recursal/Fanatic-Fandom huggingface dataset:
Agnes Taylor

“
My poor wife Agnes died is what happened. With all the chaos, and fighting, her old ticker just couldn't take it anymore.

”— Officer Taylor
**Agnes Taylor** (simply called **Grandma Taylor**) is a resident of Vault 101 in *Fallout 3*.

## Background

Along with Lewis, she was appointed as an ambassador to the town of Megaton by the team leader. Her duties in this position included acting as a contact between the two settlements and to further survey the surrounding environs. She later returned to Vault 101.

She died of heart failure after James escaped from the Vault, causing her husband much grief.

## Interactions with the player character

### Effects of player actions

* When the player is trying to escape the vault, the Lone Wanderer can see Grandma Taylor dead on the floor of the Vault 101 cafeteria surrounded by radroaches. During Trouble on the Homefront, Officer Taylor remarks that he "lost his poor wife Agnes", because "her old ticker couldn't take it anymore".

## Appearances

Agnes Taylor appears only in *Fallout 3*.

## References

1. ↑ Fallout 3 Official Game Guide Game of the Year Edition p.75: *"**Grandma Agnes Taylor (deceased)***
*Agnes was once quite the explorer, working on clandestine infiltrations of nearby surface settlements at the behest of the Overseer. Recently though, she's been having trouble with her heart, a fact that worries her husband (Officer Taylor) greatly."*
(Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census)
Ain't That a Kick in the Head?

"**Ain't That a Kick in the Head?**" is a song broadcast on Radio New Vegas in *Fallout: New Vegas*.

## Lyrics

How lucky can one guy be?

I kissed her and she kissed me

Like the fella once said,

"Ain't that a kick in the head?"

The room was completely black

I hugged her and she hugged back

Like the sailor said, quote,

"Ain't that a hole in the boat?"

My head keeps spinnin'

I go to sleep and keep grinnin'

If this is just the beginnin'

My life is gonna be beautiful

I've sunshine enough to spread

It's just like the fella said

"Tell me quick

Ain't love a kick in the head?"

Like the fella once said,

"Ain't that a kick in the head?"

Like the sailor said, quote,

"Ain't that a hole in the boat?"

My head keeps spinnin'

I go to sleep and keep grinnin'

If this is just the beginnin'

My life's gonna be beautiful

She's telling me we'll be wed

She's picked out a king size bed

I couldn't feel any better or I'd be sick

Tell me quick, oh ain't love a kick?

Tell me quick, ain't love a kick in the head?

## Behind the scenes

* Ain't That a Kick in the Head, a quest in *Fallout: New Vegas*, is named after this song.

## External links

Ain't That a Kick in the Head? on Wikipedia
Agricola

Built for a pre-Great War uranium mining waste disposal concern, the **agricola mining robots** can often be found in abandoned mines and nuclear waste facilities across the American wastelands. They are extremely well-armored and, more importantly, use vacuum tubes instead of integrated microcircuits like most technology in the *Fallout* universe. This technology also makes them almost impervious to the electromagnetic pulse weapons that are so deadly to other robots. Agricola robots are most often equipped with drills and lasers for cutting rock. Used against human beings, they are quite effective.

## Appearances in games

Agricola mining robots were to appear in *Van Buren*.

## Behind the scenes

Agricola is the Latin word for "farmer". However, the name of the robot is more likely to refer to Georgius Agricola (1494–1555), whose book *De Re Metallica* was the standard text on geology and mining for two centuries.
A Wanderer

**A Wanderer** is a unique raider-type enemy in *Fallout 3*..

## Background

A Wanderer is often accompanied by three raider guard dogs. They are usually found patrolling the area east of Roosevelt Academy near what appears to be their camp.

## Notes

* The character's gender, race and appearance are randomly generated.
* Beginning one grid square due east of the Roosevelt Academy's Arts and Athletics Hall is an explosive chain of cars lined up on the road. A bus sits on the north end where the road crests. Northeast of this visual landmark, and midway down a road leading to a valley, is a raised platform with a bed and table: presumably the Wanderer's home. This location can be concealed by the rocky terrain, so look closely when you are descending.
	+ In and around the platform there's some food, ammunition, a mini nuke (under the table on top of the house), a pre-War book (on top of the table), and two of the relatively rare dog bowls.
* Protectrons and robobrains randomly spawn in the area, so the Wanderer will often be dead when the Lone Wanderer decides to go looking. If the Lone Wanderer is lucky all, two, or one of the Wanderer's dogs will run at the Lone Wanderer from the location of the body or ash pile (critical hit from the robobrain or protectron), making it easier to collect A Wanderer's leather armor. Should the A Wanderer have been killed it is also possible to locate his corpse using Dogmeat: having him find a weapon for the Lone Wanderer will often lead him to seek out the A Wanderers sawed-off shotgun if done in the vicinity of A Wanderer's home.

## Gallery

* Location on world map
* The car pile-up and bus
* The Wanderer's home, view from riverbed
Airship Down

**Airship Down** is a quest that can be obtained within the Commonwealth, in *Fallout 4*.

## Synopsis

With The Railroad destroyed beyond all repair, the only true obstacle presently in the way of the Institute's goals are the Brotherhood of Steel. Not only must they be defeated, they must be demoralized and broken, ensuring that they never return to the Commonwealth.

