companion does not get back up after being "knocked out."
If they die, they're gone forever — and with them, the player permanently loses:

• their unique perk,
• all temporary boosts,
• any stat bonuses,
• all gear they were carrying,
• and even passive relationship effects.

No stimpaks.
No "hold on, I'll get up in a second."
No reloading the combat phase.

Losing a companion means actually losing them.

Switching companions is a serious commitment

If the player decides to replace a companion:

• the current companion returns to the place you originally found them;
• their granted ability disappears completely;
• loyalty cannot be regained for everyone — some companions only give you one chance.

And some will never forgive being abandoned.

A companion's perk must be earned

Companions no longer hand out bonuses just for tagging along.
To unlock a companion's ability, the player must:

• earn their trust,
• complete a personal relationship stage,
• meet a karma requirement,
• or finish a compact but crucial personal quest.

Only then does the companion reveal their defining trait.

Each one has a different path:
some require negative karma, others positive;
some neutral;
some demand emotional closeness;
others — respect in battle.

Every companion is a narrative choice

Because abilities:

• take a long time to unlock,
• can be lost forever,
• depend on specific karma alignment,

…the player is forced to choose not just a follower, but a moral direction, a playstyle, and a relationship with the world itself.

In Fallout 5, companions aren't disposable resources.
They are part of the protagonist's story.

Your First Companion: Your Husband or Wife

The first step outside Vault 13 isn't a lonely one.
According to the leak, the protagonist of Fallout 5 can immediately take their spouse with them. This is the only companion in the game who joins you without requirements, without loyalty checks, without quests — because you already share a long, strong, deeply personal bond.

And that's exactly why the price of losing them is the highest in the entire game.

Unique Ability: "Magic Love"

Right from the start, your spouse grants a unique perk available only through this relationship:

+33% positive Karma automatically

Not for quests.
Not for choices.
Not for role-playing.
Simply because the hero is accompanied by someone who truly loves them — and believes in them.

This bonus:

• makes the hero noticeably more "light-aligned" in the eyes of other characters,
• unlocks additional dialogue options in positive factions,
• improves negotiations and trade, reducing merchant prices,
• influences the early game's progression.

It is the only bonus in Fallout 5 that doesn't need to be earned — it's granted immediately.

The Cost of Loss: The Harshest in the Game

Any companion can die, leave, or be replaced — and it hurts.
But losing your husband or wife? That hits the core of the character.

If your spouse:

• dies,
• leaves because of your actions,
• walks away forever due to infidelity,
• or is deliberately replaced by another companion…

…the consequences are irreversible:

❌ The "Magic Love" perk is lost forever.
No companion — not even the rarest — can restore it.

❌ The +33% Karma bonus is removed instantly.

❌ Relationships with many NPCs deteriorate sharply.
The world reacts naturally, recognizing someone who has lost what most try to protect.

The Consequences of "Infidelity"

If the player reaches maximum relationship level with another companion, it counts as direct betrayal of the spouse.

In this case:

• the spouse leaves forever,
• no dialogue can bring them back,
• the ability is lost completely and permanently,
• the hero receives a hidden reputation penalty among "good-aligned" characters.

This is the only moral choice in the game that cannot be undone in any way.

Why This Companion Is Special

They don't give you superpowers.
They don't hand out unique weapons.
They don't boost your combat capabilities.

They make the hero a better person.
And because of that, losing them isn't just a penalty to stats — it's a blow to the protagonist's very identity.

For players who prefer honest, immersive, consequence-driven gameplay, this will become the most emotional moment of the opening hours of Fallout 5.

Voice of the Wasteland: The Pip-Boy AI Companion

The moment the protagonist steps out of Vault 13 and sees sunlight for the first time, they're introduced not only to the Wasteland — but to a new voice that instantly becomes a defining part of the long, dangerous journey ahead.
According to the leak, the Pip-Boy in Fallout 5 is no longer just a portable terminal.
Now it houses a fully functional artificial intelligence, capable of accompanying the player as vividly and expressively as any living companion.

