recursal/Fanatic-Fandom huggingface dataset:
Maldenmen

A Maldenman

The **Maldenmen** are a faction in Fallout: FROST.

## Overview

Driven mad by strange forces, cannibalism, and satanic rituals, Maldenmen are extremely aggressive to all survivors and should be avoided. They are the end result of the insanity caused by sustained exposure to the influence of Lorenzo Cabot. As a result, the Maldenmen worship Lorenzo as a dark god, referring to him as "The Voice", and believe that Ithaqua is a divine being sent forth from this god to protect the Maldenmen.

The leader of the Maldenmen is Atreus Finch, a deer-hooded cannibal encountered in Medford Memorial Hospital.

Maldenmen usually aren't seen wandering the wastes, but will be encountered almost exclusively inside or in very close vicinity to their respective locations, like Malden or the Orange Line.

## Tactical Considerations

Maldenmen usually lack when it comes to high-quality weaponry.

Their arsenal is made up mostly of home-made firearms and hacking blades, such as cleavers and machetes, and they occasionally use makeshift explosives. Survivors should still take extreme caution though, as these monsters wear durable armor and are highly capable melee combatants, and in some locations even got their hands on more advanced weaponry. It also worth mentioning that Maldenmen run faster then many other survivors.

## Notes

Many Maldenmen have almost white eyes, probably caused by their long time underground and the influence of the Voice.
Federal Surveillance Center K-21B Terminal Entries

**Federal Surveillance Center K-21B Terminal Entries** are entries on a terminal in Federal Surveillance Center K-21B, a bunker under the Abandoned Shack location.

## Transcript

### Field Ops Log- Major Arthur Gannon

"I'm making good progress in narrowing down the final resting place of the FMS Columbia. Intelligence Officer Buzensky tells me that the information I need is likely accessible at the Coast Guard HQ east of here. From there, we can continue on to the ship itself.

Recon Squad Delta Epsilon already dispatched with Firesquad Victor Zulu on standby for the final assault.

We're so close."

### Repair Log- Chief Engineer Nicholas Gibbs

"This place was a total mess when we first got here. Only one man actually survived down here after the bombs dropped. He was a total mess too; looked ready to put a bullet in his skull before we took his gun. But he's alright now and we're slowly putting things back in order and plugging in terminals and all that. It'll be a while before we can get this place back up and running and ever longer before we can update it with modern tech, but it'll be worth it. This is a great spot for radiation research."
Wolf

Almost never comes alone

**Wolves** are creatures in Fallout: FROST.

## Overview

The years of radiation exposure within the Commonwealth and Far Harbor have done remarkably little to the local wolf population. Post-war wolves are pack hunters just like their pre-war ancestors were. They are typically encountered in groups of 3 to 6 individuals which are led by the most powerful variant.

Fast, agile, and highly perceptive, wolves will often notice the player before they are seen. While one or two pack members draw their prey's attention with a frontal charge, the others usually circle around for attacks from behind. Being surrounded by a whole pack can quickly be lethal for low-level players and can still pose a threat to stronger ones.

Due to their relatively low resistances and small health pool, wolves are fairly easy to kill provided one manages to hit them. Top-tier variants, on the other hand, are quite resilient for their size and can take a considerable amount of punishment before going down.

Wolves can sometimes be found in a state reminiscent of human absent-mindedness, where they ignore their surroundings, and only react if attacked.

They are to not be mistaken for dogs, another creature in the FROST wasteland.
Arteus Finch's Journal

**Arteus Finch's Journal** is a note found on a Maldenman in Medford Memorial Hospital.

## Transcript

"I have heard your will, oh Master. From the walls of your chapel I heard you speak. But I know now of the serum you long for. I will scour the depths of the dead city if it is your will, but I long for a sign!

The Angel keeps the Tunnelmen at bay, but what of the Ghosts? They haunt us still. Don't they know to let go? Don't they know to forget?

Sometimes I remember... I remember a time before the Angel. I remember a man named Corwin and his brother Alan...

But that was the Old World, and the Old World is dead."

## See Also

Tereus the Wise's Journal

Alan Finch's Journal (1/3)
Earnest Flemmel's Journal (2)

**Earnest Flemmel's Journal (2)** is a note found in Parsons State Asylum, in a suitcase in the basement. It is found along with a Mysterious Serum and Parsons Master Key.

## Transcript

"The secret to eternal life lies within these very walls. He has shown it to me. And it is no flower or grail, but a crown. A crown of such unbelievable light that I half-thought I had given in to this madness they claim I possess. But it is not I who is mad, reader, for I have seen him and I have seen you and I have seen the ending of things.

The key is to let go."

## See Also

Earnest Flemmel's Journal (1)

Earnest Flemmel's Journal (3)

Patient HR-D5

CIT Research Log: HR-D5
Federation storyline

Your expertise is neededThis article lacks content or seems to have other shortcomings. Please lend a hand by working on it.

## Federation storyline

The **Federation storyline** is a storyline in Fallout: FROST.

## Introduction

While Fallout: FROST does not provide quests as the base game does, it offers storylines of different lengths and narrative structure in the form of visual storytelling, notes, and terminal entries.

Many parts of these storylines are open to interpretation at the player's discretion.

This Wiki tries to make an effort to avoid speculation based on interpretation of available lore, unless clearly marked as such.