## Walkthrough

1. Returning to Father, the next step in the Institute's bloody conquest will be revealed, with the next target for destruction being the BoS.
2. It is revealed that the Institute wants to avoid any future conflict with the BoS, as well, with a cunning battle plan devised, which will require for the Sole Survivor to ensure:
	1. Elder Maxson's death
	2. The takeover of Liberty Prime, through the use of a virus uploaded by a generation 1 synth
	3. The utter destruction of the Prydwen, through the use of Liberty Prime
	4. The emplacement of synth forces, to take over the Boston airport, and to remove all surviving BoS forces, removing any chances for the BoS to ever return home.
3. Either contact Dr. Li or Evan Watson, in which they will refer the Sole Survivor to Dr. Orman, who will then explain the battle plan (listed above), before giving the Sole Survivor some teleport beacons. These beacons are thrown just as grenades or mines are thrown, and upon deployment, will teleport in various synths.
4. The Boston airport will then need to be cleared of BoS forces, in order to gain access to three generators spread across the airport, which must be destroyed.
5. After the generators have been destroyed, a generation 1 synth will be teleported in, and must be protected by the Sole Survivor as it uploads a takeover virus into Liberty Prime.
6. During this upload period, a number of Vertibirds will be deployed from the Prydwen, with Elder Maxson himself joining the fight in a suit of power armor.
7. After the virus has been uploaded, the Sole Survivor will be teleported to a nearby area that is a safe distance from the airport, in which Liberty Prime will be seen bringing the Prydwen down, destroying anyone and everything in the airport, including Liberty Prime.
8. This effectively kills all of the BoS leadership, and should Elder Maxson not have been dealt with personally at the airport, he will meet his demise as well.

## Notes

While many weapons can be looted after the Prydwen is brought down, and a few BoS stragglers will still be hanging on to life, most of the corpses, including Elder Maxson's, will be covered in the burning wreckage of the airship, making looting next to impossible.

* The fire from the wreckage will also continually hurt the Sole Survivor, regardless of where they are standing, making this a persistently dangerous area to remain in.
Admiral's Friend

[[Category:Fallout 4 File:Fo4 ballistic icon.pngballistic weapons]]

**Admiral's Friend** is a unique weapon in the *Fallout 4* add-on *Far Harbor*.

## Characteristics

This harpoon gun comes with the Instigating legendary weapon property by default, meaning the weapon does double damage when the target is at full health. Like other harpoon guns, it deals massive amounts of damage at a great range at the cost of attack speed.

## Locations

* Far Harbor, purchasable from Allen Lee.
Agile sludgepak

**Agile sludgepak** is a consumable in the *Fallout 4* add-on *Far Harbor*.

## Characteristics

This sludgepak adds 150 rads, but uses one's current level of radiation to determine the increase in action point regeneration for twelve minutes:

* at more than 150 rads, AP regeneration is boosted by 5 per second,
* at more than 300 rads, AP regeneration is boosted by 10 per second,
* at more than 500 rads, AP regeneration is boosted by 15 per second,
* at more than 800 rads, AP regeneration is boosted by 20 per second.

## Locations

* Agile sludgepaks can be crafted at any chemistry station.
Albino hermit crab (Fallout 76)

**Albino hermit crab** is a creature in *Fallout 76*.

## Background

Main article: Hermit crabs (Fallout 76)
Post-War hermit crabs, largely unchanged since the nuclear fallout mutated them, have drastically changed in the singular sense, in that they now grow to towering proportions. Due to their size, hermit crabs as they age, are no longer able to protect themselves within shells, and as such, now use detritus such as wrecked vehicles, in order to house their bulk from hunters, as well as to blend in with their environment, in order to ambush unsuspecting prey.

## Characteristics

Main article: Hermit crabs (Fallout 76)
Typically found housed within trucks sinking into the local swamp, these hermit crabs will ambush most living creatures that get too close, in which they will use their mutated claws brutally incapacitate their prey. However, should their ambushes be avoided, hermit crabs are relatively slow due to their size, and as such, they can be effectively escaped from. The hermit crab is essentially a boss monster, found infrequently. It has plenty of hit points and deals a tremendous amount of damage with its claws and frequently births hermit crab hatchlings to attack enemies. Dealing with it is a matter of planning and engaging at maximum range, as the truck hull limits its mobility and keeps the player outside the range of its claws. Mines are of limited use, as the crab's hatchlings will usually detonate them before the mother rolls over.

Using V.A.T.S., hermit crabs can be spotted before their ambushes are sprung. Additionally, hermit crabs can be damaged by sources of radiation, with the sole exception of the glowing variant.

### Drops

* Hermit crab meat
* Large amount of bottle caps
* Random weapons, armor, and even power armor
Ain't Like That Now/Lonesome Road

**Lonesome Road**Overview

**Ain't Like That Now** is a perk in the *Fallout: New Vegas* add-on, *Lonesome Road*.

## Effects

Maybe you were bad once, but you ain't like that now. Your karma has been reset to 0, you regenerate AP 25% faster, and your attack speed is increased by 20%. You are also immune to critical hits.

## Notes

* The increased attack speed affects all weapons, not only melee like most other perks that increase attack speed.
* When obtained a message will appear saying that you gained karma.
* This perk requires you to have all 4 *New Vegas* story add-on, as each add-on increases the level cap by 5.

## Bugs

* PC PlayStation 3 Xbox 360 When viewed in the GECK, this perk has another effect not stated by the perk's description. This effect is an AP cost reduction of 20% for all weapons. However, the effect uses an entry point of "Calculate Weapon Attack AP Cost" which only affects attacks outside of V.A.T.S.. This meant that the player will not receive any decrease in AP costs when using weapons (except outside of V.A.T.S. which is entirely pointless since using weapons outside of V.A.T.S. require no AP costs).

