recursal/Fanatic-Fandom huggingface dataset:
Acid (Fallout 76)

**Acid** is a component in *Fallout 76*.

## Background

An acid is typically a corrosive substance that, by definition, contains a higher concentration of positive hydrogen ions than negative hydroxide ions. This substance is used sparingly in the crafting of chems and explosives.

## Characteristics

Shows up in inventory as waste acid. Can be turned into bulk acid. You can harvest it from Acid Pools or put Resource Collectors on those Pools for better results. Several types of bugs bugs have acidic glands and Yao Guai are a good source. There are a few Workshops that produce acid.

Acid is used primarily for smelting and for making gunpowder. Also used to make Fuel.

## Locations

* Mappalachia atlas of locations (hardpoints)
* Ore veins
Abomination (Fallout 3)

**Abominations** are the result of alien experiments on abducted humans. They are found only aboard Mothership *Zeta*, in the biological research laboratory, in 2277.

## Characteristics

### Biology

From what can be ascertained through various Alien captive recorded logs, abominations are captured human test subjects hybridized with alien DNA, intended to be used by the aliens as biological weapons. The transformation process turns the subjects into feral, menacing creatures - hostile to anything that is not one of them (including the aliens that created them) - and removes all discernible sexual characteristics, leaving them with an androgynous appearance.

Their known creation history and asexual appearance is reminiscent of super mutants, while their hostile and reckless behavior mirrors that of feral ghouls. All three species "evolved" from humans.

### Gameplay attributes

When an abomination spots a target, it will point at the target, wail loudly, and then move quickly into melee range. It attacks very similarly to a feral ghouls, swinging overhand when at range and clawing horizontally when close by. Abominations are a fairly standard opponent and are easily killed with alien weapons. When killed, their bodies often contain various conventional alien items. Sometimes, however, they contain items commonly found on the bodies of feral ghouls (a pack of cigarettes, pre-War money, harmonicas, human flesh, baseball gloves, teddy bears, bobby pins, etc.), which serves to reinforce the abominations' human origin.

## Notes

* Abominations cannot be knocked down with the use of weapons such as the Gauss rifle or the Electro-Suppressor.
* When you kill an abomination, you can sometimes hear it say, "Thank You."

## Appearances

Abominations appear in the *Fallout 3* add-on, *Mothership Zeta*.

## Behind the scenes

The way that the abominations point and screech when they notice the player is a reference to the 1978 remake of the movie *Invasion of the Body Snatchers*. The alien "pod-people" in the film point and screech in the same manner, whenever they discover a real human.
Abandoned mine site Kittery

**Abandoned Mine Site Kittery** is a location in *Fallout 76*.

## Background

One of many mining sites on the slopes of Mount Blair, abandoned in the wake of the clashes between desperate miners and the vicious corporations seeking to automate their trade.

## Points of interest

* The mine shaft is buried under tons of rock and the surrounding area contains little in the way of interest. The quonset hut contains lockers, an ammo box, and a chem cooler, while the command center contains two explosives boxes and minor loot spawns.

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 Site Kittery appears in *Fallout 76*.
Achievements and trophies

**Achievements** and **Trophies** are systems for measuring a player's progress in completing a game. Achievements are used by Microsoft's Xbox Live/Games for Windows – LIVE and Valve's Steam. Trophies are used by Sony's PlayStation Network. They are typically awarded to players for making specific accomplishments or reaching certain milestones in games.

The first game in the *Fallout* series to feature achievements and trophies was *Fallout 3*.

## Achievements

Microsoft's implementation of an achievement system was initially introduced for the Xbox 360 and later for PC via Games for Windows – LIVE (GFWL) service. Unlocking achievements contributes to a player's "Gamerscore" Xbox Live gamerscore in their Xbox Live profile. Usually, retail games offer up to 1,000G spread over a variable number of achievements. Game developers also have the option of adding up to 250 points via downloadable content every quarter after the first year of release (for a total of 1,750 points).

Steam's implementation of achievements simply displays the achievements on the player's Steam profile. If one wants to get the GFWL achievements for *Fallout 3* or Steam achievements for *Fallout: New Vegas*, be careful about using the console. For detailed information on getting achievements while using the console, further information can be found on the Fallout: New Vegas console commands page. Using Mods will not disable achievements.

## Trophies

Trophies are Sony's version of an achievement tracking system and were introduced in the PlayStation 3 system software 2.40 update in July 2008. There are four different types of trophies: bronze, silver, gold and platinum.

A gold, silver or bronze trophy is normally awarded based on the difficulty of the accomplishment, with each trophy contributing to a "level" system linked to a player's PlayStation Network profile. Gold trophies contribute more experience level advancement than silver, and silver contributes more experience than bronze.

A platinum trophy is awarded to the player once they unlock all other trophies in a game. However, smaller games such as certain PlayStation Network titles, lack a platinum trophy. Trophies are displayed on a player's PlayStation Network profile screen, which also shows their level.
Aaron

**Aaron** may refer to:

Characters
* Aaron - a member of There We Smolder mentioned in *Fallout 2*.
* Aaron Kimball - President and commander-in-chief of the New California Republic in *Fallout: New Vegas*

Real-life people
* Aaron Brown - an artist who worked at Interplay Entertainment and Obsidian Entertainment on *Fallout 2* and *Fallout: New Vegas*.
* Aaron Mitschelen - Quality Assurance tester who worked at Bethesda Softworks on *Fallout 3*.
* Aaron Olaiz - Compatibility Technician who worked on the original *Fallout*.
* Aaron Seiden - Dialogue Editor who worked on *Fallout: New Vegas*.
Abbey

The **Abbey** was a location for Fallout 2 that was eventually cut from the game. It should be a monastery located north of Gecko, where the monks preserve knowledge in the form of books, blueprints, and items, and they tried to preserve technical knowledge mainly. Unlike the Brotherhood of Steel, who hoard their technology and used it to stay superior, the abbey is open to anyone as long as they do not damage anything. All they have to offer was knowledge, because not a single preserved item functions.