Storylines are not started, followed, or finished in the classical sense of a quest, and generally do **not provide quest markers**, rewards, or notifications about finished or failed quest stages. Rather, storylines are comparable to combining picked-up pages torn from a book into a cohesive picture at the discretion of the player, with the learning more being the main motivation.

The Federation storyline is considered to be the moderately extensive, involving a middling number of locations and characters compared with other storylines, in addition to providing a moderate amount of connected narrative.

## Picking up the storyline

Storylines are picked up by finding lore pertaining to them. The lore found may not be initially obvious as part of a storyline, but forms a connected, narrative structure as more information is gathered.

The Federation storyline is no exception, as it can be picked up at any location providing connected lore.

## Locations

Locations of a storyline contain lore pertaining to that particular storyline. Lore may be transported by notes, terminal entries or visual storytelling.

This section is meant to assist players in finding lore and locations deemed to be of importance to the Federation storyline, not in piecing the storyline together.

Locations in alphabetical order. Note, that some of these locations may require keys or passwords to access them.

* Downtown
Enclave

Flag of the Enclave

The **Enclave** is a faction in Fallout: FROST.

## Overview

The Enclave are assumed to be remnants of the U.S government, allegedly in command of the last remnants of the U.S Armed Forces remaining in the Commonwealth after the Great War.

While lacking hard evidence, they are assumed to still have active personel in many army remnants outposts without revealing their identity, at least not to outsiders.

Assumedly in an attempt to strenghten their position, they are the driving force behind an expedition for recovering HR-D4, an individual they assume to be have been turned into a biological weapon of unknown capacity by Dr. Richard Lerna of the School of Biosciences of the C.I.T prior to the Great War

Trusted by the Enclave with the expedition's leadership, Major Arthur Ganon is tasked with the recovery of HR-D4.
Rat

Rat burger

**Rats** are creatures in Fallout: FROST.

## Overview

Heavy amounts of radiation have turned the small and relatively harmless rodents of the Commonwealth into grotesquely large and mutated vermin.

These large ancestors of the Rad Rats found in Nuka-World in 2287 possess a great threat to survivors as they typically travel in large packs and their bites are not only poisonous but also have an extremely high chance of infecting its victims with an illness. Due to unknown reasons, almost none of them can be encountered around Boston 200 years later.
Loading screen texts

Fallout: FROST modifies the default Load Screen Texts of Fallout 4, which may be displayed at random when loading a save or transitioning cells separated by loading screens.

The following table lists all of the Load Screen Texts FROST changes.

Contributors are encouraged to use this resource for finding quotes and lore to add to their content.

Note: Loading screen texts using an editor ID starting with "Insane" are only displayed, if the player character is actually insane.
Mission: Explosives Retrieval

Mission: Explosives Retrieval is a note found on an already deceased Alliance Volunteer underground.

Transcript

"The bombs are stashed right at their front entrance. You'll need to dodge by whatever traps they have, whatever guards they've assigned. It won't be easy.

I know I don't need to explain to you how dangerous this mission is, but this is our only hope. We can't take Downtown until we know they can't collapse everything in the process.

We're fighting a madman, Don. This is the only way."
FROST Survival Simulator Wiki

## INFO: This wiki is partially outdated!

Some of the information in this wiki is outdated due to updates to FROST made by the mods "Frost Official Updates (Redux)", "Frost Cell Fixes" and "Frost Plus", which at this point have become must-have mods for a modern FROST experience. If you are interested in helping us to update and maintain the wiki, join the FROST Discord and let us know that you want to help us. Experience with xEdit and some decent experience with FROST are mandatory if you want to help us out.

## What is FROST?

FROST is a mod for Fallout 4. transforming the world of Fallout 4 into a freeform survival game with an emphasis on lore and visual storytelling.

“*In FROST, the goal is not to complete quests and join factions. Most vanilla NPCs have been removed or changed beyond recognition. Your only mission is to survive, however long.*”
—FROST Nexusmods description

Set in the years following the Great War of 2077, you will learn about the past, the present and maybe even the future of the Commonwealth of Massachussets, meet new factions and characters, challenging new enemies, and experience overhauled gameplay systems. Many areas in the game world have been visually overhauled as well.

The getting started page provides an overview of FROST including instructions on how to install the mod. New player characters start at The Beginning Of Things. Please read the Below Zero Frost modding guide on how to make a balanced, stable, modern and content-rich experience experience.

FROST is the successor of the DUST Survival Simulator, a mod for Fallout: New Vegas also created by FROST's author, which just as FROST has a community-driven wiki on fandom.
Kasey Lewin's Jounal

Kasey Lewin's journal is a note found on a survivor near Concord.

Transcript

"They say Lexington's been taken over by slavers. Lex was our only ally. Now what are we supposed to do?

The entrance was overrun by muties this morning. We couldn't even spare the ammo to put them down. We just boarded up the doors. I can still see them eating Quinn and Tommie. Cliff says there are even more camped out in the tunnels beneath the station.

We don't even have any food. I think it's time I struck out on my own. The rads can't be that high."
FMS Columbia

“*If you're from the Columbia, we're heading to shore, [...]*”
—Soggy Note
The **FMS Columbia** is a location in Fallout: FROST.

## Overview

Already purposed by Troy Bishop and his fellow runners for smuggling contraband like chems and weapons before the Great War, Dr. Richard Lerna, in search of discrete assistance for getting one of his testing subjects to a sister lab in Oslo, has him, the FMS Columbia and its crew comissioned for the transport.

