recursal/Fanatic-Fandom huggingface dataset:
Alpha feral mongrel

**Alpha feral mongrel** is a creature in *Fallout 4*.

## Background

Main article: DogThe 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

Feral mongrels are a step above vicious mongrels, able to withstand more damage from their greater resistances and extra hit points. They also pack a bigger bite.

## Appearances

Alpha feral mongrel appears in *Fallout 4*.

## 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."*
Allan Gray

**Allan Gray** (23 February 1902 – 10 September 1973) was a composer, noted for his film scores.

He was born Józef Żmigrod in Tarnów, which was then in Austria-Hungary, but it's now part of Poland. He studied under the renowned Austrian composer Arnold Schönberg during the 1920s, and later wrote music for Max Reinhardt's theatre productions. As Schoenberg disapproved of such music, Żmigrod took up the pen name Allan Gray, naming himself after Oscar Wilde's Dorian Gray.
All Faiths Chapel

The **All Faiths Chapel** is the house of worship in Diamond City.

## Background

The chapel is completely non-denominational and offers services and counselling to all residents who wish to worship, regardless of religion.

## Layout

The chapel is a single room, with a bench against the back wall for worshipers and a pulpit in front of them. Some junk lies on the shelves in the corner.

## Gallery

* The roof of the chapel
* All Faiths Chapel on Halloween

## Appearances

The All Faiths Chapel appears only in *Fallout 4*.

## References

1. ↑ *Fallout 4* loading screen hints: *"Diamond City's non-denominational All Faiths Chapel offers services and counseling for all of Diamond City's residents, regardless of religion."*
Algernon

“
Sssssshhhhhhuuuu... \*BOOM!\*

”
**Algernon** is a mechanical genius working for Eldridge of New Reno Arms in *Fallout 2*.

## Background

A dirty, slack-jawed man, Algernon is usually rocking on his feet and making little whistling noises to himself whenever he is not working. To the casual observer, he appears to be a poor soul, tormented by his lack of mental capacity. However, when he is given a mechanical device, his genius comes to the fore. Algernon is an idiot savant, capable of understanding the inner workings of any mechanical device and unlock its true potential, even if he isn't much of a talker.

## Interactions with the player character

### Other interactions

* A character with less than 4 Intelligence can play cops and robbers with Algernon and pretend to shoot him. Except Algernon dies when shot. Whoops.

## Behind the scenes

Algernon's focused brilliance and his name are cultural references to *Flowers for Algernon*.
Alice Hostetler

**Alice Hostetler** is living in the Mojave Wasteland in *Fallout: New Vegas*.

## Background

Alice is the daughter of Don Hostetler and Mrs. Hostetler. She lives in Hostetler Home and hates her life as a farmer. Together with Andy Scabb, she wants to rob the Crimson Caravan.

## Interactions with the player character

### Quests

* Someone to Watch Over Me: Crandon will tell you to see Mrs. Hostetler because her daughter is getting to know the wrong crowd of people. Mrs. Hostetler will ask you to spy on her daughter, Alice, to see what her new friends are up to.

### Effects of the player's actions

* If convinced to leave home, she will sometimes be at the Old Mormon Fort in Freeside, the Aerotech Office Park with Vault 34 survivors (if you chose to save them in Hard Luck Blues) in Aerotech suite 300, Hoover Dam, Hidden Valley Bunker, Camp Golf, near Freeside's North Gate, Monte Carlo Suites, or in Novac. She will claim to be staying at a refugee camp run by NCR thugs and passing through to thank you for helping her.

## Notes

* Alice has a few unique animations, such as when she flails her arms around or reads the note (if that option is selected.)

## Appearances

Alice Hostetler appears only in *Fallout: New Vegas*.