Template:Navbox perks FNVLR
Abbot's house

**Abbot's house** is a location in *Fallout 4*.

## Layout

The painter Abbot's home is a small, single-room shack on the edge of the reservoir. Abbot leads an impoverished existence, alternating between sleeping, maintaining the Wall, and glumly sitting in the corner of his home, sedating himself with alcohol.

## Appearances

Abbot's house appears only in *Fallout 4*.
Ain't Misbehavin'

"**Ain't Misbehavin'**" is a song broadcast on Appalachia Radio in *Fallout 76*. Performed by Fats Waller and written by Andy Razaf, Fats Waller, and Harry Brooks.

## Lyrics

{insturmental opener}

No one to talk with

All by myself

No one to walk with

But I'm happy on the shelf

Ain't misbehavin'

I'm savin' my love for you

I know for certain

The one I love

I'm through with flirtin'

It's just you I'm thinkin' of

Ain't misbehavin'

I'm savin' my love for you

Like Jack Horner

In the corner

Don't go nowhere

What do I care?

Your kisses are worth waitin' for

Believe me

I don't stay out late

Don't care to go

I'm home about eight

Just me and my radio

Ain't misbehavin'

I'm savin' my love for you

Like Jack Horner

In the corner

Don't go nowhere

What do I care?

Your kisses are worth waitin' for

Believe me

I don't stay out late

Don't care to go

I'm home about eight

Just me and my radio

Ain't misbehavin'

I'm savin' my love for you

## Notes

* The song was first referenced in *Fallout: New Vegas* with the quest Ants Misbehavin'.
Albert Lamore

**Albert Lamore** is one of the officials of the Reavers rescued by Brotherhood of Steel from Newton in 2197.

## Background

Albert was an honest religious zealot, caring deeply for his people and their religion. At the same time, he distrusted the Brotherhood of Steel, allying with them out of necessity, as the Reavers couldn't face the Calculator's robots alone.

He was a thin, pale man, who was in his fifties when the Calculator's robots attacked. He enjoyed intrigue and politics, and of the four elders, he was the only one who didn't use any pseudo-technological jargon, indicating that despite his deep care for his people, something must've shaken his faith. He was saved by the warrior from the attack by robots.

## Inventory

 Carried items
 Drops on death

## Appearances

Albert Lamore appears only in *Fallout Tactics: Brotherhood of Steel*.
Alcohol lowered hit points

“
Your hit points have been lowered slightly by repeated drunkeness. Quoted verbatim, error appeared in the original source

”— In-game description, *Fallout 2*
**Alcohol lowered hit points** is a special perk in *Fallout 2*.

## Effects

After buying 100 shots of Alcohol-Z, the player loses -2 hit points if their Luck is 2.
Alertness/Lonesome Road

**Lonesome Road**Overview

**Alertness** is a perk in the *Fallout: New Vegas* add-on *Lonesome Road*.

## Effects

You've learned to keep your senses alert to any danger. When crouched and remaining still, you gain a +2 bonus to your Perception attribute to help you find enemies before they find you.

Template:Navbox perks FNVLR
After Burner gum

**After Burner gum** is a *Fallout Tactics* consumable.

## Characteristics

After Burner is a chewing gum filled with a powerful methamphetamine that stimulates the central nervous system. The initial euphoric rush rarely lasts more than a few minutes, but during that time, the user is filled with a rush of energy and strength.

## Notes

* The effects of the After Burner gum are identical to that of jet in *Fallout 2* but with a lower risk of addiction.
* After Burner gum can purportedly be smeared on auto-cannons and laser turrets in order to cause them to malfunction (for example, activating After Burner gum's "use on" function and targeting the turrets in Peoria (even if they're still inactive) damages them. It usually takes four applications of gum to destroy each turret. During this activity, the character's stats do not change though the addicted alert often appears above their head).
Agility Implant

“
Your central nervous node has been enhanced with the Reflex Booster, increasing your Agility by 1.

”
**Agility Implant** is a *Fallout: New Vegas* perk.

## Requirements

The **Reflex Booster** can be bought from Doctor Usanagi at the New Vegas Medical Clinic for 4,000 caps. If your Agility is 3 or less, Dr. Usanagi will offer a discount of 1000 caps on this implant.

## Effect

The Reflex Booster is designed to boost a person's reflex action once it's installed to the central nervous node in the spine. This perk will increase your base Agility by 1.

## See also

* Implants
* *Fallout: New Vegas* implants

## References

1. ↑ "The Reflex Booster does exactly what it says - speeds up your reaction times. For 4,000 caps, I can attach the implant to your central nervous node." - Dr. Usanagi
Advanced radiation suit (Fallout 3)

The **advanced radiation suit** is a piece of clothing in *Fallout 3*.

## Characteristics

This radiation suit is specially designed to protect the wearer from harmful radiation, and to a greater extent than the standard radiation suit. It covers the entire body, which makes it impossible to wear a helmet or glasses with this armor, except the biker goggles. It raises one's radiation resistance by 40.

## Locations

* It can be found deep within Vault 87, in the test labs. When you get to the room with the Lab Technician's terminal (on a desk to the right) one of the options will be to unlock the storage room. Choose that option, then turn around and go back out the door you entered and turn left. That door is the storage room and contains the advanced radiation suit.
* One can be found in the Citadel Armory.
* Another may be found in the Franklin Metro Utility, in a box titled "radiation suit case", at the bottom of a flooded tunnel.
* One can also be found in *Point Lookout*, inside an excavated muck hole during An Antique Land.
* Another two are in *Mothership Zeta*, in the operating room in the cryo labs, on a table.
* Can also be bought from Moira at Craterside Supply, Gustavo or Michael Masters from Tenpenny Tower, Karl at Meresti station, Tulip in the Underworld, Flak 'N Shrapnel's in Rivet City, Crow if you invest the maximum amount into his inventory and Knight Captain Durga in the Citadel if you get permission to trade.
Adams storage facility

The **Adams storage facility**, called **Factory** in-game, is a building at Adams Air Force Base in the *Fallout 3* add-on *Broken Steel*, located in the south-southeast corner of the runway.