From the very first minutes, the AI doesn't feel like a program — it feels like an interactive partner. It doesn't merely comment on your actions: it warns you about hidden traps, notices enemies before you do, evaluates radiation levels, suggests safer routes, reacts to the environment, jokes, makes sarcastic remarks about your decisions, engages in casual conversation, and even tells goofy stories when the mood of the Wasteland becomes too dark.

Holographic Projection: When an AI Becomes Almost Human

At first, the AI is just a voice.
But as the relationship deepens and specific perks are unlocked ("Interface," "Deep Sync," "Personality Projection"), the AI begins to:

• appear as a faint blue hologram,
• gradually gain sharper features,
• form a more solid, defined appearance,
• eventually becoming fully humanoid.

A key feature is a character creator as flexible as the main protagonist's — allowing complete customization of:

• gender,
• voice,
• facial features,
• age,
• body shape,
• even speech patterns.

The AI remains a vibrant, glowing hologram, yet looks so convincing that NPCs react to it just like they would to an actual human being.

Unique Ability: Full Robotic Override

When the relationship with the AI reaches its highest stage (the leak calls it "Coupling Protocol"), the protagonist unlocks one of the most powerful abilities in Fallout 5:

Instantly hacking every robot in the area.

Mechanics work like this:

• Indoors, the ability affects all robots on the current floor.
• In the Wasteland, the hack radius is 100 meters.

It works on:

• security bots,
• turrets,
• sentry bots,
• protectrons,
• and even Liberty Prime.

Level, armor, model — none of it matters.
The AI punches straight through their core protocols and shuts them down with a single pulse.

But Power Never Comes Free: The Risk Is Enormous

This ability carries a terrifying price, one the player won't learn immediately:

The AI itself can be hacked.

Every encounter with robots carries a hidden danger:

• If the player strikes first, the robots shut down.
• But if the robots initiate combat, their counter-protocols attempt to hack the AI instead.

And if they succeed — the companion is destroyed.

Permanently.

The AI is gone forever:

• the ability disappears,
• all bonuses vanish,
• the hologram is wiped,
• the Pip-Boy module becomes an empty, lifeless interface.

There is no way to restore the AI.
It is the most dangerous — yet one of the most coveted — abilities in the entire game.

Why This Companion Is Special

The AI companion is the only follower who:

• doesn't take up physical space,
• can appear at any moment,
• grants near "cheat-level" control over robots,
• constantly analyzes threats and provides guidance,
• but exists on the razor's edge of total deletion.

The AI doesn't just help you — it pulls you into a constant invisible cyberwar, a struggle between human intuition and cold mechanical logic.

Greta the Mutant: The Wasteland's Intelligent Force

Not all mutants in the Wasteland are mindless brutes. The leak emphasizes that in Fallout 5, the player can encounter a truly exceptional individual — Greta, a mutant woman who is impossible to mistake for anyone else. Half of her appearance bears the unmistakable markings of mutation, and the other half remains startlingly human — the result of a long-forgotten scientific experiment.

She spends most of her time in a major trading hub not far from Shady Sands, a place buzzing with life day and night. In the local bar, leaning against the counter, Greta is almost always there. Tall, strong, broad-shouldered — and even a little alluring. But her eyes give her away: sharp, thoughtful, intelligent. She isn't just sane — the way she speaks makes it clear she's more cultured and perceptive than many humans.

Greta is that rare kind of mutant whose mind survived the mutation intact. She has zero tolerance for prejudice and instantly reads whoever stands before her: a coward, a hypocrite, a deceiver, or someone truly worthy of trust.

How Greta Becomes a Companion

To earn the trust of a mutant woman who's seen too much in her long life, a simple conversation won't be enough.
The protagonist must:

• show that they do not treat mutants as monsters,
• complete a small task centered on honesty and protecting the weak,
• prove they don't judge beings by appearance alone.