## Bugs

* PlayStation 3 Sometimes after the quest is complete and you convinced Alice to leave, she will run up to you and engage in conversation only saying "Howdy" before running off with a gun in her hand.
All My Friends Have Off Switches

**All My Friends Have Off Switches** is a side quest in the *Fallout: New Vegas* add-on *Old World Blues*.

## Synopsis

After being expelled from the Think Tank, Dr. Mobius tossed all of The Sinks artificial personalities off the balcony and they were scattered throughout the Big Empty.

## Walkthrough

1. Go to The Sink and install the Sink Central Intelligence Unit.
2. Find the other missing modules:
	1. Sink Project: Sink is in the caverns of the magnetohydraulics complex.
	2. Sink Project: Auto-Doc is in the Y-17 medical facility.
	3. Sink Project: Biological Research Station is in the X-22 botanical garden.
	4. Sink Project: Jukebox is in House #108 of Higgs Village.
	5. Sink Project: Book Chute is in House #101 of Higgs Village.
	6. Sink Project: Light Switch 01 is in the X-2 transmitter antenna array.
	7. Sink Project: Light Switch 02 is hidden away inside the Big MT north tunnel.
	8. Sink Project: Muggy is stashed on a truck outside the Securitron de-construction plant.
	9. Sink Project: Toaster is inside The Cuckoo's Nest.
3. Return to The Sink and install every module to the appropriate personality.

## Bugs

* PlayStation 3 Xbox 360 Sometimes after collecting the holotape in the X-22 botanical garden your quest marker will remain on the Y-17 medical facility. It will only disappear upon completion of the quest.
* Xbox 360 It is possible that, even after recovering all of the modules, the game does not recognize all of them, and the quest will not progress.
* Sometimes the modules may not spawn, giving the player the only option to kill all of the Think Tank to escape Big MT. At times however, the module may be there, but may be invisible. Simply placing the cursor over said area will usually give you the option to pick up the module.
Alien biogel

**Alien biogel** is a consumable item in the *Fallout 3* add-on, *Mothership Zeta*.

## Characteristics

Alien biogel restores +10 hit points when consumed. The biogel also has the added side effect "Biochemical Anomaly", which has a 50% chance of causing one of ten additional random side effects that lasts for a period of 30 seconds. Additionally, using more than one biogel can cause more than one effect to occur at the same time, although it is not possible to stack the same effect i.e. be affected by the same random effect multiple times at once.

### Effects of Biochemical Anomaly

* +10 Max Action Points
* +5 Hit Points per second
* +2 Agility
* +2 Strength
* -10 Radiation per second
* -1 Agility
* -1 Endurance¹
* -1 Intelligence²
* -1 Perception
* +5 Radiation per second

¹ The reduced Endurance does not lower the players health, but does reduces resistance
² The lowered Intelligence does not reduce skill points when leveling

## Variant

* Adapted biogel - it can be turned into adapted biogel by Elliot Tercorien, having it heal substantially more health.

## Locations

* In some alien crates aboard Mothership *Zeta*.
* It also can be found on alien workers and abominations.
* Usually at least one found on a table in small rooms throughout the ship.
* Sally can give you 1-3 of these if asked if she's found anything on the ship after completing This Galaxy Ain't Big Enough....

## Notes

* Each effect only has a 5% chance of being drawn. This means there is a 25% of obtaining a positive effect, but also that there is 25% chance of obtaining a negative one on the first use, and a 50% chance of no bonus.
Alpha glowing mongrel

**Alpha glowing mongrel** is a creature in *Fallout 4*.

## Background

Main article: DogThe 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

Glowing mongrels have taken on so much radiation that they emit an eerie green glow. This allows them to take significant amount of damage, and in addition to their normal powerful bites, they inflict radiation damage as well.

## Appearances

Alpha glowing mongrel appears in *Fallout 4*.

## 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."*
All-nighter nightwear

“
...I know you and your chick will love it. Try not to wear her out too fast, if you catch my drift.

”— Lug-Nut
The **all-nighter nightwear** is a piece of clothing found in the *Fallout 3* add-on *Broken Steel*.