The monks do not understand the knowledge in the books they preserve. They treat them like holy materials, to be read and copied and cared for, but not acted upon.

## Appearances

The Abbey was to appear in *Fallout 2* but was eventually cut from the final game.

## Behind the scenes

* The book *A Canticle for Leibowitz* by Walter M. Miller was the inspiration for the abbey. Much like the medieval monks of old, the monks in the abbey preserve the knowledge of a lost civilization (in the case of their forbears, Ancient Greece and Rome) in the form of books, by taking care of them as best as possible and recopying if necessary. Neither of them would truly comprehend the contents of the books, but simply copied them word for word.

## References

1. ↑ Fallout Bible 4 Questions, questions: **2. i heard there was going to be a monastery-area in FO2, but it was not implemented in the game. It supposedly would give the player more background information on the world of Fallout. My question, thinking about how the FotA kinda worshipped 'knowledge' and 'learning a lesson out of the apocalypse', was this monastery to be the new 'base' of the FotA?**
*"I don't know - I haven't been able to find any documentation on it, but I don't think so. From what I heard second-hand about the story and the original locations in F2, the monks at the Abbey were interested in preserving knowledge, but they were not part of the Followers of the Apocalypse... though their ideals may have been quite similar. I sent off an email to Tim Cain, and he might know, so stay tuned."*

*"And here's me a short while later with an answer from Tim Cain:"*

*"It [The Abbey] did not have the Followers there. It was supposed to be an independent organization, probably of Jesuits or something like them (I'd probably go with the latter to avoid right-wing complaints). The monks preserved knowledge in the form of books, blueprints, and items, and they tried to preserve technical knowledge mainly. Unlike the BOS, who hoarded their technology and used it to stay superior, the abbey was open to anyone as long as they did not damage anything. All they had to offer was knowledge, because not a single preserved item functioned."*
*"One more thing: the monks did not understand the knowledge in the books they preserved. They treated them like holy materials, to be read and copied and cared for, but not acted upon. Think of the book "A Canticle for Leibowitz" by Walter M. Miller, which was the inspiration for the abbey."*

*"So there you have it. Coolness."*
*"And the DJ slams in with question 3:"*
A World of Refreshment

**A World of Refreshment** is a quest in *Nuka-World*.

## Synopsis

In order to secure the bottling plant for the raiders, the Sole Survivor needs to get down to the brass tacks and clear it out.

## Walkthrough

1. This is a straightforward assault job. Clear the entire plant of nukalurks by any means necessary. This means get violent.
2. Clear the interior as well as the exterior. To complete the mission, release the queen nukalurk and kill her (just approach the large sinkhole in the back to make her appear).
3. Raise the flag on the tallest bottle, using an elevator to get up top.
A Settler Needs Your Help

**A Settler Needs Your Help** is a repeatable quest in *Fallout Shelter*.

## Synopsis

*Minuteman Preston Garvey has gotten himself stuck in the Kendall Hospital surrounded by Feral Ghouls and who knows what else. Save him!*

## Objectives

*Find Preston Garvey in the Kendall Hospital.*

## Dialogue

* *There's a Glowing One I saw somewhere around here. Look out for her.* (\_Conversation\_1\_NPCEnd\_1);
* *There's a bunch of supplies in the Manager's Office if you haven't found it yet. Might be something useful.* (\_Conversation\_1\_NPCEnd\_2);
* *“Protect the people at a minute's notice.” That was the idea.* (\_Conversation\_1\_NPCEnd\_3);
* *Man, I don't know who you are, but your timing's impeccable.* (\_Conversation\_1\_NPCStart\_1);
* *Preston Garvey, Commonwealth Minutemen.* (\_Conversation\_1\_NPCStart\_2);
* *I came here to search for supplies when these ghouls got the drop on me.* (\_Conversation\_1\_NPCStart\_3);
* *I'm ready to go whenever you are!* (\_Conversation\_1\_NPCStart\_4);
* *Any bad guys I should look out for around here?* (\_Conversation\_1\_Team\_1);
* *Find anything useful in here?* (\_Conversation\_1\_Team\_2);
* *Minutemen?* (\_Conversation\_1\_Team\_3);

Template:Navbox quests FOS
Acute Vision

**Acute Vision** is one of Fallout GURPS advantages. See: Fallout GURPS.

## Overview

“
You have better-than-average senses. Acute Vision gives you a
bonus when rolling to see something. Each acute sense is a separate
advantage, and costs 2 points for every +1 bonus to your roll. E.g.,
Acute Hearing +6 costs 12 points.

”— Steve Jackson Games GURPS sources
## In *Fallout*

With the abandonment of GURPS, Acute Vision was recycled, image used for Awareness.
Abraxo cleaner

**Abraxo cleaner** is a pre-War, cleaning scouring powder produced by Abraxodyne Chemical, appearing in *Fallout 3*, *Fallout: New Vegas*, and *Fallout 4*.

## Background

Abraxo is a powdered abrasive and cleanser, likely alkali and most assuredly caustic and poisonous when ingested. It is still an effective cleanser, being useful for washing out super mutant blood, but in the wrong hands, it can be made into explosives and narcotics, like Ultrajet.