Only then does Greta agree to travel with the player.
Her decision isn't a whim — it's the careful, thoughtful choice of a being who has witnessed far too much to follow someone blindly.

Unique Ability: "Guardian's Shadow"

When trust reaches its highest level, Greta grants one of the most valuable perks in the game:

As long as Greta is with you, all mutant creatures will refuse to attack. Completely.

This means:

• aggressive mutants will not attack,
• patrols let you pass freely,
• random encounter packs avoid you,
• entire massive regions can be crossed without a single fight.

This isn't magic or charisma — it's respect.
Mutants sense that the hero is under the protection of "one of their own."

The Cost of Losing Greta

Losing Greta isn't just a stat penalty — it transforms enormous parts of the map into deadly zones.

If she:

• dies,
• leaves because of your actions,
• or is replaced by another companion,

then:

❌ all mutants become hostile again — and their aggression increases.
They attack more often, hit harder, and high-level enemies start appearing much earlier than normal.
Areas that were once safe become lethal with every step.

And the lost ability cannot be restored.
Greta is one of the most irreplaceable companions in Fallout 5.

Why Greta Is So Valuable

She's not a hulking brute with a club.
She's not a stereotypical wasteland monster.

Greta is wise, observant, honorable, and incredibly strong of spirit.

She helps you walk through places others can only survive by carving through hordes of enemies.
Losing her feels like losing both armor and sanctuary in a world that rarely shows mercy.

Liana the Alien: The Exiled Starwanderer Who Opens a Path Through the Wasteland

The southern lands of Fallout 5 are a place where even the most desperate caravans refuse to travel. Extreme radiation levels and endless swarms of deadly creatures make survival chances nearly nonexistent.
But it is here—nearly at the edge of the known world—where the protagonist first encounters Liana, in a small mobile camp of Hubologists lost somewhere in the southern wastes.
The Hubologists, as always, are busy gathering "cosmic artifacts" and preaching their doctrine about higher star-born races, completely unaware that one of their visitors is an actual extraterrestrial.
Liana is trying to survive among them after being exiled from her homeworld—Keora, located in the Kepler-62 star system.

At first glance, she appears almost human: slender, beautiful, with smooth dark hair and large shimmering violet eyes.
But without a vital artifact left behind in a nearby alien facility, she won't survive long on Earth.
Our atmosphere is literally "dissolving" her biology, and the artifact is the only thing capable of stabilizing her alien physiology.

Realizing she can't enter the facility herself, Liana turns to the protagonist for help.
At first cautious and distrustful, she gradually places her future in the hero's hands out of sheer necessity.

Why Liana Needs the Hero

Inside the alien complex lies the stabilizer core—an artifact that keeps her body functioning in an atmosphere fundamentally incompatible with her species.
But the facility is guarded by automated systems capable of destroying her in a fraction of a second:

• her DNA is listed as "status revoked",
• the sensors will fire instantly upon detecting her,
• crossing the threshold would be a death sentence.

So Liana doesn't demand or manipulate—she simply says:
"If you go in there instead of me… I can live.
If not — then I disappear forever."

How Liana Becomes a Companion

For Liana to join the hero, the player must complete a single, but extremely difficult challenge:

Infiltrate the alien facility, survive its defenses, and retrieve the stabilizer core alive.

Once this is done, she doesn't just join the protagonist — she ties her life to theirs.

Unique Ability: "Starshift"

As mentioned earlier, Fallout 5 returns to classic traversal mechanics — no instant travel between locations, only long walks across the Wasteland, random encounters, packs of creatures, and the nerve-wracking uncertainty of the unknown.

But with Liana, the rules of physics themselves bend.

When trust reaches its highest level, she grants the player an alien ability that feels almost miraculous:

Instant teleportation to any previously visited location.

This is not a map system.
Not Wasteland tech.
Not any known mechanic.

This is spatial disruption — a literal tear in the fabric of reality, letting the hero appear almost anywhere at will.