## Background

Some valuable loot can be found here guarded by an automated turret. It also seems to have been previously inhabited by a larger number of people, with many skeletons in various locations within. Notably, the skeletons start to slim in quantity as the player makes their way to the rooftop, seemingly implying that the inhabitants were slain as they attempted to flee from an aggressor, likely an Enclave soldier or squad.

## Layout

The storage facility opens into an alcove that can be walked past to get to a dirty and grungy main workroom of sorts. A set of stairs leads up to the seconds story. All that is on the second story is a door that leads back outside. After finding and talking to Stiggs in the mobile base crawler, he will be found in here but will disappear after the completion of the quest Who Dares Wins.

## Notable loot

* The rapid-torch flamer, around the corner on the right after entering, on a long table with assortment of weapons and goods.
* Two mini nukes and a Nuka-Cola Quantum can be found on the same table.
* A total of 14 missiles, 6 in a locked ammunition box on the right as you enter the building, and the other 8 on the table around the corner.
* 31 boxes of Abraxo cleaner found throughout.

## Notes

* When you exit the building for the first time, an Enclave Hellfire trooper and three sentry bots will spawn north of the facility exit and start killing Brotherhood guards unless you intervene.
* If the automated turret spots you, Stiggs and his two robots will become hostile temporarily.

## Appearances

The Adams storage facility only appears in the *Fallout 3* add-on *Broken Steel*.
Abandoned mine shaft 2

**Abandoned Mine Shaft 2** is a location in *Fallout 76*.

## Background

The second in a series of abandoned mine shafts, this one was undergoing repair on the cover when the Great War happened. Years later, radiation continues to leak from the cover, dosing any curious adventurers with large amounts of radiation.

## Points of interest

The two metal buildings hold some loot, but nothing notable. A fusion core can potentially be found on the table next to the damaged mine shaft cover, but be warned that adventuring near will dose any curious wanderers with radiation.

Dynamic spawns
* Weapon: Pickaxe
* Junk: Extinguisher, portable fuel tank, duct tape, mining light, brass miner's lamp, miner's lamp, steel and aluminum scrap

## Appearances

Abandoned Mine Shaft 2 appears in *Fallout 76*.
Aldo

“
Hello there, I haven't seen you in Klamath before. I'm Aldo, the town greeter. (hic) It's my job to greet anyone new in town and to answer any questions they might have about our bucolic little burg. Welcome to Klamath. (hic) Who might you be?

”
**Aldo** is the drunken greeter of Klamath in *Fallout 2*.

## Background

A sickly man dressed in very dirty robes, Aldo is the town's designated drunkard with a breath that can be almost seen in the air. He is the self-proclaimed greeter, welcoming all travelers into the town and giving them pointers on where to go and what to see. The money he "customarily" receives goes towards buying more throat medicine.

## Interactions with the player character

### Other interactions

* The player can give Aldo $5 to receive information about the town and gain some town reputation.

## References

1. ↑ Aldo: *"{100}{}{You see a sickly man dressed in very dirty robes.}"*
Aldo: *"{101}{}{You see Aldo, the Town Greeter. You think you can see his breath from here.}"*
(KCALDO.MSG)
2. ↑ Aldo: *"{200}{}{Hello there, I haven’t seen you in Klamath before. I’m Aldo, the town greeter. (hic) It’s my job to greet anyone new in town and to answer any questions they might have about our bucolic little burg. Welcome to Klamath. (hic) Who might you be?}"*
(KCALDO.MSG)
Agility Training/Fallout 4

Overview**Fallout 4**

**Agility Training** is a perk that can be unlocked by the Sole Survivor in *Fallout 4*.

## Effects

“
Agility is a measure of your overall finesse and reflexes. It affects the number of Action Points in V.A.T.S. and your ability to sneak. Now you instantly gain 1 point!

”— In-game description
For each rank taken in the Agility Training perk tree, the Sole Survivor will gain access to a 1 extra point in Agility. Agility Training can be taken a total of 10 times, making this a 10-ranked perk.

### Notes

As each S.P.E.C.I.A.L. skill can only be set to 1, at minimum, taking Agility Training 10 times is a waste, as no S.P.E.C.I.A.L. stat can be raised above 10.

## References

1. ↑ Todd Howard talks about the Perk Table
Agatha's house

“
Oh, don't worry about me. I'm just fine out here. My husband, rest his poor soul, saw to it that our house was well-protected from the elements and the inhabitants of the Wastes.

”— Agatha
**Agatha's house** is a small, one room house in the Capital Wasteland, west of the Scrapyard and northeast of Meresti Trainyard. It can be easily spotted by the radio transmission tower rising above the boulders that surround the house.