## Characteristics

Made by someone who is only identified as "The Tailor", the all-nighter nightwear is leopard print nightwear that gives a +1 bonus to Endurance and Charisma. It can be repaired with a diverse selection of clothing, ranging from Enclave officer uniforms to pre-War bonnets.

## Location

It's found in La Maison Beauregard in a suitcase which can be opened with Lag-Bolt's key after listening to the Sorry, my darling holodisk.

## Notes

* It is identical to naughty nightwear in appearance, though it has different stats.
* Its effect is listed as "Naughty Nightfun" in the Pip-Boy.
Acting

**Acting** is one of Fallout GURPS skills. See: Fallout GURPS.

## Overview

“
The ability to counterfeit moods, emotions and voices, and to lie
convincingly over a period of time. Roll a Quick Contest versus the
IQ of each person you wish to fool.

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

With the abandonment of GURPS, Acting was removed from the game.
Alkaya

**Alkaya** is a member of the Iron Rivers tribe in 2253. She is a possible companion of the Prisoner.

## Appearances

Alkaya was going to appear in *Van Buren*, the canceled *Fallout 3* by Black Isle Studios, but, along with the rest of her tribe, was cut from the game early in its development, as she was largely useless in gameplay except for Outdoorsman and crafting.

## Sources

* Circle Junction design notes
* Boulder design document/1

## References

1. ↑ Circle Junction design notes by Chris Avellone
Alien atomizer

The **alien atomizer** is an energy weapon of alien origin in the *Fallout 3* add-on *Mothership Zeta*.

## Characteristics

The atomizer is an alien pistol that is commonly used by alien personnel aboard Mothership *Zeta*. It has an average rate of fire and does relatively high damage when compared to other sidearms found throughout the Capital Wasteland, second only to scoped .44 magnums and their unique versions. It is also dead-on accurate with a 0 spread rating, making shots fire exactly on the crosshair for a 100 Energy Weapons skill user. The atomizer has an exceptionally high value-to-weight ratio (250 caps per pound at full repair), so scavenging the dozens of atomizers found in the course of *Mothership Zeta's* main quests can be a very lucrative endeavor. Like the alien disintegrator, it has a very high item HP, so the weapon does not need to be repaired often. An atomizer can fire 714 bolts before breaking.

## Variants

* Atomic pulverizer Mothership Zeta, a more powerful unique variant.

* Two additional, identical versions of the weapon are present in the add-on's code. Examined in the G.E.C.K. they differ only by their IDs, DLC05WeapPistolB and DLC05WeapPistolC. They are otherwise identical to normal alien atomizers and are even affected by the Xenotech Expert perk, but cannot be used to repair alien atomizers or their variants. Though not placed anywhere in the add-on, these weapons have been known to show up on occasion.

## Notes

* The weapon also appears in *Fallout: New Vegas* as legacy content in the game files. However it can only be acquired through console commands player.additem f26d3 1. It has no name or Pipboy image, and when equipped it acts like a gauntlet rather than a gun.

## Bugs

* PlayStation 3 Xbox 360 Sometimes, this weapon is not able to be equipped.
All or Nothing

**All or Nothing** is the final main quest in *Fallout: New Vegas*, if the player chooses to side with Mr. House, It is also an achievement/trophy.

## Synopsis

So much work and so many calculations have been brought together in this moment where Mr. House proves to the Mojave that the New Vegas Strip is his, and his alone.

## Walkthrough

1. Get inside the dam and install the override chip with the help of some Securitrons.
2. Turn on the power to activate the Securitron army.
3. Confront Legate Lanius. He can either be killed using conventional means, or he can be convinced to surrender with a Speech or Barter check of 100.
4. Confront General Oliver and his entourage of six NCR Ranger Veterans. They can also be killed, or Oliver can be convinced to surrender with a Speech, Science or Barter of 100.
5. Talk to Mr. House.