## Gallery

* Pre-War ad
* A *Fallout 3* loading screen

## References

1. ↑ The Courier: *"This sonic gun looks like an energy projectile. Got anything that spits lead?"*
Klein: *"[SUCCEEDED] WHAT DID IT SAY? SPIT "LEAD?" WHAT, LIKE PENCILS?"*
0: *"\*\*"*
Borous: *"-A GUN! Are you MAD?! We can't give it a GUN! GUNS kill, leave big open holes in you that are like sores but WORSE.-"*
8: *""*
Dala: *"Dr. 8 is correct. We  have given the teddy bear a lethal sonic death ray filled with his sonic ejaculate and sterilized by my soft WooWOOing. "*
(Klein's, Dala's, Borous, 0's, and 8's dialogue)
2. ↑ The Lone Wanderer: *" Care to share anything about the Super Mutants?"*
Artemis: *"You know how many Uglies I've killed? More than all of Lyons' Pride combined, that's how many. All it takes is a loaded weapon and the will to use it. Oh, and a good way to get Ugly blood out of your armor. Little bit of Abraxo and some water -- works like a charm."*
(Artemis' dialogue)
3. ↑ Patriot's Cookbook cover
4. ↑ The Lone Wanderer: *"Yeah sure, what do you need?"*
Murphy: *"It takes 3 things to make Ultrajet. Two of the ingredients I got plenty of. The other one is a little harder to find: Sugar Bombs. I distill it down to its base contents and add that to the formula then presto... Ultrajet. For every box of Sugar Bombs you bring me, I'll pay you 15 caps. So you in?"*
The Lone Wanderer: *"Nothing's free in this world, Murphy."*
Murphy: *"Yeah, no kidding. I didn't think you were a freakin' charity. It takes 3 things to make Ultrajet. Two of the ingredients I got plenty of. The other one is a little harder to find: Sugar Bombs."*
(Murphy's dialogue (Fallout 3)) **Note:** Murphy explains that he is in need of Sugar Bombs, but has plenty of the other two ingredients, which are Jet and Abraxo cleaner, judging by the high amounts within Murphy's lab.
A Trusted Aide

**A Trusted Aide** is an unmarked quest in *Fallout: New Vegas*.

## Synopsis

If the Courier earns the Legion's favor by completing assignments given to them by its members, whether due to belief in Caesar's cause or Machiavellian manipulation, the Legion will eventually reward them with a special boon.

## Walkthrough

* Once the player reaches a Liked or better reputation with the Legion, Praetorian Lucius at the Fort will reward them with a key to the Caesar's Legion safehouse near the old nuclear testing site. There, the player can find a stock of Legion gear, high end weapons, and Atticus, who provides two random skill magazines, two doses of Cat Eye, or two Stealth Boys every 84 hours.

## References

1. ↑ Quest name from *Fallout: New Vegas Official Game Guide*
Abandoned warehouse

The **Abandoned warehouse** is an unmarked building in the Mojave Wasteland, directly east of the Allied Technologies Offices.

## Layout

The warehouse is a single room, with half an open space with several file cabinets and desks; the other half is a maze of metal containers stacked high. There are stairs which lead to an empty catwalk on the western side of the room.

## Notable loot

* In the north-east corner of the container maze are several refrigerators, with two containing several whiskey, Scotch, wine and atomic cocktail.
* On an elevated display towards the middle of the maze, there are eleven bottles of wine.

## Notes

* It was likely a storage area for the New Vegas Strip before the war due to its location and size.
* If you enter before you partake in the quest Birds of a Feather, it is obvious that the area is set up in advance, including three brahmin and the containers and about 8 troopers.
* After the quest Birds of a Feather, you can return to the warehouse and the three legion soldiers that were unconscious will be standing around if you did not kill them during the quest. If any of the New California Republic (NCR) troopers were still alive after the quest, then they will run to the other side of the warehouse when you walk in like they do during the quest. You will get infamy with the NCR if you kill any of the remaining soldiers, but none with the Legion for killing the three soldiers. Each Legion soldier will also only defend themselves, and will not attack you while you kill the other two.
* If you enter with ED-E and kill the Legionaries, ED-E will get a bit carried away and start killing the brahmin.
* There is a door at the top of the catwalk that presumably would lead back out to the wasteland, but it is not accessible. Furthermore, this door can't be seen from the outside.

## Appearances

This abandoned warehouse appears only in *Fallout: New Vegas*.

## Bugs

* PC PlayStation 3 Xbox 360 The door to get into warehouse doesn't fit the frame which means you can look straight through the warehouse and see Camp McCarran.

## Gallery

* Close up of the office section
* Brahmin area
Aaron Brown

...
**Aaron Brown** is an artist who worked at Interplay Entertainment on *Fallout 2* and Obsidian Entertainment on *Fallout: New Vegas*. He also worked on *Van Buren* (Black Isle Studios cancelled *Fallout 3* project).

## References

1. ↑ *In fact, I had a few of Black Isle's artists (Aaron Brown, Aaron Meyers and Dennis Presnell) do a test in 2001 or 2002 to see what Fallout would look like in the FR6 engine. Incidentally, they all now work here at Obsidian.* - Feargus Urquhart - NMA Developers Profile
Abandoned car fort

The **abandoned car fort** is a small makeshift fort located immediately northeast of Shalebridge, northwest of the Five Axles Rest Stop, and southeast of SatCom Array NW-07c in the Capital Wasteland. There are no living human inhabitants.

## Layout

As the name suggests, it's a fort constructed of derelict cars on top of a highway. In the car fort, there are some dead raiders, a bed, some ammunition boxes, and usual necessities such as food, water and medicine. There are some mirelurks and an Enclave outpost nearby.

