I got a gut feeling there's a small force in the east and a much bigger one in the north. The Elders are collecting dust because none of the scouts returned from the north. I can't do anything but watch.
General John Maxson is the grandson of Roger Maxson, and the High Elder of the Brotherhood of Steel in 2161.
Born into the Brotherhood in 2097, twenty years after the Great War, John Maxson is one of the wisest and most experienced members of the organization. During his service as Initiate and Knight, he has travelled the wastes widely and met many people, including Butch Harris of Far Go Traders, whom he considers a friend. He has shown tremendous skill as a soldier and in 2135, at the age of 38, he became a Paladin. Some time later he became the Head Paladin of the Brotherhood.
In 2155, after his father was killed by the Vipers, he ascended to the position of the High Elder of the Brotherhood. By the time he met the Vault Dweller in 2162, he was 65. Despite his body showing signs of age, his mind and wit is as sharp as ever. The Elder would much rather be outside fighting the enemies of the Brotherhood, rather than be stuck underground, tied down by politics of his office.
 Interactions with the player character
 Interactions overview
- Scout the northern wastes: From scout reports, it is rumored that there is a super mutant nest somewhere to the north. Maxson wants you to confirm these rumors.
 Tell me about
| Maxson's Tell-Me-Abouts
|| "That's a settlement down in the Boneyard. I went there...oh...a long time ago. I was on a scouting mission for the Elders."
| Angel's, Angels, Boneyard
|| "Well I don't know a lot. There's a bunch of gangs around there, as well as Adytum and the Children of the Cathedral. Not much else. It's pretty damn desolate."
|| "Well I believe there's an army massing to the north and in the mountains to the east, but I don't have any way to prove it. The Elders, they won't even listen."
|| "That's where you are. You want the long version, go talk to Vree."
| Butch, Caravans, Harris
|| "Butch is the head of the Far Go Traders. He's a little slimy, but he's not a total waste. Unlike those Water Merchants. Bunch of damn vultures, all of 'em."
|| "Oh, he's a good kid, even if he does want to be a Scribe."
|| "A bunch of religious whackos, if you ask me. I think their main church is in the Boneyard."
|| "Hell if I know."
|| "Oh. Just another stupid rumor. Some people say it's a huge fanged monster and others say it's a vampire."
|| "Holo discs? Hmm? I haven't seen those in a while."
|| "Hehehe. A fine, handsome, upstanding man. The High Elder position is to mediate the meetings between the Elders. You see, two years ago I got talked into it. If I'd of known then..."
|| "Well you see there's four of them and that's about all they can ever agree on. They can't even agree if they want to piss, much less pick a pot to piss in."
| Exodus, War
|| "Well that was when my granddad, Roger Maxson, led his soldiers here and started the Brotherhood. He never mentioned where they came from, but it doesn't really matter, 'cause...well, this is our home now."
|| "Well, there's not much to tell. I never ran into any of them. I've heard they're a problem for the people of Adytum, though."
|| "The Hub's down to the southeast. They trade us food and things for the weapons we make here. Now if you're ever down there, you talk to Butch Harris."
|| "Well that's what you are. Initiates train and learn to become knights or scribes."
|| "The Knights make the weapons. And when he's good enough, a Knight can advance to become a Paladin and then an Elder and so forth. Right now Rhombus is the head of the Knights."
|| "We keep weapon specs and history there."
|| "What was that? No. I don't believe I've ever heard of it."
|| "Mathia's my assistant."
| Maxson, Roger
|| "Roger Maxson huh? Well he led our people here in the great Exodus, started the Brotherhood from scratch. Quite a leader."
|| "You want to hear about the Water Merchants. Hehehe, well you can't trust them. A few years ago, they offered us Water for a huge stockpile of weapons. We told them no, and you know what they did? Sent in thieves to steal the weapons! We caught 'em, but the Elders voted down going to the Hub to teach the merchants a lesson."
|| "Paladins are in charge of all security and outside activities. I remember tradin' with the Hub, goin' on scouting missions for the Elders. Ah man, those ware a good times."
|| "Vree has it someplace in the Library."
|| "Rhombo's been here a long time. A bit stiff, but a helluva soldier."
|| "Well, Scribes copy down the weapon specs. We've got information all the way back to my granddad. Sometimes a scribe comes up with a new idea for a weapon. Hehehe. Doesn't happen too often. They all answer to Vree."
|| "They're the main ones we trade with. Not totally trustworthy, but not as bad as the others."
|| "Vree's the head Scribe. She's usually in the Library, she always likes to talk."
John Maxson appears only in Fallout as a talking head. He is voiced by Frank Welker. In the game, he is referred to only as General Maxson, only being given a first name in Chris Avellone's Fallout Bible, where all the dates mentioned in this article also come from, although some of it might have appeared already in the original Fallout timeline by Brian Freyermuth. He is mentioned in the Citadel terminal entries - along with his ally, the Vault Dweller - in Fallout 3.
- After asking Maxson for extra weaponry, the player can continue to choose the same dialogue option, returning the same response and leading the player to Mathia for more information. However, you cannot enter dialogue with Mathia about it considering the lack of a dialogue box, but this scripting bug is likely to disappear once you inform Maxson of the super mutant threat.
"I grew up too isolated here. Can you imagine spending your whole life inside one small place, then having to go out into the world?"
"Hello, youngster. Cabbot said you wanted to talk. Look I'm uh . . . I'm pretty stacked up right now, so I'll uh . . . I'll help you out as long as you don't start flappin' your gums too much. You know, outsiders are like that, always jawin' . . . Hehehe. Kinda like me, huh?"
"That's it. I warned the Elders that bringin' in an Outsider could be trouble. (shouting aside) Guards! There's an Initiate here who needs some quiet time to discover some manners."
- ↑ Fallout Official Survival Guide
- ↑ Fallout Official Survival Guide