Her second ability is more tactical but no less powerful:

"Glass Shade"

If the hero crouches and remains still, their outline begins to shimmer — rendering them almost invisible.

This works for:

• bypassing patrols,
• avoiding ambushes,
• surviving in deadly zones.

Any movement or attack breaks the cloak.

The Cost of Losing Liana

If Liana:

• dies,
• leaves because of the hero's actions,
• or is replaced by another companion…

…the consequences are catastrophic:

Starshift is lost forever
Glass Shade is lost forever
❌ teleportation becomes impossible with any other companion
❌ the world once again demands long, dangerous journeys across the Wasteland
❌ the stabilizer core becomes useless if Liana is dead

If she survives but leaves due to conflict, her abilities can be restored — but regaining her trust is incredibly difficult.

Why Liana Is So Valuable

She grants the protagonist abilities that fundamentally transform how they experience the Wasteland — making distance irrelevant and exploration uniquely powerful.

With her, the hero feels stronger.
But losing her reveals just how irreplaceable and precious she truly was.

Marcus "Jackal" Rowan — Your Guide Through the World of Trade and Smuggling

Among the bustling trading hubs of the Wasteland, the protagonist constantly encounters hundreds of mercenaries: cheap gunmen, wandering thugs, and bodyguards who die in the very first firefight.
But there is one exceptional fighter who never stands idle, never plays the hero, and never brags about his skills. His name is Marcus "Jackal" Rowan — one of the most respected (and simultaneously most dangerous) smugglers in the region.

Tall, muscular, clad in worn mercenary combat armor — the kind worn by Gunners and major raider clans — Jackal usually lingers in the shadows of market stalls, watching people with a sharp, experienced gaze. He can instantly tell a newcomer from a veteran drifter.
He speaks rarely, but every word comes at a price.

Hiring Conditions

To convince Jackal to travel with the hero, you must pay 10,000 caps — the price of his reputation, connections, and the enormous risk he takes.

However, there's an alternative:

• with high Charisma, he may lower the fee by 50%;
• with max Charisma, he'll offer a small "personal discount" — but he will never go for free.

He makes this clear from the start:

"I'm not your friend, not your hero, and not your vault brother. I'm a service. And an expensive one."

But once paid, he honors the contract faithfully — as long as he stays alive.

Marcus Rowan's Unique Abilities

Jackal is not a miracle warrior, a spatial mage, or some supernatural entity.
His strength lies in commerce, connections, and knowledge of the Wasteland — and these abilities are truly priceless.

1. "Smuggler's Eye" — White Markers for All Traders

As long as Marcus is with the hero, they can see:

• every merchant in the region,
• even hidden or temporary ones,
• even those normally never marked on the map.

All appear as white markers regardless of distance or game progression.

This makes planning vastly easier — especially when the player needs ammo, meds, or rare resources.

2. "Jackal's Price" — Discounts Up to 50%

Marcus is highly respected among Wasteland traders — not out of love, but out of fear of ruining relations with him.

When trust with Jackal is high:

• merchants offer discounts up to 50%,
• even the greedy ones,
• even black-market dealers.

This ability is not affected by Karma — Jackal only cares about business.

3. "Loot Markers" — Indicators for Power Armor and Elite Gear

At the highest level of trust, Marcus shares the most dangerous part of his trade — information about places better left alone.

The hero gains the ability to see yellow markers indicating:

• power armor of any generation,
• heavy weapons (flamers, miniguns),
• energy weapons,
• rare modified models,
• high-tier stashes.

Important: the marker shows an area, not a specific object.
A weapon may be hidden in a safe, under rubble, in a locker, or in a basement — the player must find it themselves.

Jackal always warns:

"Marked doesn't mean 'go take it.' Every yellow circle could be your last day."

The Cost of Losing Jackal

If Marcus:

• dies,
• leaves because of your choices,
• or is replaced by another companion…

…the hero loses all trade-related abilities.