## Notable loot

* D.C. Journal of Internal Medicine to the south, past a wrecked train and an irradiated zone, in between some ant egg clutches, next to the corpse of a raider. The corpse may not appear in all games, but the loot should still be there, albeit a bit harder to spot.
* Stealth Boy in the same spot as the D.C. Journal of Internal Medicine. If the corpse is present, you may need to move it to reveal the Stealth Boy.
* Tales of a Junktown Jerky Vendor, next to the bed.

## Notes

* The mirelurks may need to be killed for the player to sleep in safety. However they will not attack the player whilst they are in the fort, as they are underneath the bridge and thus the player is out of their line of sight. Killing the mirelurks may prove difficult, as they're quite a long way down from the fort.
* There is an Enclave checkpoint just up the highway, to the northwest. An Enclave Hellfire trooper will usually be among their numbers if *Broken Steel* is installed.
* If you follow Fawkes after departing at Raven Rock, he will come through the Fort and get stuck. If you move further and run back he will have freed himself and will then be walking towards you. If you fast travel away, Fawkes will have disappeared. If you then fast travel to Underworld he will be there, like he would normally.
* You may think that this location is a good place to cause an explosion, but most of the cars are missing their engines, however there are a few cars down the road that can explode.

## Appearances

The Abandoned Car Fort appears only in *Fallout 3*.

## Bugs

* PC PlayStation 3 Xbox 360 While crossing the bridge the player might fall through as if the bridge wasn't there.
* PC PlayStation 3 Xbox 360 The mirelurks below the fort may fly up to the fort's level, allowing them to attack you.
* PC Xbox 360 PlayStation 3 On very rare occasion an Enclave soldier or officer may spawn near the fort before the Enclave become active within the Capital Wasteland.
A Special Brand

**A Special Brand** is a repeatable quest in *Fallout Shelter*.

## Synopsis

*Last night, we ended up partying with Raiders at an old Warehouse. We should search there for clues to Jack's whereabouts. He's the Overseer's son, after all. If we lose him, we'll end up getting kicked out of the Vault with nothing on our backs... or worse!*

## Objectives

*We were partying at an old Warehouse! Maybe there are clues there...*

## Dialogue

* *The one you traded for your friend Jack? As dowry? Talk to Krant - he's got what you came for.* (\_Conversation\_1\_NPCEnd\_1);
* *Ha! I remember you, but I bet you don't remember me!* (\_Conversation\_1\_NPCStart\_1);
* *You were on a different planet. You still alien gods? Whatever. You guys are a hoot.* (\_Conversation\_1\_NPCStart\_2);
* *Did Glenda end up killing a Radscorpion with her bare fists? She's always been a big talker.* (\_Conversation\_1\_NPCStart\_3);
* *I suppose you came here for your pet?* (\_Conversation\_1\_NPCStart\_4);
* *Our pet?* (\_Conversation\_1\_Team\_1);
* *Oh yeah, he's alive and married to Kaela. Her crew is over at a cave east of here.* (\_Conversation\_2\_NPCEnd\_1);
* *I've got your pet, but I think you got the worst of the bargain.* (\_Conversation\_2\_NPCStart\_1);
* *Your boy Jack didn't look particularly happy when he woke up this morning.* (\_Conversation\_2\_NPCStart\_2);
* *We Raiders don't do wedding rings... The couple brands each other.* (\_Conversation\_2\_NPCStart\_3);
* *Nice scar, though. Looked like it'll heal well.* (\_Conversation\_2\_NPCStart\_4);
* *Jack's still alive? Then we might live to see another day, too...* (\_Conversation\_2\_Team\_1);

Template:Navbox quests FOS
Action Boy/Fallout 4

OverviewFalloutFallout 2Fallout 3Fallout: New Vegas**Fallout 4**Fallout 76Nuclear WinterFallout TacticsJ.E. Sawyer's Fallout RPGVan Buren

“
The Action Boy and Action Girl perks speed the regeneration of your Action Points.

”— *Fallout 4* loading screen hints
**Action Boy** (or **Action Girl** for female characters) is a perk in *Fallout 4*.

## Effects

* Rank 1: +25% AP regeneration rate
* Rank 2: +50% AP regeneration rate
* Rank 3: +75% AP regeneration rate (*Far Harbor*)
Adam

**Adam** may refer to:

Characters
* Adam Tomco - a mentioned only character from the St. Aubin medical facility prior to the Great War (*Fallout 3*: *Point Lookout*)
* Adam Figgis - Test supervisor for the X-8 Research Center at Big MT.

Locations
* Adams Air Force Base - an Enclave controlled military base. (*Fallout 3*: *Broken Steel*)

Real-life people
* Adam Adamowicz - a concept artist for *Fallout 3*
* Adam Brennecke - Additional programmer for *Fallout: New Vegas*
* Adam Chaney - QA Tester at *Interplay Entertainment* for *Fallout*
* Adam G - Actor for Salt-Upon-Wounds in *Honest Hearts*
* Adam Levenson - a sound and music supervisor for *Fallout Tactics*
* Adam Koch - a QA Analyst who worked on *Fallout: Brotherhood of Steel*
Abbey of the Road

“
I am the light of the world: he that followeth me, walketh not in darkness, but shall have the light of life.

”— John 8:12, Marcella's Terminal
The **Abbey of the Road** is a Christian monastery somewhere west of the Commonwealth. It raises then sends out missionaries to spread the faith. Marcella, one of these missionaries, can be met in Point Lookout. It also retrieves religious relics, but that is a secondary objective. Its location is secret, and if you ask Marcella the location, she will refuse.

## Appearances

The Abbey of the Road is mentioned only in the *Fallout 3* add-on *Point Lookout*.