Shortly thereafter, due to concerns about the political situation possibly leading up to a war, the FMS Columbia is tasked with returning "the package", as Lerna codenamed his testing subject "HR-D4" for Bishop and his crew, from Oslo to the Commonwealth, again with the participation of Troy Bishop and his gang.

With the Boston docks in sight, the FMS Columbia is hit by the shockwaves of the atomic blasts hitting greater Boston, and capsizes near Spectacle Island, taking down her cargo and most of her crew with her.

Some of the survivors manage to reach Spectacle Island, while others tried to regroup at the wreck of the Liberty IV, with a small group trying to establish themselves in Lexington station.

Three US Army boats tied to a buoy float above the wreck now, which rests deep below the sea.

## Areas of interest

* The Backdoor Key required for gaining access to the CIT Concourse, as well as additional lore are located inside the wreck.
Nick Valentine

“*And I'm convinced that he is still in that shelter. Safe and sound. Ready to reign all over again.*”
—Nick Valentine

**Nick Valentine** is a character and companion in Fallout: FROST.

## Background

Before the Great War, Nick was a detective from Chicago. After the crime boss Eddie Winter killed his fiancee, Nick went on a crusade to find Winter.

Even five years after the war, Nick is still convinced that Winter is alive and still tries to find him. In order to find Eddie Winter, Nick recruits bounty hunters in Downtown to gather information about Winter's possible whereabouts.

## Interactions with the Player Character

Nick can be be found in Downtown in Ciampa's bar, and can be recruited as a companion after helping him finding information about Eddie Winter.

## Gameplay

Nick has certain abilities that complement his investigative skills: and adept at both ranged and melee combat disarming capabilities.

### Advantages:

* Good base damage resistence.
* Disarming and High Accuracy ability with Non-Automatic Pistols.
* Disarming with Melee/Bashing Weapons.
* Disarm Chance: Melee = 15% / Ranged (Non-Automatic Pistol) = 7%
* Easily undetected from enemy.
* Can hack terminals.
* Almost never flees from a fight

### Disadvantages

* No innate Health regen ability.
* Does not use combat chems by himself.
* Almost never flees from a fight
The Word of Themis

**The Word of Themis** are entries found on a terminal at Hub City Auto Wreckers.

## Transcript

### Quarry

"When the Father first sent scouts to the Dunwich Quarry, they reported strange and savage happenings there. The men of Dunwich are of the same breed as the Maldenmen: Maneaters, murderers, and idol-worshiping heathen scum. They are our greatest enemy and will be the next to feel the wrath of Themis."

###

### Revere

"Revere. Once the refuge of murderers and thieves, it has now been cleansed in the name of the Father. Our brothers and sisters valiantly defeated the Tunnel-dwellers in fierce battle and hung their leaders for all to see. Let Revere serve as a message to those that would oppose the verdict of Themis."
Jerrod Gardiner's Journal

**Jerrod Gardiner's Journal** is a note found on a Survivor along with Note in Hyde Park.

## Transcript

"The guys up here always want to know what I did before. I tell 'em to shut the fuck up. Because none of that matters anymore. What I did 5 years ago and what I 5 years from now don't mean shit to what I'm doing right. this. moment. I'm out here fighting, just the same as them. I'm our here surviving.

Ya really want to know what I did? Hm? I was a partner in a Law Firm up Berkeley. Yeah. I spent my whole life in this shithole neightborhood and I told myself that if I got out of here I'd do some good. So I hit the books, got into Harvard Law. I graduated with honors, gave a big ol' "fuck you" to this town, and left it for Armaggedonn. That was my idea of giving back.

Maybe I do need to loosen up."
Earnest Flemmel's Journal (1)

**Earnest Flemmel's Journal (1)** is a note found in Parsons State Asylum, under the bed, on top of a suitcase, in one of the cells. Around the room are the words ITH A QUA, HELP ME, and a series of ? written in chalk.

## Transcript

"They left me. I told him... I told him it was Parson's. He didn't listen. Richard.. Why didn't you listen?"

## See Also

Earnest Flemmel's Journal (2)

Earnest Flemmel's Journal (3)

Patient HR-D5

CIT Research Log: HR-D5
Scrawled Note

**Scrawled Note** is a note found on the body of a Survivor in the Access Tunnels at the beginning of FROST.

## Transcript

"I WILL proclaim to the world the deeds of Gilgamesh. This was the man to whom all things were know; this was the king who knew the countries of the world. He was wise, he saw mysteries and knew secret things, he brought us a tale of the days before the flood. He went on a long journey, was weary, worn-out with labor, returning he rested, he engraved on a stone the whole story."

## See Also

Janus's Journal

Sunshine Johnny's Journal

Scribbled Note
Maldenmen storyline

Your expertise is neededThis article lacks content or seems to have other shortcomings. Please lend a hand by working on it.

## Maldenmen storyline

### Factions

* Maldenmen
* Metro Federation
* Themis Cultists

### Characters

* Lorenzo Cabot
* Alan Finch
* Corwin Finch
* Ithaqua
* Ug-Qualtoth
* Several minor characters

The **Maldenmen storyline** is a storyline in Fallout: FROST.

## Introduction

While Fallout: FROST does not provide quests as the base game does, it offers storylines of different lengths and narrative structure in the form of visual storytelling, notes, and terminal entries.

Many parts of these storylines are open to interpretation at the player's discretion.