## Background

It is the home of an old widow named Agatha, who plays the violin and broadcasts her music using her late husband's radio transmitter. Here the player can get the quest, Agatha's Song, to search for the Soil Stradivarius violin in Vault 92. After completing Agatha's Song, one can start the freeform quest Going for a Song

## Layout

### Exterior

Agatha's house is on the caravan route, as the caravan merchants are fans of Agatha's tunes. The house is nestled into the cliffs and is surrounded by boulders on three sides, with the only entrance a small wood and rope bridge that allows passage over a chasm on the west side. Over the bridge, is a broken-down white picket fence and the radio transmission mast. From this tower, Agatha transmits her violin music across the Capital Wasteland. Next to the tower is a stack of metal boxes containing random common loot and a pair of empty fifty five gallon drums. A damaged garden gnome is next to the left of the house's entryway.

### Interior

Immediately to the right, there is a refrigerator and a dresser; immediately to the left, there is a chair and a desk with an accompanying chair. There is a bed in the far-left corner, with a toilet, bathtub, and sink in the far-right corner. The toilet contains a toy car and a teddy bear. A metal box offers common loot, and a hard-locked ammunition box offers somewhat better pickings. The container can be picked open, or the player can get the key to it from Agatha in the course of Agatha's Song, or with the use of the Lady Killer perk.

## Notable loot

* A hard-locked ammunition box on the table to left of the entrance. Taking the contents is considered stealing, unless it is opened with the key Agatha gives you.
* Blackhawk, with the completion of the quest Agatha's Song and Going for a Song, giving her a Sheet music book. (Note that it cannot be stolen.)

## Appearances

Agatha's house appears only in *Fallout 3*.

## Bugs

* PC PlayStation 3 Xbox 360 The game may freeze when approaching Agatha's house for the first time. This may be due to activating the multiple followers trick.
Albino mongrel (Fallout 76)

**Albino mongrel** is a creature in *Fallout 76*.

## Background

The following section is transcluded from Dog. To modify, please edit the source page.
The domestic **dog** (Latin: *Canis lupus familiaris*) is a canid that is known as man's best friend. The dog was the first domesticated animal and has been widely kept as a working, hunting, and pet companion. Though most breeds of dogs remain largely un-mutated by radiation exposure, some modified or mutant varieties do exist. The Master created centaurs by mixing dog, human and brahmin in the FEV vats. Dogs were also subject cyberization, which resulted in cyberdogs.

## Characteristics

Main article: Dogs (Fallout 76)
Mongrels are always found in the wild, and are hostile by default. They travel in in packs of 2-4, usually containing a single alpha mongrel which is stronger than the others. It is a free-for-all when they attack, attempting to swarm and overwhelm their prey, but they will retreat if gravely injured.

### Drops

* Mongrel dog meat
* Various bones

## References

1. ↑ Enclave field terminals; Enclave Field Research Terminal, Field Entry: Dog (feral)
2. ↑ Fallout Bible 1
Fallout Bible 0: *"**3. Are the radscorpions a product of the FEV virus? When you talk to the doctor, Razlo, in Shady Sands, he tells you that they were once American Emperor Scorpions but that he has no idea how they mutated because radiation alone couldn't have done it. For that matter, what about all of the other creatures of the wasteland? Which ones have been mutated by FEV and which ones haven't? Maybe in the bestiary each creature could have a stat that shows it's level of FEV infection.**"*
*"Answer:*

	* *The radscorpions are a result of a combination of radiation and the FEV virus, and Razlo in Shady Sands is correct - they were originally Emperor Scorpions that have grown... big.*
	* *FEV-Infected Critters in the wasteland include almost all the ones you've seen in F1 and F2:*
	*Mantises.*
	*Most species of rats.*
	*Gecko lizards.*
	*Brahmin*
	*Scorpions*
	*Ants*
	*Various varieties of plants, including the Venus Flytrap.*
	*Rumor has it some dogs were affected, but no one's seen any, so for now that's just rumor. Of course, the centaurs are a mash of human, dog, and various other parts... but hey, who knows how that mutation came about. Grey was probably messing around in one of his labs.*
	* *Creatures not mutated by FEV probably did not survive the aftermath of the Great War, with the possible exception of cockroaches... and perhaps normal ants, though there are FEV-infected versions of these species.*
	* *No one knows where those bird noises in Vault City came from.*
	* *I'll try to include a chart of FEV-infected creatures in future additions as well as other critters that you may not have seen in F1 and F2. Most likely a great majority of insects were affected (they tend to breed much faster, and their mutations tend to become evident pretty quickly as the generations advance), possibly beetles, some spiders, cockroaches, and other creatures."*
Adamantium Skeleton/Fallout: New Vegas

OverviewFallout 3**Fallout: New Vegas**Fallout 4

“
With the Adamantium Skeleton perk, your limbs only receive 50% of the damage they normally would.

”— In-game description, *Fallout 3*
**Adamantium Skeleton** is a perk in *Fallout 3*, *Fallout: New Vegas* and *Fallout 4*.

## Effects

### *Fallout 3* and *Fallout: New Vegas*

Adamantium Skeleton simply takes any sustained limb damage and halves it, making it twice as difficult for you limbs to be crippled. This perk does not affect limb damage from falling, nor does it prevent any scripted situations that cripple limbs, such as falling in the Mothership Zeta trash compactor.

### *Fallout 4*

“
With the Adamantium Skeleton perk, your bones are infused with unbreakable metal, which reduces - and may even completely prevent - limb damage.

”— *Fallout 4* loading screen hints
With the first rank of this perk, damage done to limbs is reduced by 30%. The second rank raises this reduction to 60%, and the third rank negates all limb damage entirely.

## Behind the scenes

This perk pays homage to Marvel Comics character Wolverine, who possesses an adamantium-laced skeleton.
Albino angler

**Albino Angler** is a creature in *Far Harbor*.

## Background

Main article: AnglerAnglers are huge, mutated angler fish that have grown limbs. Lurking around ponds and other shallow water, anglers use their bioluminescence to attract prey; their glowing cranial appendage looks exactly like a lure weed. Any animal the gets too close, enthralled by this glowing light, is attacked by the angler.