## Behind the scenes

Main article: Fallout 3 cultural references
* The Abbey of the Road may refer to the abbey in the novel A Canticle for Leibowitz, which plays a similar role seeking out religious relics in a post-apocalyptic world.
* It may also refer to the album "Abbey Road," released by the Beatles in 1969. The name may also reference Abbey Road Studios where The Beatles recorded all of their albums.

## References

1. ↑ Marcella's Terminal, Travel Journal
2. ↑ The Lone Wanderer: *"How did you become a missionary?"*
Marcella: *"I was raised at the Abbey of the Road where I was educated until I could receive my Rites of Mission. That's when I first left the Abbey."*
(Marcella's dialogue)
3. ↑ The Lone Wanderer: *"You said you're not from around here?"*
Marcella: *"I come from the Abbey of the Road. I'm what you might call a missionary. I travel the Wastes, spreading the Faith and doing good where I can."*
(Marcella's dialogue)
4. ↑ The Lone Wanderer: *"What exactly is your mission?"*
Marcella: *"We try to improve the state of the Wasteland by doing good where we can and by spreading the word of the Bible. We also recover and restore religious relics that we can find, but that's a secondary goal."*
(Marcella's dialogue)
5. ↑ The Lone Wanderer: *"You said you're not from around here?"*
Marcella: *"Right, I'm from the Abbey of the Road. I'm afraid its location is secret, however."*
(Marcella's dialogue)
Acquire the Ciphers' enriched uranium

**Acquire the Ciphers' enriched uranium** was going to be a quest in *Van Buren*, the canceled *Fallout 3* by Black Isle Studios.

## Background

Some factions in the wasteland (like the ghouls at the Reservation or the Brotherhood) would love to get their hands on some weapons-grade uranium. The player can find out what the Ciphers have by speaking with the Nemonik and deducing that his ancestors were carrying uranium around, fixing the computer and accessing the old records, or by being thiefy and snooping around the uranium chamber.

### Stealth boy

Steal the box of enriched uranium from the storage cave. A skilled thief would have to disarm the alarm on the uranium chamber door (Traps/Hard) and pick the lock on the door (Lockpick/Hard) or use the key he stole from the Nemonik (Steal/Hard).

### Combat boy

Butcher any Cipher who gets in your way and just take the uranium.

### Charisma boy

Purchase the uranium from the Ciphers (Barter). The Ciphers have no use for the uranium, but because it is within the cave, they know that it is valuable. The price for the uranium will be adjusted depending on how much the PC has helped the Ciphers out in the past, but they won't give it away for free for any reason.

## Journal Entry

There were two proposed Journal Entries. One would be the regular entry, and the other would be a "Dumb Journal Entry" presumably the one you'd see if you had low Intelligence. The entry also shows the different ways of finishing the quest.

### Regular Journal Entry

1. *I managed to steal the uranium without getting caught.*
2. *The Ciphers tried to stop me from taking their uranium, forcing me to kill them.*
3. *I managed to bargain with Azkee to buy the uranium.*

### Dumb Journal Entry

1. *Stole glowing rocks. Nobody saw.*
2. *Took glowing rocks, painted people not like. Had to kill.*
3. *Gave Azkee stuff. Got glowing rocks.*
Access Powers

**Access Powers** is an unmarked quest in *Fallout: New Vegas*.

## Walkthrough

Obtain Jenny Millet's security keycard at the end of the tour of REPCONN headquarters given by the tour guide robot. Use it to access the first computer on the left of the locked door from the reception room. Then head up to the second floor and find another computer to allow you further access. The third keycard is obtained via a computer on the second floor which allows you to print a third floor keycard. When done, the keycard is placed directly into your inventory.

After finding all three keycards, take the Q-35 matter modulator out of its deactivated statis pod, read all terminal entries, and deactivate the robots without firing a shot or being caught by security robots without the correct security clearance.

## Notes

* The robots outside the facility and the tour guide robot will still be activated after deactivating the robots in the terminal.

## Behind the scenes

* The name of this quest is a play on the phrase "Axis Powers," used to refer to Nazi Germany, Fascist Italy and Imperial Japan during World War II.

## References

1. ↑ Quest name from *Fallout: New Vegas Official Game Guide* p.323
Ack-Ack

**Ack-Ack** is a raider at USAF satellite station Olivia in 2287.

## Background

A raider running her crew out of the abandoned USAF station to the far north, Ack-Ack and her gang terrorize the nearby Abernathy Farm. In one of their most recent scuffles, they killed one of the daughters, Mary, when she stood up to them. Ack-Ack took her locket when they killed her as well, prompting Blake Abernathy to ask the Sole Survivor to retrieve the locket. Ack-Ack packs a lot of firepower, even for a raider boss, spooling up her minigun for anybody unlucky enough to get in her way.
Abandon House!

**Abandon House!** is a paper note in *Fallout 76*.

## Location

* Excelsior Model Home: On the bookshelf on the second floor.

## Transcript

Thought I was being smart coming out here, getting a nice, fully furnished house all to myself. Boy was I wrong. I heard some crazy explosion, and next thing you know, this weird, smoke? comes barreling down from what I guess was the mountains. I sealed up the house, but that was the beginning of the end.

Next thing I knew this entire area was transforming. It's like the swamp just took over. We built this house on solid ground, but I'll be damned if this place isn't sinking. It's like the bombs dropped, and now this world is looking to just swallow us up and never look back.
Action Abe action figure

The **Action Abe action figure** is a unique miscellaneous item in *Fallout 3*.

## Characteristics

It is a small action figure depicting the Great Emancipator, Abraham Lincoln. He is carrying a sword in his hand and has another sheathed on his back.