This Wiki tries to make an effort to avoid speculation based on interpretation of available lore, unless clearly marked as such.

Storylines are not started, followed, or finished in the classical sense of a quest, and generally do **not provide quest markers**, rewards, or notifications about finished or failed quest stages. Rather, storylines are comparable to combining picked-up pages torn from a book into a cohesive picture at the discretion of the player, with the learning more being the main motivation.

The Maldenmen storyline is considered to be one of the more extensive of these, involving more locations and characters than most other storylines, in addition to providing a large amount of connected narrative.

## Picking up the storyline

Storylines are picked up by finding lore pertaining to them. The lore found may not be initially obvious as part of a storyline, but forms a connected, narrative structure as more information is gathered.

The Maldenmen storyline is no exception, as it can be picked up at any location providing connected lore.

## Locations

Locations of a storyline contain lore pertaining to that particular storyline. Lore may be transported by notes, terminal entries or visual storytelling.

This section is meant to assist players in finding lore and locations deemed to be of importance to the Military storyline, not in piecing the storyline together.
Locations in alphabetical order. Note, that some of these locations may require keys or passwords to access them.

Locations in alphabetical order:

* Dunwich Borers
* Hunting Grounds
* Malden
* Maldenline
* Medford Memorial Hospital
* Old Gullet Sinkhole
* The Sewers
Insanity

“*What good do memories do you here? [...]*”
—You Need to Let Go

**Insanity** is a broad term for the widespread violent mental illnesses plaguing the survivors of the Great War. Insanity is caused by a large variety of factors, mainly including indiscriminate killing, cannibalism, use of hard drugs, addiction, and general trauma.

## Total Sanity

Sanity is rated on a scale of 100 down to 0. When a player's sanity drops below zero, they become insane. This is not permanent, as a player can always bring their sanity back above zero if they have an ample supply of sanity-restoring chems, alcohol, and food. While there is no limit to how far one's sanity can go below zero, maximum sanity is capped at 100.

 Taking Calmex
 Taking Mentats of any kind
 Consuming Fire Belly
 Drinking Gwinnett Beverages, Whiskey, Vodka
 Taking Bufftats
 Eating Brain Fungus
 Drinking Beer, Wine
 Eating any cooked pre-war food

 Eating Strange Meat
 Killing an adult
 Taking Mystery Spit
 Taking Jet
 Taking Psycho
 Killing a child
 Using Mysterious Serum

## Effects of insanity

An insane character suffers -3 to their Charisma and Intelligence stats, affecting all derived abilities.

As a consequence of their mental state, insane survivors will also be subject to the following effects:

* Drastically lowered accuracy with ballistic and energy weapons due to their inability to concentrate on aiming properly. This also affects scope usage, even if the Survivor is trained in their use and tries to stabilize aim by holding breath.
* V.A.T.S., while still usable, will completely fail to support the Survivor's aim for attacks when using weapons other than unarmed or melee.
* Attackers will deal 10% less damage to the player character, presumably owing to their inability to assess an insane Survivor's behavior and subsequently failing to deploy effective offensive strategies.
* Additionally, attackers also fail to deploy proper defensive strategies and are subject to 10% increased damage if the Survivor is wielding unarmed or melee weapons.
* Any trader will try to take advantage of the Survivor's mental state, by charging maximum prices and only handing out pocket money for items sold to them. Survivors having reached rank 2 of the Trader perk will be able to counter and avoid this scam.
* An insane Survivor will enjoy improved sneaking capabilities and is 25% harder to detect, presumably due to paranoia.
* Also, insane Survivors will sprint faster and suffer less damage from attacks while doing so.

## Notes

As the Survivor's exact level of sanity is not displayed in game, the following console command may be used for getting the current, exact numerical value:

```
player.getav aasanity

```
GLOBAL FORCE WRESTLING

**Global Force Wrestling (GFW)** was[3] an American professional wrestling promotion founded in 2014 by Jeff Jarrett, the co-founder and former President of Total Nonstop Action Wrestling (now known as Impact Wrestling), and his wife Karen Jarrett. The promotion ran 24[4] live events and several television tapings for a potential television show which, as of 2017, has never aired. Jeff Jarrett returned to Impact Wrestling in an executive role in January 2017 and Karen Jarrett announced that GFW had "merged" with Impact Wrestling on April 20, 2017. GFW championships have since appeared on Impact Wrestling television. On June 28, 2017, it was announced that Impact Wrestling had completed the acquisition of GFW.
Mike Daly's Journal (1)

Mike Daly's Journal (1) is a note found on a desk of the Museum of Freedom.

Transcript

10/26/77

Scouted the area a bit now that my team is all just me. Only a few days have passed and already starting to feel the loneliness sink in. Not sure whether to find more Army after I find my sister or look for somewhere to hole up. There have to be some shelters underground... Hopefully with friendlier inhabitants than the ones I ran into before. Well, at least I don't have to pay back Kanawa that grand I owed him. I think I'll miss our poker games the most... Whatever, no use worrying about the Old World now. Found a couple gas masks in my emergency suppies so I'm gonna head to Boylston in the morning. Blocked the door behind me so I can't come back, even if I needed to. Should hold for a while at least.

Mike Daly
Captain O'Hansen's Terminal Entries

**Captain O'Hansen's Terminal Entries** are entries found on a Federal Ration Stockpile terminal.

## Transcript

### Entry One

"This is Captain O'Hansen of the Commonwealth Army. I've moved what's left of my force into the Federal Ration Stockpile but we're under heavy attack from rioting locals. We were unable to hold the church, but we've managed to lock the trapdoor.

