recursal/Fanatic-Fandom huggingface dataset:
Corwin Finch

What remains of Corwin.

“*Alan never believed that Ithaqua was a man. [...]

He couldn't see what I saw. [...]*”
—Corwin Finch's Journal

**Corwin Finch** is a character in Fallout: FROST.

## Overview

Shortly after the devastation of the Commonwealth during the Great War, Corwin Finch together with his brother Alan, seems to have found shelter with an unknown group of survivors below the derelict ruins of Malden.

In an effort to support the community after Malden Center had been scavenged clean, the brothers were tasked with trying to improve on the food situation by hunting for game on the surface outside of Malden Center in the beginning of July 2080.

After being repeatedly unsuccessful in their attempts to lay hand on likely prey, Corwin starts to suspect a stranger they noticed observing them on various occasions of deliberately disturbing their hunt. While Alan, assuming, that the stranger may not be operating alone, does not want to risk seeking him out, Corwin is convinced, that the strange figure's hideout should be found and "Ithaqua: Wind-Walker", as he nicknamed their silent observer be captured.

By mid July 2080, after Corwin seems to have been successful in convincing his brother, they discover what seems to be the stranger's hideout. To their horror, it is littered with the remains of disfigured bodies, leading Alan to note in his journal, that what they found is a "feeding ground", with the stranger not being a man, but "a demon in a man's skin".

Corwin's determination leads him to leave his horrified brother behind, finally trapping the Wind-Walker in a seemingly inescapable location, assumedly securing the remaining survivors from its threat.

In a false sense of security, the brothers return to Malden, only to see the station attacked by Ithaqua a few days later, starting to wreak havoc amongst the remaining survivors, tearing anything in his way apart.

Corwin, convinced, that Ithaqua is a mere human being that had Let Go of its humanity, leads the remaining survivors deeper underground in attempt to protect them.

Alan, losing his grip on reality and in an attempt to end the slaughter, tries to appease what he seems to consider a force of nature, a daemon seeking to take revenge on his brother for trapping him, offering Corwin as a sacrifice.

Corwin's remains now are part of what has become Ithaqua's new feeding ground.
Azerbaijan

Appearances
 Debut

 **Azerbaijan** has participated in the contest 13 times since its debut in the 1st edition. The Azerbaijiani broadcaster, İctimai Television (İTV), has been the organiser of the Azerbaijani entries since the country's debut in the contest.

The country's best result is the 7th place in the final with the song **"Hedef"** performed by **Letife Soyuoz**. The country's worst result is the **20th place in the semi-final** in the **11th** edition of the contest with the song **"Toxun"** performed by **Nurlan Tehmezli**.
El Ferrocarril de la Frontera Wiki

## Contenidos

 * Agrega el enlace a un artículo aquí
 * Agrega el enlace a un artículo aquí
 * Agrega el enlace a un artículo aquí

## Novedades

* Fecha- Texto de novedades
* Fecha- Texto de novedades

## Colabora con este wiki

Para escribir un artículo, ingresa el título en la caja de abajo.

<createbox>
width=24
break=no
buttonlabel=Crear un nuevo artículo
</createbox>

**¿No estás seguro por dónde comenzar?**

* Revisa **Ayuda:Comenzando este wiki** para conocer algunos consejos
* Si eres un novato respecto a los wikis, revisa **Ayuda:Empezando**
* Revisa el **Portal de la comunidad** para ver en qué está trabajando la comunidad

## Artículo destacado

 Archivo:Destacado.png
*Rellena aquí con el primer párrafo de un artículo que quieras destacar. No olvides incluir un enlace al artículo para que los visitantes puedan leerlo completo.*
Liber's Command

**Liber's Command** is a note found on a Redeemer at Fort Hagen Satellite Array.

## Transcript

"Hold the satellite array until O'Ryan's return.

Repurpose the bots we captured and send scouting forced for additional units.

Send scout force (inc. engineers) to NW access point. Fix train, if possible. Salvage for parts if not.

Ration remaining psycho. Pending recipe acquisition, me may be short-handed. Supplement with whatever else you have on hand. Our warriors must have every tool at their disposal when we take on King Arthur's men."
Bhadra

...knows more then you think.