## Location

* It is found in the Museum of History offices on a desk in the Archives room behind a Very Hard locked door and is used in Lincoln's Profit Margins. You can access this without lockpicking by going through the large hole in the wall nearby.

## Related quests

As a part of the unmarked quest *Lincoln's Profit Margins*, it can be sold to:

* Hannibal Hamlin from Temple of the Union (for 10 caps to start, 20 upon passing a Speech check)
* Leroy Walker at the Lincoln Memorial (for 10 caps, but 20 upon passing a Speech check)
* Abraham Washington in Rivet City (for 10 caps, but 20 upon passing a Speech check)

## Notes

Although it no longer serves any purpose, this item is still found in the game files for *Fallout: New Vegas*.
A note from Little Moonbeam's father

**A Note from Little Moonbeam's Father**, is a holodisk that Sydney's father left her while he was dying in the Statesman Hotel. If the Lone Wanderer gives it to her after she tells her story, she will give the Lone Wanderer her modified submachine gun.

## Location

The note can be found on the third and uppermost floor of Statesman Hotel Mid Level, close to the center. Just south of the marker for the Statesman Hotel Restaurant elevator (but behind a wall, so not directly accessible).

If you are making your way up to Reilly's Rangers the first time, it is two floors above Theo. The room is the first door to the left (facing north looking down the corridor immediately after leaving the stairwell to that upper floor). The door is opposite a locked door, which is a storage closet (easy difficulty) with ammunition and med supplies. Just beyond the storage closet is a side-by-side fire hose and med station on the wall. Once you enter the hotel room, just look for the illuminated bedroom. The note is on a bed, next to a skeleton, under the ceiling light.

## Gallery

* The note is found on this bed
* Location on the map
Adam (Fallout 76)

**Adam** is a character featured in *Fallout 76*.

## Background

Adam was a hunter staying at Johnson's Acre when the Great War occurred. He had just returned from hunting just before dawn when he saw a mushroom cloud to the south of Virginia. Because he was only expecting to stay at the cabin for the weekend, he knew he would have to travel to Charlestown and collect supplies in the aftermath of the war. His fate is unknown.
A Post-Apocalyptic Film Festival Presented by Fallout 3

Bethesda Softworks, the developer and publisher of *Fallout 3*, The American Cinematheque, and Geek Monthly Sponsored **A Post-Apocalyptic Film Festival Presented by Fallout 3**. It was announced on July 11, 2008 and took place at the Aero Theatre in Santa Monica, California on August 22 and 23, 2008.

*A Post-Apocalyptic Film Festival Presented by Fallout 3* kicked off at 7:00pm on Friday, August 22 with *Wizards* (Directed by Ralph Bakshi) followed by *Damnation Alley* (Directed by Jack Smight) and *A Boy and His Dog* (Directed by L.Q. Jones). The festival resumed at 7:00pm on August 23 with *The Last Man on Earth* (Directed by Ubaldo Ragona), *The Omega Man* (Directed by Boris Sagal) and *Twelve Monkeys* (Directed by Terry Gilliam).

## External links

* American Cinemathique
* Press release at Kotaku.com
Action Boy/Fallout 3

OverviewFalloutFallout 2**Fallout 3**Fallout: New VegasFallout 4Fallout 76Nuclear WinterFallout TacticsJ.E. Sawyer's Fallout RPGVan Buren

“
Each level of Action Boy (insert Girl if you wish) gives you an additional AP to spend every combat turn. You can use these generic APs on any task.

”— *Fallout 2* description
**Action Boy** (or **Action Girl**) is a perk in *Fallout 3*.

## Effects

+25 Action Points (incorrectly displayed as +20 on loading screens) to use in V.A.T.S. Stacks with a high Agility, Luck, and helps any V.A.T.S.-reliant character.

Action Boy synergizes with other perks affecting V.A.T.S.: Wired Reflexes, Commando, Sniper, Gunslinger and Grim Reaper's Sprint, and any items that increase AP, such as Jet or Ultrajet, Ledoux's hockey mask and Ranger battle armor, and especially Energy Weapons.
Abandoned house (Tranquility Lane)

“
It's in the abandoned house. He doesn't want us going in there, because he's afraid we might find it.

”— T. Dithers
The **abandoned house** is a house in the Tranquility Lane simulation in *Fallout 3*. It contains a hidden terminal which allows the player to complete the Tranquility Lane quest without satisfying Betty's morbid sense of entertainment.

## Layout

As with all houses in Tranquility Lane, it has 2 stories with the front door entering into the lounge, which features a garden gnome, cinder block, glass pitcher, broken radio and an empty bottle. The other ground level rooms are a bathroom and a kitchen. Upstairs, the house has another bathroom, and a bedroom with 2 single beds.

In a stark contrast to the pristine condition of all the other houses in Tranquility Lane, the abandoned house is noticeably dark and unkempt, with much of the furniture knocked over.

Outside, a doghouse can be found on the section.

## Notes

* If you choose to complete the quest according to Betty's tasks, the doghouse outside can be interacted with to retrieve the Pint-Sized Slasher gear.
* The beds on the second floor can be slept in.
* It is possible to activate the fail-safe in the house without speaking to anyone and complete the quest.
* To see the details, please go to the quest page above.

## Appearances

The abandoned house appears only in *Fallout 3*.
Acadia

**Acadia** is the synth refuge located in an ancient observatory on Mount Desert Island.

## Background

The ancient astronomical observatory located on Cadillac Mountain had lain dormant for over a century since the Great War, until it was claimed by DiMA and Faraday as the site of their new synth colony. Clearing out the debris and junk of a century of decay, the observatory soon became a safe haven for synths brought in from the Commonwealth. By 2287, it contains comfortable quarters for all liberated synths and a massive mainframe in the observatory dome, filled with humming computers that provide DiMA with additional storage and processing power.