It's only a matter of time before they attempt an assault on the main entrance. The doors should hold and with the food here we will able to outlast them."

### Entry Two

"This is Captain O'Hansen of the Commonwealth Army. It has been two weeks since my last entry. I sent a scout out through the church entrance to survey the situation. It appears that most of the rioters have succumbed to radiation poisoning. Those remaining have set up a makeshift camp around our front entrance. In their weakened state, it should be easy enough to stage a surprise attack on the group. Update pending."

### Entry Three

"This is Captain O'Hansen of the Commonwealth Army. The scout that was sent above has developed some unfortunate symptoms. It seems that the radiation levels above ground are much higher than we'd expected.

What baffles me now is how the rioters still survive. The scout was exposed for less than an hour - with a gas mask and Rad-X- and is now experiencing a rapid decline in health. Meanwhile, the camp ouside our walls only continues to grow. What is their secret?"
Ug-Qualtoth

“*[...] We have sacrificed many to your pits, yet you show us no mercy.[...]*”
—B'gnu the Humble's Journal

**Ug-Qualtoth** is a an urban legend in Fallout: FROST.

## Overview

Assumed to be a deity worshipped already before the Great War, Uq-Qualtoth seems to have become subject to even more attention in the years following the war.

To those unable or unwilling to seek out other explanations for allegedly supernatural phenomena, Uq-Qualthot is a god, implicated to thrive on human sacrifice. Parts of his following regard Ug-Qualtoth to be the ultimate source of punishment for sins assumedly commited in the Commonwealth before the war.

This is exemplified by the Maldenmen, worshiping Uq-Qualtoth at Dunwich Borers as the deity that sent Ithaqua as an angel "to purify Malden of its cursed past".

With their attempts at appeasing to Uq-Qualtoth for freeing them "from the Angel's grasp" by sacrificing survivors, including their own, at Dunwich Borers, the Maldenmen are a horrifying example of where denying any knowledge previously gathererd in favour of myth and legend lead to by 2082.

## Trivia

The name of the location Uq-Qualtoth is worshiped, "Dunwich Borers", is assumed to be a reference to H.P. Lovecraft's shortstory "The Dunwich Horror".
Wreck of the Liberty VI

You will find liberty at sea.

The **wreck of the Liberty VI** is a location in Fallout: FROST.

## Overview

The Wreck of the Liberty VI is the collective term for a large makeshift settlement composed of several ships connected by planks and scrap.

At its core is the shipwreck of the Liberty VI, which has been converted into a temporary base of operations for a group of US Army Remnants. At the top floor, there is a captain's quarters where the player can find the Operation Log on a survivor and the Order Form, along with Troy Bishop's Journal on a US Army Remnant. Additionally there is a key to Recon Bunker Theta and a terminal inside with the entry Property of Marcus Ischar -Sic Semper Tyrannis.

## Tactical Considerations

The Liberty VI is heavily guarded by hostile survivors, US Army Remnants, and several heavy automated turrets. Players may be forced to deal with one or several US Army Remnant soldiers donning full power armor; a threat that prepared players may be able to avoid through the strategic use of stealth boys.
Jordan Opfer's Journal

**Jordan Opfer's Journal** is a note found on the body of an Alliance Volunteer in Post Office Station.

## Transcript

"Ours is a history written in blood. Our own, for the most part. The Federation has spat on us since the beginning for our refusal to submit. They kill our men, they steal our food, they poison our stations, and then they have the audacity to blame us for all their ills.

I am proud to fight for my station and if that means giving my life for its freedom, so be it."

## See Also

Timmy Mark's Field Journal

Murphy Huffman's Journal
Fog Crawlers

**Fog crawlers** are creatures in Fallout: FROST.

## Overview

One of the two legendary creatures that has possibly been unintentionally left untouched in the game, Fog Crawlers can be dangerous and challenging to players on The Island.

They function like their 2287 descendants, slicing you with their arms and jabbing you with their heads. It's best to stay away from them unless you happen to be fully prepared and equipped for them.
Earnest Flemmel's Journal (3)

**Earnest Flemmel's Journal (3)**is a note found along with The Key is to Let Go in Parsons State Asylum, inside the maze.

## Transcript

"I have seen the end of things: that ray of sunshine on a distant shore. Where do we go to find it? Right this way. Right this way."

## See Also

Earnest Flemmel's Journal (1)

Earnest Flemmel's Journal (2)

Patient HR-D5

CIT Research Log: HR-D5
Order Form

**Order Form** is a note found on a Survivor in the Liberty VI Captain's Quarters, along with Troy Bishop's Journal.

## Transcript

"Recipient: Bishop, Troy// The following information is of an extremely sensitive nature. I trust you will maintain the utmost discretion in handling this matter, as I know you have had in regards to our mutual friend. The package you will receive in Oslo represents a significant investment on behalf of the institution I represent. Our associate will transfer the package into your care at the previously discussed locale and you will proceed to US waters. Before docking in Boston, package HR-D4 will be transferred to a second ship, the Liberty VI. An associate will meet you there to retrieve the package and administer compensation. //Dr Richard Lerna"

## See Also

Property of Marcus Ischar -Sic Semper Tyrannis

Troy Bishop's Journal

Operation Log
Timmy Mark's Field Journal

**Timmy Mark's Field Journal**is a note found on the body of a child Alliance Volunteer on a bed in Post Office Station.

## Transcript

"Field Entry 46

Those sons o' bitches wanna take down the line again. I snuck through the minefield and heard 'em talking 'bout stockpiling some heavy-duty shit. Not just C4 and frags, but Mini Nukes too. I'm heading back tonight for more intel.