## Characteristics

Main article: AnglerAnglers aren't particularly tough opponents but, like all enemies, they can quickly become a challenge if they outnumber the player. In order to discern whether what's in the water is an angler or just a mere lure weed, one must look closely at the surface; it is possible to see the mass of angler lurking just beneath the water.

## References

1. ↑ Given the name, glowing lure, large eyes, general body shape, and fanged mouth, one can deduce that anglers are mutated angler fish.
2. ↑ Far Harbor loading screen hints: *"Anglers wait in ambush for prey to come to them. Their glowing "lure" mimics the look of a flower common to the island."*
Adrienn Adami

“

”
Doctor **Adrienn Adami** is stationed at the U.S. Army field headquarters in *Operation: Anchorage*.

## Background

The overworked and slightly overwhelmed Dr Adami is the head of the medical staff under General Constantine Chase. Apart from ministering to the wounds - physical and mental - of the U.S. Army soldiers fighting the Chinese in the bleak Alaskan tundra, she is also tasked with distributing Psycho rations to increase combat readiness of those not yet incapacitated. The experimental combat drug created by Chase's pharmaceutical company had only the barest necessary clinical trials done, which highlighted adverse side effects (dementia, aggression, etc.), leading Adami to question her relationship with the Hippocratic Oath. However, as far as the simulation is concerned, she believes it necessary to give the groundpounders an advantage in the fight, especially those who have family at Anchorage.

Interestingly, it appears that her portrayal in the simulation is at odds with reality: Her records implicated Chase in the Psycho drugging scandal before the Great War, whereas in the simulation she believes it's a necessary evil.

## Inventory

 Carried items
 Drops on death

## Bugs

* Because of misplaced aggression tags, if the player makes Adami hostile, all US troops (including the ones in the medical tent) will attack *her* instead of the player, and continue to attack until she is unconscious.

## Appearances

Adrienn Adami appears only in the *Fallout 3* add-on *Operation: Anchorage*.

## References

1. ↑ Holotape - Psycho
2. ↑ Fallout 3 Official Game Guide Game of the Year Edition p.69: *"**Doctor Adrienn Adami***
*An overworked and slightly agitate field doctor with several years of experience under her belt, Adami is busy administering Chems (usually Psycho) to wounded or mentally scarred soldiers at the U.S. Field Headquarters medical tent. Investigation into simulated Holotapes reveals discrepancies between her simulated and real-life persona, as her records implicate General Chase in a scandal of drugging soldiers with Chems researched at Chase's pharmaceutical company."*
(Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census)
Agility Implant/Fallout: New Vegas

Overview**Fallout: New Vegas**

“
Your central nervous node has been enhanced with the Reflex Booster, increasing your Agility by 1.

”
**Agility Implant** is a *Fallout: New Vegas* perk.

## Requirements

The **Reflex Booster** can be bought from Doctor Usanagi at the New Vegas Medical Clinic for 4,000 caps. If your Agility is 3 or less, Dr. Usanagi will offer a discount of 1000 caps on this implant.

## Effect

The Reflex Booster is designed to boost a person's reflex action once it's installed to the central nervous node in the spine. This perk will increase your base Agility by 1.

## See also

* Implants
* *Fallout: New Vegas* implants

## References

1. ↑ "The Reflex Booster does exactly what it says - speeds up your reaction times. For 4,000 caps, I can attach the implant to your central nervous node." - Dr. Usanagi
Albert Cole

**Albert Cole** (VID 208-206-49-227) is a Vault 13 dweller in 2161 and a potential player character.

## Background

Cole leads a small, vocal minority of the Vault 13 population, advocating emergence into the outside world. He is a charismatic, talented negotiator who can often convince others to his ideas or broker a compromise. Before the War, he would most likely be a very successful lawyer.

## Notes

* Albert is intended for a diplomatic approach, complementing the combative and stealthy characters.

## Behind the scenes

* The name Albert is likely taken from *A Boy and His Dog*. Blood, the titular psychic canine, uses the name to refer to the titular boy in spite of the fact that's not his real name. The tradition would continue somewhat with the third main release in the series, when the film was screened at A Post-Apocalyptic Film Festival, promoting the release of *Fallout 3*. The preview name of Lone Wanderer was also Albert.
* *Arcanum: Of Steamworks and Magick Obscure* references the series with a small side quest at Tulla, where Albert is a mage sent out to retrieve a water gem for the desert community. Unfortunately, he is denied access due to his perceived corruption by the outside world and technology. Remember: Tim Cain and Leonard Boyarsky worked on *Arcanum*.

## Gallery

* Face of the Vault Dweller in 2161. Note the resemblance to Albert Cole.
Alcohol lowered hit points II

“
Your hit points have been lowered slightly by repeated drunkeness. Quoted verbatim, error appeared in the original source

”— In-game description, *Fallout 2*
**Alcohol lowered hit points II** is a special perk in *Fallout 2*.

## Effects

After buying 100 shots of Alcohol-Z, the player loses -4 hit points if their Luck is 1.
Akeisha Moon

**Akeisha Moon** is an escaped Tibbets inmate in 2253.

## Background

Akeisha Moon is a member of the Followers of the Apocalypse. She spent the majority of her life searching for the ancient vaults and any knowledge that they may contain. She had routinely spend her time traveling the Wasteland, researching stories or rumors about the vaults, investigating each in an attempt to find them. She was moderately successful in her chosen career and had discovered two vaults.