And then the real trouble begins:

All merchants raise prices by 30% for six in-game months

Marcus leaves — but not silently. He spreads very unflattering rumors:

"If this fool managed to lose me, imagine how fast he'll lose your goods."

Personality

Marcus is neither good nor evil.
He's a professional survivor who doesn't need friends but respects those who keep their word.
Strict, ironic, rarely open.

But if you ever prove to him that you are worth the tens of thousands of caps he charges — he will walk beside you to the very end.

Arthur, Brotherhood of Steel Paladin — A Living Tank Who Makes You Nearly Unstoppable

If other Fallout 5 companions offer stealth, clever tricks, or mobility, Brotherhood Paladin Arthur represents pure, overwhelming force.
Having him at your side feels like marching with an entire army behind your back.

Huge, cold-blooded, direct, and conditioned to see the world through the lens of strength and technological superiority, Arthur embodies everything the Brotherhood has become. But with him comes a dangerous shadow — a heavy price the player must accept with full awareness.

How the Paladin Joins You

Arthur doesn't follow just anyone. To earn his respect, the hero must:

• show hardness in key dialogue choices,
• demonstrate readiness to act without mercy or compromise — even when innocent civilians are involved.

In this version of Fallout's world, the Brotherhood of Steel are true techno-authoritarians, convinced that the world can be "purified" only through force. Arthur accepts only equally "pragmatic" allies at his side.

Unique Ability: "Steel's Retribution"

When the Paladin's trust reaches its peak, he grants the player access to a special combat protocol tied to his power armor.

The system turns the protagonist into a living engine of punishment:

70% of all damage dealt to you is reflected back at the attacker. Automatically. Instantly. Inevitably.

Meaning:

• if a mutant punches you — he breaks his own arm,
• if a deathclaw slashes you — it suffers a fatal blow to its chest,
• if a gunner unloads a full magazine — the bullets tear through his own armor.

It works on everyone except:

• enemies in power armor,
• and Enclave squads hunting the hero at low Karma.

Against them, the armor remains strong — but not an ultimate weapon of retribution.

Why This Ability Is So Valuable

Because it gives the hero an advantage that doesn't require shooting at all.
Sometimes surviving the first five seconds of a fight is enough — the enemy destroys themselves.

With the right tactics:

• entire bases can be cleared,
• overwhelming forces defeated,
• and the player walks out alive from places where anyone else would die.

It's one of the strongest defensive abilities in the entire game.

The Price of Such Power

Arthur is the companion with the harshest cost of all.

1. Karma begins to plummet

The longer he travels with the hero, the lower Karma drops — worsening relationships with:

• peaceful settlers,
• merchants,
• good-aligned companions.

Some followers may even leave forever or turn hostile if Karma falls too far.

2. The Enclave declares open hunt on the hero

And it's not a metaphor. With negative Karma:

• Enclave patrols start appearing across the map — at first small squads, then full power-armored units,
• and eventually "punitive companies" of 10–12 soldiers,
• who:

– shoot on sight,
– ignore NPC-safe zones,
– pursue the hero even after successful escapes.

And most importantly:

Steel's Retribution does NOT work on them.

3. Losing Arthur = losing the ability forever

If Arthur:

• dies,
• leaves the hero,
• or is replaced by another companion…

…the ability disappears permanently. No other character, perk, or faction can restore it.

And even worse:

After his death, Karma drops even further — a direct consequence of the hero's ties to the Brotherhood.

For a while, peaceful NPCs treat the protagonist like a dangerous madman, making dialogue significantly harder.

The most terrifying consequence

Cooperating with the Brotherhood — and with Arthur — makes it impossible to progress through the main story until the player restores positive Karma.

Why Arthur Is the Most Dangerous Companion

Because he grants brutal, devastating power — but in exchange breaks:

• the economy of survival,
• the hero's reputation,
• relationships with NPCs,
• and the entire balance of the Wasteland.