Field Entry 47

OK, I'm through. They're keeping the nukes hidden beneath a train car in the ScolSq/Downtown line. Not sure which car, though. They'd want to keep it close.

Dammit they're waking up. I need to get out of here quick. If I don't make it, I'll toss the journal. Here's hoping this falls into the right hands."

## See Also

Murphy Huffman's Journal

Jordan Opfer's Journal
Angler

**Anglers** are creatures in Fallout: FROST.

## Overview

One of the two legendary creatures that has possibly been unintentionally left untouched in the game, Anglers can be dangerous and challenging to players on The Island.

They function like their 2287 descendants, waiting to ambush prey in water. This creature could add a lot of excitement or terror to players who least expect them in the harsh world.
Alan Finch's Journal (2/3)

**Alan Finch's Journal (1/3)**is a note found in a safe along with the Key of Fear in Malden Center.

## Transcript

"July 17th 2080

Each day we press further and further into the wastes. Corwin is determined to find Ithaqua's den (as he is not from the station there must be another bunker nearby). I grow anxious. This seems wrong.

July 20th 2080

There was no bunker. Only a feeding ground. I swear to you I have never seen such horror in my life. Bodies strewn across the snow... torn limb from limb... and it wasn't just deer. What we track is more animal than man. A demon in man's skin. Corwin is gone but I know where he is. He seeks Ithaqua. I fear that he will not surive the encounter."

## See Also

Alan Finch's Journal (1/3)

Alan Finch's Journal (3/3)
Visions in the Fog

**Visions in the Fog** is a note found on The Island, near Rayburn point.

## Transcript

"Pa says the Fog is the ghosts of the Old World come ta hant us. I don't think so. I don't know much things bout the Old World (I bein only 5 at the time) but I don't think there were no monsters there. No metal-men neither. Pa says I got the Sight, but it ain me. It's the Fog."
William Marchand

El Presidente himself.

“*[...] Marchand's gone off the deep end.[...] He's exiled half the stations in Boston and wants to blow the other half to hell.[...]*”
—Charlie MacEntire's Journal

**William Marchand** is a character in Fallout: FROST.

William Marchand is the charismatic and paranoid leader of the Metro Federation. By the time the Survivor awakens and reaches Downtown, he is deceased in his own home.

## The Federation

In the early days after the bombs fell, Marchand emerged amongst the groups of survivors in Boston Airport and Valenti Stations as a charismatic and capable leader. This showed to be true through his establishment of the Metro Federation as a powerful group in the subway lines, founding the settlement of Downtown near Valenti Station.

## Madness and Death

As time passed, Marchand became increasingly paranoid to the point of exiling entire stations on a whim and going to war against the Metro Alliance, believing them to be Communists. This paranoia devolved into an isolated mania until his demise. His body is found surrounded by empty liquor bottles and jet canisters, splayed out over a map with a note on his body. "Marchand's Final Step" is a half-comprehensible mess, with the bottom half of the message torn off. Ominously, the only words visible along the tear are the words "Malden Line". It's possible that he was slowly driven insane by the Maldenmen, Ithaqua, or perhaps Lorenzo Cabot's psychic influences. Whatever the cause, Marchand is dead by his own hand.

## Gallery

The face of Marchand. In-game, he is simply listed as "Survivor".Where Marchand is found, on the second floor of his home in Downtown.The map Marchand is slumped over, with notable markings designating metro pathways.Marchand's Final Step. Note the torn-off "..en Line" at the bottom, as well as the reference to Parsons Asylum.
Bounties

Fallout FROST provides for bounty missions for the Survivor to pursue. Bounty missions can be picked up in Ciampa's Bar in Downtown, where three bounty notes may be found immediately to the right of the entrance.

## Bounty - Traitors

“*Open notice to anyone with a gun and some ambition.

A gang of murderous traitors has holed up in Lexington. They fled the city with money, gear, supplies. Everything stolen from the Federation.

Keep what you kill. No other reward given. Show them what happens when you betray the Federation.*”
—Bounty- Traitors

This is the only bounty that can actually be completed by the Survivor. The Lexington Slavers reside in the "Birthplace of American Liberty" and attack on sight.

## Bounty - Smugglers

“*WANTED: ALIVE

Troy Bishop // Marcus Ischar // Al "Six Nails" Duval

Reward: $10,000 OR Equal Value in Ammo or Meds

Bounty issued by Gannon the Drifter.*”
—Bounty- Smugglers

This refers to the events of the Military storyline.

## Bounty - Killer

“*WANTED: DEAD or ALIVE

Eddie Winter

Reward: $1,500 CASH

Bounty issued by Nick Valentine.*”
—Bounty- Killer

This refers to the base game characters Nick Valentine and Eddie Winter. Unfortunately synth-Valentine is not around to give the player one of the holotapes needed to gain access to Winter's hideout.
Redeemers

Redeemer engaging the Survivor

**Redeemers** are a faction in Fallout: FROST.

## Overview

The Redeemers are a group of hostile soldiers who have deserted the Army and have set up a small encampment west of Fort Hagen.