While visiting a tribe in the southwest, Akeisha noticed that an unusual number of the tribes brahmin were dying. Although she was not trained in medicine, she was naturally curious and decided to look into the matter. If nothing else, she could report her findings to the Followers and perhaps interest them in sending someone qualified to look into the matter. Not long after beginning her research, the tribe was attacked during the night by unknown assailants and Akeisha was struck unconscious during the attack.

When she next awoke, Akeisha found herself in what appeared to be a prison cell. For untold days she attempted to contact the warden of the prison, but all she ever saw were the robot helpers. She had just about given up hope when the prison was rocked by an explosion and the door to her cell was jarred open. She wasted no time in fleeing her captors.

Akeisha wandered the desert for days until she stumbled upon a cave. She was intrigued by the sound of running water and decided to investigate. What she found was the the spillway to the Nursery. As she stared in wonder at her discovery she was approached by a robot that began to question her as to why she was there. Still awestruck, she stuttered out some answer that seemed to satisfy its master. Akeisha was then invited to enter the Nursery and speak with the curator. She felt this was an opportunity that could not be passed up.

## Interactions with the player character

### Interactions overview

* Explore the valley and discover the tragedies that have befallen it
* Restore power to the Nursery central computer
* Heal the central computer of her ails

### Quests

Akeisha is provided for informational purposes (she is also one of the missing prisoners). She will gladly explain everything that has befallen the Nursery since the earthquake. If the player has not already done so, she will ask him to make the necessary repairs to all Nursery equipment. If the player attempts to bring the main computer online before power is restored (by disconnecting the backup power from the Repository) she will try to talk him out of it, explaining to him the importance of the Repository. If the player refuses to listen she will not interfere.

## Appearances

Akeisha Moon was to appear in Black Isle's cancelled *Fallout 3*.

## Sources

* Nursery design document/1
* Nursery design document/2
Ablutions

**Ablutions** is a side quest in the *Fallout 4* add-on *Far Harbor*.

## Synopsis

Sister Mai is working on restoring the decontamination arches at the Nucleus entrance to act as a tool for ablutions: Spraying the faithful with heavily irradiated water and bring them the Glow. However, she's missing a pump regulator to make it work...

## Walkthrough

1. Head to the Vim! Pop factory. Enter the factory proper, killing mutants as you go.
2. Find the pump regulator on a table in the upper office overlooking the mixing vats in the southern hall.
3. Return to Sister Mai. She will request that you install it.
4. *Optional*: With persuasion, convince Mai to pay you, starting at 150 caps and going up to 350.
5. Head down to the bay. The decontamination pump is by the sub's tail, at the bottom.
6. Install the pump regulator. With Intelligence 7 or more, you can remove Mai's alterations, hide them, and repair the decontamination arches completely, allowing you to have a free source of decontamination.
7. Return upstairs and press the button to complete the quest.
Adrenaline

**Adrenaline** is a perk in the Survival difficulty of *Fallout 4* and in *Fallout 76*.

## Effects

Each rank of the Adrenaline perk provides a +5% bonus to one's damage output, for a maximum of +50%, balancing out the fact that Survival difficulty makes combat significantly more lethal. The bonus to damage increases with the more kills one obtains (from hostile targets or otherwise), and appears to increase by one rank for every five kills. However, sleeping causes accumulated ranks of Adrenaline to subside at a rate of one rank per hour slept.

## References

1. ↑ Fallout 4 loading screen hints: *"In Survival, Adrenaline provides a bonus to your damage output. The higher your Adrenaline, the higher the damage bonus. Sleeping for any amount of time will lower your Adrenaline, taking your damage bonus down with it."*
Adamantium Skeleton

“
With the Adamantium Skeleton perk, your limbs only receive 50% of the damage they normally would.

”— In-game description, *Fallout 3*
**Adamantium Skeleton** is a perk in *Fallout 3*, *Fallout: New Vegas* and *Fallout 4*.

## Effects

### *Fallout 3* and *Fallout: New Vegas*

Adamantium Skeleton simply takes any sustained limb damage and halves it, making it twice as difficult for you limbs to be crippled. This perk does not affect limb damage from falling, nor does it prevent any scripted situations that cripple limbs, such as falling in the Mothership Zeta trash compactor.

### *Fallout 4*

“
With the Adamantium Skeleton perk, your bones are infused with unbreakable metal, which reduces - and may even completely prevent - limb damage.

”— *Fallout 4* loading screen hints
With the first rank of this perk, damage done to limbs is reduced by 30%. The second rank raises this reduction to 60%, and the third rank negates all limb damage entirely.

## Behind the scenes

This perk pays homage to Marvel Comics character Wolverine, who possesses an adamantium-laced skeleton.
Alcohol-Z

**Alcohol-Z** is a *Fallout 2* synthetic alcohol that the Chosen One may order from Parlor Room bar in Vault City Council Area. Essentially, there is no real "Alcohol-Z" item, as the dialogue option does nothing except give $20 to the bartender and increase your "drinking" stat for the purposes of the perks.

Notably, consuming this alcohol 100 times (spending $2000) would grant special perks based on your luck stat:

 Luck 2
 Luck 9
 Luck 10
Addictol

“
As rare as it is powerful, Addictol completely cures its user of all addictions.

”— *Fallout 4* loading screen
**Addictol** is a consumable in *Fallout 4*.

## Background

A powerful anti-addiction drug, Addictol is an effective pre-War medicine that works both physically and psychologically to remove both the symptoms of drug abuse and the craving. However, it does not prevent relapse, especially in cases of long-term drug abuse (eg. Cait). It generally takes a few hours to work and has a number of side-effects, including nausea.