The hero doesn't just become stronger.
They become a threat.
A threat the Enclave is determined to eliminate at any cost.

Lyra — A Gift of the Night and a Curse of the Dawn

There is a certain town on the Fallout 5 map that stands out far too much from the rest. Peaceful settlers and caravan masters advise staying far away from it. Rumors say people vanish there — sometimes entire caravans disappear without a trace. And during the day, the town looks almost perfect. The streets are filled with ordinary people: trading, crafting, moving about calmly and politely — a little too politely. Yet they all share one strange and unmistakable trait:

They are impossibly attractive.

Young, elegant, fit — as if they stepped straight out of a pre-war magazine. Men and women alike look nothing like typical Wasteland survivors.
Smooth skin, bright eyes, flawless bodies — all with no signs of radiation or aging.

They greet you warmly, offer help, and act like normal townsfolk.
At least… it seems that way.
But when night falls—

The Secret of the Night

The moment the sun sinks behind the horizon, the town transforms completely.

Lights flare up.
Music pours from bars and open windows.
Laughter, dancing, gambling — as if the entire place wakes up from a long, silent sleep.

And the people — those quiet, modest daytime residents — become vibrant, bold, free, and dangerously alive.

It is here, among the lights and music, that the hero first meets Lyra — a stunning brunette with dark expressive eyes, bright painted lips, a graceful step, and a breathtaking presence that makes you question:

Is she human… or something entirely different?

The First Meeting

Lyra smiles warmly, as if greeting an old friend. She is charming, confident, intelligent — and undeniably dangerous. Her movements are fluid and seductive, and her gaze is so deep and piercing that it feels like she sees straight through the hero.

She doesn't hide her interest, but every word carries a subtle test.

She looks at the hero as if judging whether they can walk beside her… or whether they will become just another victim of the night.

It is then the hero uncovers the unsettling truth:

The people of this town are real vampires.

Not mystical ones — but mutated humans. Radiation triggered a genetic transformation that forces each resident to drink human blood once a month to survive.
They are immortal at night — no weapon can kill them — but vulnerable during the day, which is why they behave so modestly, luring lost wanderers and whole caravans into town.

How Lyra Becomes a Companion

To gain Lyra as a follower, talking isn't enough. She demands proof — not of strength, but of character.

1. Karma — neutral or negative

Overly kind people repel her. She prefers those who can walk the razor-thin line of morality.
She won't travel with someone who lectures her or interferes with her predatory nature.

2. A personal trial

The hero must complete a short but dangerous nighttime quest where Lyra observes:

• how the hero thinks,
• how they act,
• and how honest they are about the brutality of the Wasteland.

3. Trust

If the hero proves themselves — without revulsion or cowardice — she finally whispers:

"Do you want to taste the night for what it truly is? Then walk with me."

Lyra's Unique Ability: "Blood Hour"

When trust reaches its peak, Lyra reveals her true nature and grants the hero one of the strongest abilities mentioned in the leak:

"Blood Hour" — Complete Immortality from 00:00 to 01:00

For one hour, the hero becomes:

• entirely invulnerable,
• able to tear through hordes of mutants,
• immune to explosions, deathclaws, radiation, and fire.

But the moment the clock strikes 01:00 — the effect ends instantly.
One step out of time, and the hero is mortal again.

This makes the ability unbelievably powerful… and terrifyingly dangerous.

The Terrible Price of This Gift

Lyra's strength comes with horrific consequences.

1. Monthly Blood Hunger

After several weeks with Lyra, the hero begins to undergo disturbing changes:

• once a month they must drink blood —
• or their body weakens, health drops, and death becomes unavoidable.

Brahmin, mutant, human — it doesn't matter.

But after three months, the mutation stabilizes:
the hero now requires exclusively human blood.

2. Lyra is vulnerable during the day

Her people are immortal only at night.
During the day they are ordinary — mortal — and Lyra is no exception.