## Bugs

* If you kill Legate without talking to him, you will not be able to continue the quest and in certain occasions the Legate's model will start making awkward movements. This may be solved by either talking to the Legate and going through the normal speech options (if he still registers as alive) or by simply killing some Legion soldiers until the quest continues.
Allison Valentine

**Allison Valentine** is a mechanic stationed at Hoover Dam in *Fallout: New Vegas*.

## Background

Valentine was going to watch President Aaron Kimball's speech with her friend, Ben, but hasn't been able to find him.

## Interactions with the player character

### Quests

* You'll Know It When It Happens: Allison asks you if you've seen her friend, Ben. He was supposed to meet her in the upstairs part of the Hoover Dam visitor center.

## Inventory

 Carried items
 Drops on death

## Appearances

Allison Valentine appears only in *Fallout: New Vegas*.
Alexandria Arms

**Alexandria Arms** is a location in the Capital Wasteland, near Arlington Library.

It is an abandoned two-story hotel and conference center that has limited structural damage. It is a medium-sized building with only one interior cell. The building is occupied by raiders.

## Layout

### Exterior

Immediately to the southwest of the hotel there is a bombed-out building that serves as a post for two or three additional raiders. The building is littered with traps. There are frag mines covering the area leading to the side entrance and tripwires that set off rigged shotguns, bear traps, a girder on a chain, and a pitching machine. There is also an automated turret on the top floor. On the third floor are four safes, one locked footlocker, a workbench, a bed, a raider, and some .308 caliber rounds.

When the player leaves and comes back, one raider sniper will usually take residence on the top floor. The lab table is set on top of two safes, one that is locked and one that is open.

### Interior

The player enters into an imposing grand lobby that includes two non-functioning grand fountains and a dozen pillars reaching toward the ceiling. There is also an elevator on the opposite side of the lobby, however the elevator is inaccessible. This elevator seems to have no purpose whatsoever. There are also the remains of victims of raiders hanging from said ceiling and found elsewhere in the hotel. There are some rather gruesome torsos in the lobby which the player can grab/move, which is a rarity. Upstairs there is another large lobby/meeting room, several Nuka-Cola machines and a set of six well-furnished suites.fuck me

## Notable loot

* 1 Duck and Cover! in the southern-most area of the hotel. After proceeding into the large room upstairs, head back downstairs, past the room with the pool table. It's on a wooden bookcase near a fire hose box.
* 1 Guns and Bullets in the large room upstairs, atop an L-shaped counter along the northern wall of the room. The room is east from the entrance through a set of double doors.
* 1 pre-War book on the same L-shaped counter as above.
* 1 Nuka-Cola Quantum behind a locked door, behind the same L-shaped counter. The door and corresponding terminal are average locked. The Quantum is in a wooden crate on metal shelves down and to the left. There are 4 ammunition boxes and a first aid box in this room as well.
* There is also a random encounter spawn point here.

## Notes

* Sometimes, an Enclave Vertibird will land near this building, and the troops will try to take out the raiders in the remains of the bombed-out building.
* If you are spotted, both the raiders and the Enclave soldiers will attack you simultaneously, dealing a lot of damage.

## Appearances

Alexandria Arms appears only in *Fallout 3*.
Alien worker

**Alien workers** are the backbone of Mothership *Zeta* in 2277.

## Background

Alien workers are the working force of the Mothership. Sally tells the Lone Wanderer not to hurt them because they are harmless.

## Interactions with the player character

### Other interactions

* Although displayed as hostile, they will never attack the player, instead they will flee or cower in fear.
* Killing an alien worker will result in a loss of karma.

## Inventory

 Weapon
 Carried items
 Drops on death

## Notes

* Alien workers cannot open many of the doors that the player can open, including many of the "force-field" doors.
* Because of how they are programmed to act, it is not uncommon for alien workers to take refuge near their more hostile brethren. This makes using area of effect weapons ill-advised unless the player does not mind losing the karma.
* Elliot Tercorien will attack them, though the other companions with you will ignore them.
* If you want to wait/sleep on Mothership *Zeta* you may have to kill all nearby workers as they count as hostile enemies.