## Layout

Acadia is divided into three distinct levels. The entry level contains the dome and control center, where DiMA and Faraday usually reside. The level below contains the farm, infirmary, and main living quarters (together with crafting machines). The bottom level is used primarily for workshops and storage.

## Inhabitants

 Aster (character) Chase (Far Harbor) Cog Cole Dejen DiMA Faraday Jule Miranda Kasumi Nakano Naveen
## Loot

* *Islander's Almanac*: On the counter near the crafting machines.
* Three mini nukes in the Master-locked laboratory storeroom on the bottom level.
* The storage room notice is posted next to the door of the storage room.

## Appearances

Acadia appears only the *Fallout 4* add-on *Far Harbor*.

## References

1. ↑ *Far Harbor* loading screen hints: *"Acadia is built out the remains of an astronomical observatory."*
2. ↑ *Far Harbor* loading screen hints: *"The settlement of Acadia was founded as a refuge for freed synths who wish to live among their own kind."*
3. ↑ *Far Harbor* loading screen hints: *"Although it is primarily a refuge for synths, Acadia outwardly expresses a desire for peace with all the other residents of the island."*
4. ↑ *Far Harbor* loading screen hints: *"Some of the synth refugees in Acadia are Institute escapees who refused to get their memories wiped by the Railroad. Others underwent the process, but the memory wipe didn't take... or started to unravel."*
Abnormal brain

“
Quite possibly a human brain. The color doesn't seem quite right and the left hemisphere of the brain has caved in on itself.

”
A **abnormal brain** is a miscellaneous item in *Fallout 2*.

## Characteristics

The abnormal brain is one of the brains that can be found in the Sierra Army Depot and be used to build a mobile body structure for Skynet. However, using the abnormal brain makes Skynet so stupid that it can only act as a pack horse. Although you can issue commands to it, it will not leave your party unless you kill it.

## Locations

* Sierra Army Depot: Found in the cryo storage.

## Behind the scenes

The abnormal brain and its acquisition are a reference to the movie *Young Frankenstein* where Igor accidentally destroys the optimal brain for the titular scientist's monster and takes a brain labelled "Abnormal" (which he reads as "Abby Normal") instead.
A Pair of Dead Desperados, II

**A Pair of Dead Desperados, II** is an unmarked quest in *Fallout: New Vegas*.

## Synopsis

After identifying the loss of a priceless artifact at the Vikki and Vance Casino, the Courier can track down the infamous desperados that nobody has heard of to the northern edges of the wasteland...

## Walkthrough

* Sammy and Pauline Wins are found in their hideout north of Westside. Talking to them will reveal that they are responsible for stealing the SMG (and quite proud of it). Though declaring themselves master criminals, they are anything but and the mere act of conversing with the player puts them on edge...
* Pauline will reveal that their plan consists of going into a Strip casino and holding it up with the submachine gun. Any rational attempts at dissuading them from this suicide attempt will fail, until the player sarcastically praises the plan with Speech 55. Pauline will realize the foolishness of the plan, recall the nightmares and quickly tell the player to take the SMG away from them by talking to Sammy. Sammy will also drop the facade and thank the player for bringing them to their sense. He will give out the combination (5-23-34) and ask the player to retrieve Vance's 9mm submachine gun.
* Of course, the player can also kill them both afterwards to gain the unique hats they have.
* The gun can be used as an unique weapon or returned to Primm Slim for 1 500 caps and leveled experience.

## Behind the scenes

* The code to the safe Sammy Wins gives you, 05-23-34, is a reference to the date the real Bonnie and Clyde were shot in Louisiana.

## References

1. ↑ Quest name from *Fallout: New Vegas Official Game Guide*
Abandoned mine shaft 6

**Abandoned Mine Shaft 6** is a location in *Fallout 76*.

## Background

Another abandoned and collapsed mine site on the slopes of the ruined Mount Blair.

## Points of interest

* The area contains little in the way of interest, beyond enemies and minor loot. The warehouses to the northeast contain derelict vehicles and a weapons workbench, while the area surrounding the collapsed shaft to the southwest contains a fusion generator and a quonset hut with minor loot.

## Notable loot

* Fusion core: In the generator by the road access.

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 6 appears in *Fallout 76*.
A Sticky Situation

**A Sticky Situation** is an unmarked quest in *Fallout 3*.

## Walkthrough

Once given clearance to enter Little Lamplight by Mayor MacCready, the gate opens to display several kids gathered around a teenager wearing a red birthday hat. Sticky has just turned 16, and it's time for him to leave Little Lamplight. When you speak to him, he tells you he wants to go to Big Town, where all the grownups go.

Once Sticky joins your party, you may give him weapons and/or armor (even power armor) which he will then use to defend himself on the journey. During the trip, Sticky talks quite a bit, sometimes making up stories presumably chosen at random. His stories follow a Mad-Lib template; similar stories repeat, with only about half the words changed. You can either put up with it, tell him to shut up, or kill him (this holds no karma loss). This quest is completed upon crossing the bridge to Big Town.