## Tactical Considerations

They wear extremely durable armor, have access to military grade weaponry, and are capable of salvaging and upgrading ordinary civil service robots into extremely deadly and durable war machines. They also carry a lot of Psycho with them. Only very experienced survivors with access to good equipment should approach them.

## Notable Members

* O'Ryan
* Liber
State House Note

The State House Note is a note found on a corpse of a survivor in the Massuchussets State House.

Transcript

"If you're reading this message then I'm proabably dead and my plan didn't work.

I've been taken by a group of raiders to the Massachussetts State House. Forced to help them uncover the 'valuables' of this building. Who would have thought knowing how to read would be what finally gets me?

I think I can stay alive as long as I keep feeding them what they want me to hear.."
The Sword's Journal

**The Sword's Journal** is a note found on a Themis Cultist in Hub City Auto Wreckers.

## Transcript

"I am the Sword of God. The Almighty Father has tasked me with holding this river, for it is to be the southern border of our great nation. Thus far we have repelled incursions by many a sinner, not least of which were vile cannibals from Malden. They were intent, no doubt, on providing aid for the countrymen besieged at Dunwich. No longer. We stripped their bodies of flesh and threw them to the river. May they be swept out to sea, far from the civil lands we hold here."
Ewers Bloodline

**The Ewers Bloodline** is the main family featured throughout the RP. It is a powerful family with English roots; most of its members are heroes. Each of it's members have a letter "E" below and behind their shoulder

## Birthmark

The Ewers Birthmark is a Letter "E" appearing in the region of their right bottom shoulder of all Ewers or individuals of or in certain ways connected to the Ewers Bloodline. It glows light blue when the user is about to use a move or showing it off.
IMPACT WRESTLING

I**mpact Wrestling** is a privately held American professional wrestling promotion based in Nashville, Tennessee and founded by Jeff and Jerry Jarrett in 2002 as NWA: Total Nonstop Action with a parent company formed as J Sports & Entertainment, LLC).[2]

It is the second-largest professional wrestling promotion in the United States after WWE,[10][11] and is controlled as a subsidiary of the New York- and Toronto-based integrated media organization Anthem Sports & Entertainment. The company was previously known as **Total Nonstop Action Wrestling** (**TNA**) and as of 2017 still incorporates the TNA acronym for various uses including championship title branding, the TNA Hall of Fame and on-air references to wrestlers as "TNA Originals".

The promotion, initially known as NWA: Total Nonstop Action (NWA-TNA), was originally associated with the National Wrestling Alliance (NWA) and used the NWA World Heavyweight and the NWA World Tag Team championships until 2007, after which the company created its own TNA World Heavyweight and TNA World Tag Team championships. Impact Wrestling (then TNA) was the first American promotion to make exclusive use of a six-sided wrestling-ring as opposed to the more traditional four-sided ring.
Tereus the Wise's Journal

**Tereus the Wise's Journal** is a note found on a Maldenman in Medford Memorial Hospital.

## Transcript

"Malden was a wicked place. Scientists performed foul tests on unwilling patients and parents watched as their children transformed into cogs of the great machine. For these crimes Ug-Qualtoth sent us the angel. She is to purify Malden of its cursed past. She is to teach us the way of the New World. And she will not rest until the crimes of the past are erased completely.

Elder Atreus has called a council meeting to discuss the issue of the Old World Ghosts. They block our path to the Holy Chapel and disrupt our operations at Dunwich. If only the Angel could be send against them, but The Voice tells us that this is not the way of things. We must use the strength of our own arms in this battle.

I do not fear the war to come, for it has all been done before."

## See Also

Arteus Finch's Journal

Alan Finch's Journal (1/3)
Lexington Station

"Rule Breakers will be shot...or worse."

“*A gang of murdererous traitors has holed up in Lexington. They fled the city with money, gear, supplies. Everything stolen from the Federation.*”
—Bounty Traitors
**Lexington Station** is a location in Fallout: FROST.

## Overview

Formerly a subway station, the Lexington undergound station has been turned into what can be best described as a labour camp by its new occupants, the Lexington Slavers.

While the upper part of the station is occupied by the slaves and their guards, the lower part seems to be avoided by them, owing at least in part to some of the slaves as well as some guards claiming that they hear a strange voice when they are down there, or at least start feeling like they're losing their mind.

But they have other reasons for trying to avoid entering the lower parts of the station as well: wagons full of highly radioactive waste, and a sizeable population of feral ghouls.

## Areas of interest

* The upper part of the station contains lore
* The upper and the lower part of the station contain large amounts of loot, but only very little in the way of food and drink
* The lower floor of the upper part contains a chemistry station, an armor workbench and a power armor station

## Notes

* Radiation levels can reach up to 20 RADs per second in the lower part of Lexington station
* The station is divided into an upper and a lower part, with the upper part having a lower floor. The lower part is separated from the upper part by a doorway, while the lower floor of the upper part can be accessed using stairs.
Mikey Osborne's Journal

**Mikey Osborne's Journal** is a note found on Bosco in D.B Technical High School.

## Transcript

"The war continues. The Tunnel Fucks keep trying to take the pool room, so we've set up a little surprise for them. We strung up the prisoners and took their heads for trophies. They want this pool, they'll have to stumble over the bodies of their friends and family to get it. COME ON UP ASSHOLES."
Dr. Rhodes' Journal

Dr. Rhode's Journal is found on the corpse of an Enclave scientist in a military bunker at Fort Hagen Satellite Array.