## Appearances

Alien workers appear only in the *Fallout 3* add-on *Mothership Zeta*.

## Bugs

* PC PlayStation 3 Xbox 360 Sometimes, when the workers appear to cower in fear in front of you, they may clip into the floor.
* The alien workers can cause scripting issues throughout the game. Your colleagues react differently if one is near, often disrupting scripts. Thus, for example, if there are alien workers in the observation bay area when you first enter, when Sally ports through, she may well port straight out again, without opening the doors. If scripting errors occur, it may be advisable to reload to a previous save and kill all the alien workers before trying to trigger a script. This can have a significant impact on your karma, although a karma loss can be avoided if another non-player character kills them for you, such as a friendly drone or abominations.
Alien disintegrator

The **alien disintegrator** is an energy weapon in the *Fallout 3* add-on *Mothership Zeta*.

## Characteristics

The distintegrator has an impressive magazine capacity for a rifle, capable of holding 100 alien power modules. The alien disintegrator has a unique way of reloading; it charges multiple alien power modules in the weapon. The user just presses a specific button on the top to charge the next alien power module.

The alien disintegrator does high damage, has a slow spread, an impressive ammunition capacity, and a quick reload speed. Although it has good accuracy, its accuracy is not as good as that of the alien atomizer. However, it remains reliable for middle and short-range combat. A disintegrator can fire 518 bolts before breaking.

## Variants

* Destabilizer Mothership Zeta, the unique variant of the disintigrator that is fully automatic.

## Locations

* Alien disintegrators are often in possession of aliens.
* They can also be found in containers throughout the ship.

## Behind the scenes

* The alien disintegrator appearance is that of a space-age blunderbuss, which was a common appearance in 1950's pulp fiction/sci-fi magazines.

## Bugs

* Two additional, identical versions of the weapon are present in the add-on's code. Examined in the G.E.C.K., they differ only by their IDs, DLC05WeapRifleB and DLC05WeapRifleC. They are otherwise identical to normal alien disintegrators and are even affected by the Xenotech Expert perk, but cannot be used to repair normal alien disintegrators or its variant. Though not placed anywhere in the add-on, these weapons have been known to show up on occasion for reasons unknown.
Almost Perfect

**Almost Perfect** is a perk in the *Fallout 3* add-on *Broken Steel*.

## Effects

It instantly raises all SPECIAL attributes to 9. This perk will not lower attributes which are already at 10.

If you have already collected the Bobblehead for an attribute, before you take this perk and the attribute is below 10, you will be unable to raise it to 10. On the other hand, if you choose this and then find the Bobblehead, the attribute will be raised to 10. If you plan on getting this perk and have the Lucky 8 Ball, be sure to leave it someplace safe until after getting this perk, then put it back in your inventory and you'll have 10 Luck.

## Notes

* If you're planning to get this perk from the moment you start the game, it is advised that you shouldn't get the bobbleheads for the S.P.E.C.I.A.L. stats after you start the game (except for any S.P.E.C.I.A.L. stats that are already at 9).
* However there are 'work-arounds' for Bobbleheads such as the Luck bobblehead which can be taken early if you pick up the Lucky 8 Ball *after* you take the perk. The Strength or Perception bobbleheads can also be worked around when doing the Those! quest correctly for the Ant Sight or Ant Might perks. Also, any S.P.E.C.I.A.L. stat which is already at 9 can be upped prior to receiving this perk without risk. This is especially handy if you intend to blow up Megaton as that is where the Strength Bobblehead is.
* If a PC has a high enough Intelligence (about 9 or 10) from level 1 and takes this perk, it is possible to obtain perfect stats without using console commands.
* If you have the Lucky 8 Ball in your inventory when you get the perk, your Luck will decrease to 8 if the ball is removed.