## Notes

* So long as the player has not reached Big Town, Sticky will remain a constant companion.
* No caps are awarded despite Sticky's promises otherwise.
* Sticky will say the age for children to leave is 18, though through dialogue with other characters, it is revealed to be 16.
* If, prior to this escort, the player has already completed Big Trouble in Big Town and taught the townsfolk how to plant mines for protection, the mines will *not* recognize Sticky as "friendly." Note that the quest completes when Sticky yells excitedly about seeing Big Town, so he cannot be told to "wait" after this point. He will rush across the bridge and run into the mines. If the player wants to see Sticky safely into Big Town, they must tell him to wait back from the road that approaches Big Town and disarm the multitude of mines the townspeople have laid down around the bridge.
* If you do take Sticky to Big Town before doing the quest Big Trouble in Big Town, you won't be able to talk to him for a period of time (from one hour to a full day in-game) as he will just say "Where's Red?" to you.
	+ If you talk to any non-player characters in Big Town about him needing to pay you with Red's money, they will tell you not to tell Sticky she's missing. However, there is no speech option about this.

## Bugs

* PlayStation 3 Leading Sticky across the highway between Vault 101 and Big Town sometimes causes him to turn around and run away without warning. He will run down to ground level and across the wastes, following the highway for a while before disappearing.
Action Boy/Van Buren

OverviewFalloutFallout 2Fallout 3Fallout: New VegasFallout 4Fallout 76Nuclear WinterFallout TacticsJ.E. Sawyer's Fallout RPG**Van Buren**

“
Each level of Action Boy (insert Girl if you wish) gives you an additional AP to spend every combat turn. You can use these generic APs on any task.

”— *Fallout 2* description
**Action Boy** (or **Action Girl** for female characters) was a perk in *Van Buren*.

## Effects

Adds +1 action point. Useful for all character builds.
Aaron (Fallout 2)

**Aaron** was a member of There We Smolder who was constantly sweating.

## References

1. ↑ The Chosen One: *"{106}{}{Who are you?}"*
Badger: *"{117}{}{I'm Badger. I used to have a band. ::sigh:: Called ourselves There We Smolder. Now I'm the resident computer tech in San Fran.}"*
The Chosen One: *"{121}{}{Was the band any good?}"*
Badger: *"{139}{}{I'll say! We kicked ass! Our singer was... umm... a bit of a ponce, and Aaron was always sweating, and everything else was Todd's fault. But we were good.}"*
(Fcbadger.msg)
Abandoned house

**Abandoned house** may refer to:

* Abandoned home (Grayditch) - There are two abandoned homes in Grayditch in *Fallout 3*.
* Abandoned home (Fallout: New Vegas) - The house directly west of the Monte Carlo Suites in *Fallout: New Vegas*.

* Abandoned house (Tranquility Lane) - The home with the failsafe terminal in *Fallout 3'*s Tranquility Lane.
* Abandoned house (Fallout 4) - *Fallout 4*.

* Abandoned shack (Fallout: New Vegas) - The Abandoned shack east of Goodsprings in *Fallout: New Vegas*.

* Abandoned tent - The tent located north of Mason Dixon Salvage in *Fallout 3*.

* Abandoned residence - The house located near Arefu in *Fallout 3*.

* Abandoned warehouse - The warehouse directly east of the Allied Technologies Offices in *Fallout: New Vegas*.
Abandoned home (Grayditch)

**Abandoned home** is a location found in Grayditch. There are two buildings named "abandoned home" in Grayditch. The first is adjacent to Brandice's house, the door of the second is clearly visible from Marigold Station.

## Layout

Both homes contain an entry area which opens onto the main living room, with a bathroom and kitchen/dining area making up the lower floor. Upstairs, there is a bedroom containing various items.

Just after entering the southern house, there is a Ham radio to the left and a radio on the floor.

## Notable loot

* Guns and Bullets found in the home next to Brandice's House.
* A variety of chems and other minor loot can be found throughout the houses.

## Appearances

The abandoned home appears only in *Fallout 3*.
A Team of Moronic Mercenaries

**A Team of Moronic Mercenaries** is an unmarked quest in *Fallout: New Vegas*.

## Synopsis

A measure of normalcy returns to Primm after completing My Kind of Town. With the new sheriff in town, the residents can settle back into their regular life. Problem is, not everyone got the memo.

## Walkthrough

* After three days pass since the completion of My Kind of Town, Layla  and her fellow deserters will move in and take over the casino. Upon entering the building, she will immediately accost the player and demand 100 caps for entering their turf. She will explain that they are deserters looking to put miles between themselves and the Colorado/Army/Legion, heading up north to New Canaan.
* The player can deal with her in a variety of ways.
	+ The first is simply paying 100 caps (50 if the player has less than that).
	+ The second is informing them that law has returned (Speech 30), which will prompt them to leave.
	+ The third is to gun them down ruthlessly. There are four of them, but none carry effective armor.
* After three days pass, the casino will restart, allowing the player to gamble away.

## Bugs

* PlayStation 3 Xbox 360 It's possible that Layla and her deserters might not spawn, due to the timer failing to set.

## References

1. ↑ Quest name from *Fallout: New Vegas Official Game Guide*
Abandoned waste dump

The **Abandoned waste dump** is a location in *Fallout 76*.

## Background

This illegal waste dump is hidden deep within the forests of the Mire. However, it is more than seems on the surface.

## Layout

* This dump is, indeed, more than what appears on the surface. Entering the lit tunnel will reveal stacked radioactive waste barrels, as well as a way deeper inside, over the ruined door. Inside is A hidden Free States bunker...

Dynamic spawns
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## Points of interes

* The only break in the facade of the Abandoned waste dump is the semi-recent grave of Emily Blackwell on the cliff and to the left of the entrance right below a tree.
* On the path to the entrance of the waste dump is a scene of strangler vines grabbing and lifting a shipping container off of a truck bed.

* Strangler vines grabbing and lifting a container

## Appearances

Abandoned waste dump appears only in *Fallout 76*.