 Transcript

"Dr. Rhodes, J

Different factions popping up in the command at Hagen. Too many resources being devoted to the Hotel Romeo reclamation effort? Some want to head west, search other sites.

Good god, it's happening. Some privates gone mad. Killed the Colonel, rallied up half the garrison. I need to leave before they m"
Murphy Huffman's Journal

**Murphy Huffman's Journal** is a note found on the body of an Alliance Volunteer on a bed in Post Office Station.

## Transcript

"We'd pushed them a good way up the Red Line, right up to their gates. The war was almost over; we were going to call for a truce. Since we'd clearly bested them, there was no need to sack their station. They'd been through enough. Besides, the real enemy was above. We needed to band together to survive.

That was the populer sentiment here. Why shed more blood than necessary? Hah. That was before we witnessed Marchand's madness.

Just as we approached the Redline Gate, they set off some kind of explosion. Took the whole tunnel down. Couldn't tell you how many good men and women we lost down there. Couldn't tell you how many they lost either.

William Marchand would rather watch his whole station die in a cave-in than see us pass through his gates."

## See Also

Timmy Mark's Field Journal

Jordan Opfer's Journal
Survivors at Acadia Observatory

The weather is pretty good up here.

The **Survivors at Acadia Observatory** are one of the few sane survivor groups at The Island.

## Overview

After the war, many survivors sought shelter in the Acadia Observatory on a mountain. The underground rooms of the Observatory provided enough protection from the radioactive fallout and the nuclear winter. Some time after the war, they noticed that other survivor groups beneath the mountain went insane, probably because of the influence of the fog that surrounds the Island.

They even have access to energy, thank to the wind turbines on the mountain. Redundant energy is used for powering the many computers and servers at the observatory to generate heat, ensuring another survival advantage.

## Tactical Considerations

The survivors carry normal gear, so they often don't have special armor or weapons. However, sometimes a small number of them have access to power armor and better weaponry.

## Notes

They are just named "survivors", and are visually not distinct to other normal survivors. Furthermore, they sometimes carry Federation or Alliance outfits. This is probably an unintended bug.
Alan Finch's Journal (1/3)

**Alan Finch's Journal (1/3)** is a note found along with the Key of Hunger in a safe in Medford Memorial Hospital.

## Transcript

"July 6th, 2080

Malden Center has been picked clean. Corwin and I have been sent out to try our hand at hunting. Imagine: fresh meat. No more stale old cram for us! Orville said he saw deer in the area, but everything we track soon disappears without a trace. It is infuriating.

July 10th, 2080

We've noticed a figure tracking us. Cor calls him Ithaqua: Wind Walker. He watches us hunt but disappears before we can get a good look. Corwin thinks he's been stealing our prey and has it in mind to capture the man, but I say leave him be. He cannot possibly be responsible all on his lonesome."

## See Also

Tereus the Wise's Journal

Arteus Finch's Journal

Alan Finch's Journal (2/3)

Alan Finch's Journal (3/3)
Arthur Gannon

"And there Gilgamesh sat down and wept."

“*[...]This is big. Bigger than the Enclave knows.
We're moving out immediately.*”
—Maj. Arthur Gannon's Journal
**Major** **Arthur Gannon** is a character in Fallout: FROST.

## Overview

Having fulfilled unknown duties in Chicago and New York City to the satisfaction of his superiors, Major Gannon is tasked with locating and recovering technology, whose exact capabilities seem to be unknown.

After Enclave intelligence confirmed what they cryptically call "package: hotel romeo" to exist and be located within the Commonwealth, the Enclave leadership dispatches a recovery expedition, with the Major leading the effort of acquiring and escorting the package west on the ground.

While the Major is convinced, that this expedition will greatly advance his career, he is also aware, that since the President personally saw them off, they are subject to enormous pressure to succeed.

Making base in what his status reports call "DIA Site Alpha" below Boston proper, Gannon's first task is to secure the site in order to allow for research staff to be dispatched, at which point first signs of difficulty seem to emerge, as the Major advises delaying the establishment of regular operations.

Gannon is able to pick up a lead for tracking the package through the Commonwealth, and finally, after interrogating Marcus Ischar, a captured member of the original smugglers at Recon Bunker Theta, pin-points the package's assumed exact location to be the FMS Columbia off the east coast, near Spectacle Island.

Unknown to the expedition, the package, due to its assumed value, had become subject to other efforts of recovery by various raider and smuggler groups within the Commonwealth, including an individual named Janus.

In contrast to those mainly interested in financial gain, Janus developed a fascination for it to the extend of almost maniacally having to prevent it from being taken possession of by others, which ultimately leads to Major Arthur Gannon being captured by Janus.

The Major's purportedly biggest mission ends with his corpse rotting in a cage below Boston.
Surveillance Center K-21B

“*[...] This place was a total mess when we first got here. Only one man actually survived down here after the bombs dropped. [...]*”
—Mainframe Terminal
**Surveillance Center K-21B** is a seemingly abandoned shack housing the entrance to a hidden military research outpost deep within the Glowing Sea.

## Overview

Inside the bunker, are several US Army Remnants, including one in power armor guarding a research station occupied by many Enclave scientists.

At the bottom floor, a Terminal can be found with the Federal Surveillance Center K-21B Terminal Entries, which indicates that the Coast Guard Pier holds the location of the FMS Columbia.