## Bugs

* PlayStation 3 If you have the Lucky 8 Ball in your inventory when you get this perk, it may simply disappear.
All Gone

**All Gone** is a paper note in *Fallout 76*.

## Transcript

You're all gone.

**You left us... left us to rot, left us to soak up the radiation and die.**

You're sleeping soundly in your vaults, drinking gin and eating fancy lad cakes.

One day, you'll find these things. These are the people you let die out here.

We hope you emerge to a hell worse than the one they died in - the one we will all die in soon enough.
Alpha rabid mongrel

**Alpha rabid mongrel** is a creature in *Fallout 4*.

## Background

Main article: DogThe 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

Rabid mongrels are a step above the rest; not only are they hardy creatures, their bites are poisonous, slowing dwindling down one's health more drastically with every bite.

## Appearances

Alpha rabid mongrel appears in *Fallout 4*.

## 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."*
Advanced power armor (Fallout Tactics)

The **Eastern Brotherhood advanced power armor**, called simply **advanced power armor** in the game, is a *Fallout Tactics* armor, used by the Brotherhood of Steel, a more advanced version of the Eastern Brotherhood power armor.

## Characteristics

This powered armor is composed of lightweight metal alloys, reinforced with ceramic castings at key points. The motion-assist servo-motors appear to be high quality model as well.

## Locations

* Newton: 1 found in a hidden room at Reaver base. More specifically, in the Reaver barracks in a fridge.
* Bunkers: 1 for sale after Canyon City. 2 more after completing Scott City.

## Notes

* The existence of this armor is quite inconsistent with the fact that even the Brotherhood proper was not able to manufacture new power armors, not to mention advanced versions, constructed by the Enclave many years later.
* This version of power armor has a close resemblance to the advanced power armor used by Enclave forces in Fallout 3.

## Behind the scenes

“
*"I would redo the sprite of the power armor to make it more retro. Not that there is anything technically wrong with the sprite, it's a great piece of art. It's just that it is a bit out of place in the Fallout Universe. But bear in mind that we had to design it over a year ago and Interplay approved everything we did."*

”— Tony Oakden, Freelancer
Alien blaster

The **alien blaster** is a small but very powerful energy weapon of alien origin which appears in *Fallout*, *Fallout 2*, *Fallout 3*, *Fallout: New Vegas*, *Fallout 4*, *Fallout 76*, and *Fallout Shelter*.

## Models

### Small energy cell alien blaster

Gameplay articles: Fallout, Fallout 2
A special alien blaster with a different design and color compared to others alien weapons and using small energy cells, which could indicate that this a weapon prototype was to avoid having to replenish alien power cell in Earth. It shoots a purple electric bolt and is particularly devastating as a close range weapon.

### Alien blaster

Gameplay articles: Fallout 3, Fallout: New Vegas, Fallout Shelter
The alien blaster is extraordinarily rare, powerful and it surpasses most other alien weapons. It is one of the most formidable weapons in the *Fallout games* to date.

* For the unique version found in *Fallout 3*, see: Firelance
* For the unique version found in *Fallout 3* *Mothership Zeta* add-on, see: captain's sidearm
* For the unique version found in *Fallout Shelter*, see: Destabilizer

### Alien blaster

Gameplay article: Fallout 4
Yet another type of alien blaster created by extraterrestrial species and used in their covert operations on the surface of the world.

* For the unique variant see Hub's alien blaster.

## Notes

* According to the *Fallout* demo the Small energy cell alien blaster's item name was originally going to be called "Alien laser pistol".

## Behind the scenes

* The various alien blasters throughout the *Fallout* series that are refereed to as Firelance is a cultural reference to an identically named Martian weapon appearing in the Wasteland Paragraphs, in the red herring Mars plot.