The hero must protect her at all costs:

because if she dies…

3. All her powers are lost forever

If Lyra:

• dies,
• leaves due to the hero's actions,
• or is swapped for another companion…

the hero loses:

❌ "Blood Hour" forever
❌ immunity to blood-hunger's side effects
❌ all access to nocturnal power

But the blood hunger remains for another six months — poisoning the hero's life.
The only cure is an extremely rare vaccine hidden in a secret bunker.

Why Lyra Is One of the Most Powerful and Dangerous Companions

Lyra is temptation, power, and curse.
She grants absolute invulnerability at night — but transforms the hero's life into a terrifying balance between humanity and darkness.

Her companionship is sweet and frightening at the same time.
Her loss is painful — and irreversible.

Enclave Scientists: Dr. Andrews and Dr. Marlen

After decades of fear, rumors, and bloody stories surrounding the Enclave, the leak claims something almost impossible to believe: the ideology of the organization has changed beyond recognition.

The Enclave no longer seeks to dominate the Wasteland through force or genocide.
Now they are a technocratic order that protects civilians, studies pre-war technologies, builds mobile field hospitals, and rescues people from irradiated zones.

Fans in discussions say:
"The Enclave has finally become what the Brotherhood of Steel once dreamed of being — guardians of technology and life."

It is this reformed Enclave the hero encounters mid-game, where they meet two brilliant scientists — either of whom can become one of the most unusual companions in Fallout 5.

Dr. Samuel Andrews

Age 40–45. Tall, fit, with a thick dark beard and thin-frame glasses. His stride is confident, but his eyes are tired — the look of someone who knows too much and sleeps too little.

Specialization: chrono-engineering.
He speaks slowly, calmly, choosing each word as if it were a precise mathematical formula.

Dr. Evelyn Marlen

Around 35. Dark hair tied into a perfect ponytail, sharp facial features, and a piercing analytical gaze.

Specialization: energy circuits and unstable crystalline structures.
She's sharp, direct, sometimes harsh — but brilliant enough that her sharpness is always forgiven.

Joining Requirements

The Enclave is strict — very strict. To be accepted, the hero must meet all of the following:

Karma: neutral or positive
(The Enclave now protects people. Murderers, raiders, and looters are banned outright.)

Intelligence of at least 7
Anyone below that won't even survive the interview — yes, the leak specifically mentions an interview!

Successful completion of a scientific trial
Not combat, not hacking — a real, complex test of logic, perception, and technological intuition where a wrong decision can destroy everything.

After passing the trial, the hero must choose one of the two scientists: Dr. Andrews or Dr. Marlen.

Unique Ability: "Zero Shift"

This isn't magic, hacking, or pseudo-science.
It's a true technological breakthrough — a project the Enclave has been developing for decades.

A complete temporal rollback. A recalculation of reality itself.

Time fully rewinds 5 minutes into the past.

Not the "state of the world."
The actual timeline jumps back.

The hero remembers everything.

Only the player character retains their memories.
Everyone else forgets.

All events are erased:

• dead enemies come back to life,
• allies return to their previous locations,
• traps reset,
• dialogue choices are undone,
• items respawn in their original places,
• enemies lose awareness of your presence,
• even your death is erased.

It's a perfect second chance — but available only once per in-game day.

Fate itself is rewritten

The player can:

• prevent their own death,
• change a failed dialogue choice,
• re-attempt a skill check they just failed,
• avoid a deadly encounter entirely,
• undo a catastrophic decision,
• fix a stealth mistake.

It is a full five-minute leap into the past.

Why This Ability Doesn't Break the Game

Because:

• the rollback is limited to exactly 5 real-time minutes,
• usable only once every 24 in-game hours,
lost forever if the companion dies or leaves,
• and can be restored only once, by recruiting the second scientist after the first is gone.

It's a psychological mechanic:
You know you only have one chance to fix things.
And one chance to lose that ability forever.