## Characteristics

In game terms, Addictol instantly cures its user of any and all current addictions, perfect for removing addictions on the go. The downside is that its cost makes it a more expensive alternative to visiting a wasteland doctor.

## Locations

* Occasionally found in chem coolers.
* Sold in small quantities by various doctors and chem merchants throughout the Commonwealth.

## References

1. ↑ The Sole Survivor: *"What's Addictol? How does it work?"*
Rachel: *""*
(Rachel's dialogue)
Rachel: *""*

Robert DeLuca: *"I want to get clean."*

Rachel: *""*

Robert DeLuca: *"Is it going to hurt?"*

Rachel: *""*

Robert DeLuca: *"Thanks for being honest."*

(Rachel's and Robert DeLuca's dialogue, V81\_03\_RachelAndBobby\_End)
Alan Rothchild

Specialist **Alan Rothchild** was the manager for the Wastewater treatment plant in Ashton before the Great War

## Background

As manager of the Water treatment plant Alan Rothchild was appalled at the state of its emergency protocols. To which he sent no less then seven E-Mails to the complex's city treasurer Commander Devlin for funds necessary to correct this oversight.

Unfortunately Commander Devlin was a nationalist, jingoist, idiotic, disrespectful sociopath. Ignoring all the pleas for help, he instead chose to ignore the problem while insulting Alan. Comparing his desire to secure the local water supply as an effort to support the Communists and undermine the war effort.

## Appearances

Alan Rothchild is mentioned only in the *Fallout: New Vegas* add-on *Lonesome Road*.

## References

1. ↑ Manager's Terminal, Email to City Treasurer
2. ↑ Manager's Terminal, Reply from City Treasurer
Addict

“
Whoa, no! Stop! Wait! Okay, go ahead.

”
**Addicts** are victims of drug abuse in *Fallout 2*.

## Background

These poor denizens of the Den have fallen prey to the vagaries of Jet. They are constantly in search of a fix and can randomly attack people when they're on a particularly bad trip.

## Appearances

These addicts appear only in *Fallout 2*.
Adminship request - Ant2242

**Forums:** Index > Wiki discussion > Adminship request - Ant2242
Hello I'm asking if I could become an Admin for the Vault. The main reason for this is so I can delete the Vandal pages that have been creeping in lately. I have been contributing to the Vault for some time now and I believe I can better serve it this way.

Sincerely,
--Ant2242 16:43, 17 November 2012 (UTC)

## Votes

1. Yes - As shown by the fact that no one has bothered to vote on this at all since its creation mid last month, this wiki is in dire need of support, especially leadership, and because of this, I wholly support the idea of having Ant here granted the tools needed to keep this wiki running properly. You've done a great job around here, Ant, and you have become a friend of Nukapedia, as well. I wish you and your endeavors here at The Vault well. Oh, and Happy Holidays! GarouxBloodline 14:48, 25 December 2012 (UTC)
2. Yes - I was a bit reluctant to vote being that I just joined, but Garoux stated some good points, and Ant seems to be, in all honesty, one of the most active contributing users here at The Vault. Good contributions deserve to get recognized and rewarded. Plus, he actually 'needs' the tools of an administrator rather than just wanting to become an administrator. Stone (talk) 15:03, 25 December 2012 (UTC)
3. Yes I'm surprised you aren't one already. Tagaziel 15:39, 25 December 2012 (UTC)
4. Yes - I've seen Ant diligently working (without tools) to help with the spam. He's consistently on, is a good and frequent editor and is the one guy here who does not have admin tools that could really use them. I think that his contributions and dedication should be recognized.The Gunny 20:44, 25 December 2012 (UTC)
5. Yes - You've been here long enough and like to edit, so why not? Also, it's Christmas :) Shadowrunner(stuff) 02:07, 26 December 2012 (UTC)
6. Yes As a Patroller of Nukapedia, I watch over the edits, and Ant constantly makes good ones when I see him make one. He has a good attitude overall, and I wish him the best of luck. Dead Gunner(talk)
7. Yes I have seen some of your work, and although more could be put into this request, I think you could play a big role in re-vitalising the Vault. I have also seen you over at Nukapedia and I support you =) --SigmaDelta54 03:42, 15 January 2013 (UTC)
Adolf Hitler

**Adolf Hitler** (April 20, 1889 – April 30, 1945) was a German politician from Austria, and later dictator of Nazi Germany. He is known for leading the Nationalsozialistische Deutsche Arbeiterpartei (National Socialist German Worker's Party) as well as leading the Axis Powers in the Second World War.

## Background

According to the intro of the original *Fallout*, Hitler turned Germany from a battered nation into an economic superpower.

## Appearances

Adolf Hitler is mentioned only in *Fallout*.
Advanced system notes

**Advanced system notes** are a pair of holodisks in *Fallout 4*.

## Location

* 01; The Institute - on the desk in Dr. Madison Li's apartment.
* 02; Institute Advanced Systems - on the desk in Dr. Madison Li's office.

## Transcript

### 01

 I have always been on board with the Gen 3 program. It makes sense. But this... nothing good can come from this.
Alan Oppenheimer

**Alan Oppenheimer** (born 23 April 1930) is an American voice actor who has had an active career in cartoons since the 1970s. In *Fallout: Brotherhood of Steel* he voiced Harold, a character previously voiced by Charlie Adler in *Fallout* and *Fallout 2*. He returned in *Fallout 4* as the voice of Paladin Brandis.