## Gallery

* Concept art by Adam Adamowicz
* Concept art by Adam Adamowicz
* Concept art by Adam Adamowicz
* Concept art by Adam Adamowicz
* Concept art by Adam Adamowicz
* Concept art by Adam Adamowicz
* Concept art by Adam Adamowicz

## References

1. ↑ *Fallout* demo item description: *"{12000}{}{Alien laser pistol}"*
Alpha albino mongrel (Fallout 76)

**Alpha 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."*
Aluminum

**Aluminum** is a crafting material in *Fallout 4*.

## Background

Aluminum is a soft silvery-white and ductile metal that is remarkably light and resists corrosion better than many other metals. It is frequently used for modifying weapons, armor, and power armor.

## Locations

* For junk items that contain aluminum, see items with aluminum.

## Note

* The aluminum component item shares the same bar-like model as lead, steel, copper, silver, and gold.
All Sales Final

**All Sales Final** is a repeatable quest in *Fallout Shelter*.

## Synopsis

*Our new chef has some bold ideas to spruce up our daily fare, and he's made a list of specific ingredients he needs. We should visit a nearby abandoned Super-Duper Mart to see if we can find any of them.*

## Objectives

*Retrieve ingredients from infested Super-Duper Mart.*

## Dialogue

* *This cave ain't big enough for the both of us!* (\_RaiderLine\_1);
* *There is now that \*you\* showed up!* (\_Conversation\_1\_NPCEnd\_1);
* *Okay, first, that's rude. Second, there hasn't been any food here in months.* (\_Conversation\_1\_NPCEnd\_2);
* *I'm so sorry, there's no food left here. This is all we got.* (\_Conversation\_1\_NPCEnd\_3);
* *Welcome to Super-Duper Mart!* (\_Conversation\_1\_NPCStart\_1);
* *How can we be of service today?* (\_Conversation\_1\_NPCStart\_2);
* *So, is there any food left here at all?* (\_Conversation\_1\_Team\_1);
* *Just give us your food.* (\_Conversation\_1\_Team\_2);
* *Sorry to trouble you. We're looking for these ingredients.* (\_Conversation\_1\_Team\_3);

Template:Navbox quests FOS
Alvarez

“
What can the Followers of the Apocalypse do for you today?

”
Doctor **Alvarez** is a research scientist assigned to the Follower's outpost in *Fallout: New Vegas*.

## Background

Although Doctor Alvarez is a research assistant, who follows the Follower chain of command (or what little exists of it) meticulously. She is assigned at the Followers' outpost. This major outpost is used for communication, logistics, and coordinating with other checkpoints over the radio.

## Interactions with the player character

### Quests

* I Could Make You Care: If the player suggests that Veronica should abandon the Brotherhood, Alvarez will welcome her, but ask that she returns a day later to meet Doctor Schiller, who handles placements. She is promptly murdered by hardline Paladins from the Brotherhood.

## Inventory

 Carried items
 Drops on death

## Appearances

Alvarez appears only in *Fallout: New Vegas*.

## References

1. ↑ 1.0 1.1 The Courier: *"I need healing."*
Alvarez: *"I'm afraid I'm not that kind of doctor. I'm a research scientist. You may want to try Old Mormon Fort in Freeside. They should have a doctor on duty."*
(Alvarez's dialogue)
2. ↑ The Courier: *"Can I join the Followers?"*
Alvarez: *"Possibly, but I'd be the wrong person to ask. You'll need to speak to Dr. Schiller, who's on an errand at one of our other stations. He should be back tomorrow."*
(Alvarez's dialogue)
3. ↑ The Courier: *"What do you do here?"*
Alvarez: *"This is just a site for local Followers to pick up assignments and check in. So most of the time we're just taking care of logistics and coordinating with other checkpoints over the radio."*
(Alvarez's dialogue)
4. ↑ The Courier: *"This is Veronica, formerly of the Brotherhood of Steel. She's interested in joining your cause."*
Alvarez: *"The Brotherhood? Well, this is unusual, I must say. But very welcome. There's certainly a lot we could learn from your technological expertise. Doctor Schiller usually handles placement, and he won't be back until tomorrow. If you could come back then, we can see about your assignment."*
(Alvarez's dialogue)
5. ↑ I Could Make You Care
Alpha wild mongrel (Fallout 76)

**Alpha wild 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."*
Almost home...

**Almost Home...** is a holodisk that is found on a Wastelander corpse to the northwest of Broadcast Tower KB5 (it is down the hill to the Northeast of the raider occupied house with *Tumblers Today* and the mini nuke in the bathtub).