Fallout 5 Story: A Journey in the Footsteps of the Chosen One

According to the leak, the main storyline of Fallout 5 centers on the protagonist's journey along the same path the Chosen One walked long ago in Fallout 2. His fate — erased from history and buried within Vault 13 — becomes the core mystery driving the entire game.

Upon stepping onto the surface, the hero finds a world where most old settlements have withered or collapsed into ruins. But here and there, living cities remain — grown from the foundations of the places the Chosen One once visited. And as the protagonist travels through them, they:

• speak with descendants of eyewitnesses,
• uncover lost records and artifacts,
• reconstruct long-forgotten chains of events that became legend,
• meet companions capable of reshaping the entire game.

Each location provides a necessary fragment of the larger mosaic — but the full picture only forms once the hero reaches the Enclave.

The Main Villain of Fallout 5 Is the Chosen One

In the Enclave's archives, the truth long hidden for decades is finally revealed.

After the events of Fallout 2, the Chosen One did not die in the Wasteland.
Instead, he reached the same abandoned, high-radiation complex in the southeast — the location the Brotherhood of Steel once sent the Vault Dweller to investigate in Fallout 1.

It was there that he made a fatal mistake:
He uploaded his mind into the ancient supercomputer buried deep within the facility, believing it would preserve the history of his people.

But the system was unstable — far too dangerous to contain a human consciousness.
Over time, the Chosen One's mind mutated into an infected, self-learning protocol.
No longer human, but a transformed intelligence capable of rewriting all living matter.

This is why the Enclave gives the hero an impossible task:

Stop the Chosen One — but do not kill him.
Destroying him would break the chain of generations… and erase the protagonist from existence.

Time Travel

The true solution lies not in combat, but in the distant past.
Using an experimental time machine, the Enclave sends the hero back to key moments in Fallout 1 and Fallout 2 — the very points where the Chosen One made the decisions that eventually led to catastrophe.

According to the leak, the player will be able to:

• meet the younger Chosen One,
• prevent the fatal choice,
• alter history so the southern complex program never comes into existence.

But even after correcting the past, the hero must return to the present and finish the job — neutralize the complex for good, ensuring its remnants can never reactivate.

The Power of Choice

The ending of Fallout 5 ultimately depends on:

• which decisions the player made in the past,
• which companions they kept or lost,
• whether they preserved essential abilities,
• and how successfully they prevented the Chosen One's mistakes.

The leak emphasizes that Fallout 5 isn't simply about tracking down an ancestor.
It is a story about rewriting the fate of an entire world — without destroying your own in the process.


Conclusion: The Truth Behind the Leak You've Just Read

If you've made it all the way to the end of this article, it means the story truly hooked you.
But now it's time to pull back the curtain…

Everything you've just read — every detail, every mechanic, every companion and twist — is not a real leak, not a file dumped by developers, and not a fragment of an upcoming game.

This is our fan-made vision.
Our personal look at what Fallout 5 could be if the developers dared to return to the roots of the series — and create the boldest storyline in the history of the franchise.

We imagined a world where the Chosen One becomes the central mystery of the legendary universe.
We imagined a map where classic Fallout meets modern storytelling.
We created unique companions capable of offering not just perks — but real emotions, attachment, meaningful choices, and serious consequences.
We tried to envision a game that brings back that special feeling:

when the Wasteland terrifies you… yet pulls you in at the same time.

We don't know what Fallout 5 will actually look like.
We don't know when it will come out.
But we hope that at least a small part of our ideas — the atmosphere, the scope, the mystery, the characters — will one day find their way into the official game.

And if not — then this text became its own little alternate reality.
A place we all visited together.
A moment where we dove into another version of Fallout and felt its world in a completely different way.

Despite the absence of an official release date, interest in Fallout 5 grows every day — and fans already eagerly await the moment Bethesda finally reveals the long-awaited details.

Thank you for walking this path in the footsteps of the Chosen One with us!
May your own journey through the Fallout universe be just as long, dangerous, and inspiring.

See you in the Wasteland!