## Transcript

It seems like I've been out here scavving forever. I'm ready to head home soon, though. I've got just enough to keep Paulina, Kress and me going for another week.

## Bugs

* Occasionally the wastelander does not spawn. You can tell if this is the case by going near the area to where he is supposed to spawn and type in the console command player.moveto 65550, you will be moved to the spawn point of the wastelander and if no one is there, you can assume that you've encountered a bug where he will not spawn. This can only be done on the PC version.
* If the above bug happens on the PC you can do the following in the console to "fix" this:

1. prid 65550;
2. resurrect;
3. moveto player;
4. kill;

* In short this will target the specific Wastelander, resurrect him to make him "appear", move him to the player, and finally kill him so he can be looted normally (he'll be hostile if resurrected). If you play without modifications or cheats, it's advised that you do this at his original spawn, to minimize altering the storyline.
Almost Done

**Almost Done** is a paper note in *Fallout 76*.

## Location

* Dolly Sods Wilderness: On a table in the ground floor living room of the residential cabin.

## Transcript

It's only been a few weeks since the bombs fell. We've been trying to do what we can to keep the kids calm. To keep ourselves calm. Supplies are almost gone.

Some people left for Harpers Ferry or Berkeley Springs... which is a good thing. Less people to deal with.

I've been feeling sick. My hair's falling out... I know what this means. I want to cry. Scream. But these kids... away from their families? Dying, just like me? I can't lose it. I need to stay strong for them. And once they're all gone, because I know it won't be long... Then I can scream and cry and finally end this.
Alien epoxy

**Alien epoxy** is a consumable item in the *Fallout 3* add-on, *Mothership Zeta*.

## Characteristics

The alien epoxy comes in tubes and, when used, restores the condition of the player's currently-equipped weapon. The weapon must be equipped in order for the epoxy to repair it, therefore alien epoxy cannot repair broken weapons. While the effect of one tube may not completely repair a weapon, applying multiple tubes one after the other (regardless of Repair skill) can increase a weapon's condition to 100%.

Since normal "Earth-made" weapons are rare aboard the ship, alien epoxy is an excellent alternative to using salvaged weapons for repair. It also has no weight allowing them to be carried en masse.

## Locations

* Alien epoxies can usually be found on alien workers.
* They can additionally be found in containers throughout the mothership.
* After This Galaxy Ain't Big Enough... is completed, Sally has a chance to give you alien epoxy every 24 hours.

## Notes

* Alien epoxy can be found in the "Aid" section of the Pip-Boy.

## Behind the scenes

* An "epoxy" is a step-growth thermoset polymer that solidifies around the applied area. This fits, suggesting that the epoxy fills in cracks or faults in the weapon.

## See also

* Weapon repair kit, a similar item in *Fallout: New Vegas*.
Alex (Fallout)

“
Halt! Who goes there?

”— Alex
**Alex** is a member of the Regulators in Adytum around 2161.

## Background

Alex is the dedicated night watchman of Adytum, looking out for any ne'er-do-wells trying to sneak into the settlement, particularly the Blades. He apparently considers his position fairly honorable.

## Interactions with the player character

### Quests

* Free Adytum from the Regulators: Alex would have had to be killed to free Adytum.

### Other interactions

* Alex would not let the player in under any circumstances, though he could be taunted into attacking.

## Inventory

 Weapon
 Carried items
 Drops on death

## Appearances

Alex (Fallout) was cut from *Fallout*, though his dialogue file can still be found in master.dat.