“*[...] Is that why I wear the skin of beasts? To show what I am in my heart? [...]*”
—Bhadra's Journal: Ithaqua
**Bhadra** is a character in Fallout: FROST.

## Overview

Questioning his own morality and motives as a result of witnessing the rapid deterioration of human ethics when confronted by brutal savagery, Bhadra parts with his former identity and what he calls "The old world", confining himself to a rather remote location.

Yet, he seems to still be a keen observer of the events in the greater Commonwealth, preserving his thoughts on those involved by keeping a journal.

Bhadra, now be a bear hunter, made camp near the Greenbriar radio bunker, where he may be encountered caring for his encampment.

While not attacking on sight, he will nonetheless refuse contact with what is left of humanity, up to the point of using violence to drive off unwanted attention.

## Notes

* Bhadra wears a unique outfit made out of different animal hides and bones, including a unique bear pelt on his head.
* He carries lore in the form of three journals entries regarding Ithaqua, Janus and (presumably) O'Ryan, which can only be obtained by pickpocketing or killing him

## Trivia

* In Hinduism, Bhadra is a goddess of the hunt.
* In the Hindu Calender, Bahdra is a month of the Hindu calendar that corresponds to August/September in the Gregorian calendar. Many events in the FROST universe happened in August and September.
HR-D4

“*[...] The package you will receive in Oslo represents a significant investment on behalf of the institution I represent.[...]*”
—Order Form
**HR-D4** is a character in Fallout: FROST.

## Overview

Of unknown origins, the individual only known by its codename "HR-D4" was subject to continued experimentation by Dr. Richard Lerna before the Great War, then Head of the School of Biosciences of the Commonwealth Institute of Technology.

HR-D4's motivations for becoming part of Lerna's research effort seeking to improve the regenerative capabilities of the human body are unknown, as is whether their participation in the experiments was voluntary or not.

The first testing subject in the "HR" line being augmented with brain implants, considerations of possible mental impacts lead to Lerna arranging HR-D4's shipment to an asociated lab in Oslo for further examination, facilitating the services of a smuggler by the name of Troy Bishop in anticipation of delays, if proper procedures and processes were followed.

With political tensions growing, Lerna seems to have become increasingly concerned about his then most valued testing subject HR-D4 being abroad, and in the case of ensuing war being out of his reach for further experimentation.

As a consequence, Troy Bishop was tasked by Lerna with moving HR-D4 back to the Commonwealth aboard the FMS Columbia, transfering it to the Liberty IV before docking at Boston. But the ship's voyage was cut short by the outbreak of the Great War, with it capsizing near Spectacle island, not only taking down much of the crew and many of Bishop's men, but also supposedly HR-D4 with it.

HR-D4's whereabouts become subject to increased interest, as curiosity about their assumed capabilities spreads, with at least two of the smugglers involved, Troy Bishop and Marcus Ischar trying to take advantage of what little knowledge they gained by being involved in transporting HR-D4 on Lerna's behalf.

Still known as "the package" to many of their hunters, HR-D4 supposedly not only survives the sinking of the FMS Columbia, but now also is considered to be a valuable asset by many for a variety of reasons, with Major Arthur Ganon leading the Enclave's recovery effort, several groups being "in it for the money", and an obscure figure named Janus following his own goals.

While never confirmed, a common theory supported by starting locations and events at (and immediately following) Parsons State Insane Asylum imply the player character is, or is at least connected to, HR-D4.
CIT Research Log: HR-D4

#### **Log: HR-D4 (11-A)**

"Subject HR-D4, Test 11-A: Subject has been equipped with Class 6-C Photonic Resonance Generator sub-cranial implants.

Hypothesis: Resonance Generator will speed up cell recovery times and decrease decay (in the long term). While not expected to field as rapid recovery times as D3, PRG implants should result in significant improvements in comparison to non-implanted recovery times.

Results: Inconclusive. Some controversy over mental effects PRC implant has on Subject. Implants may leave subject more susceptible to auditory/visual  hallucinations, mania, and dissociative fugue events (amnesia). In order to appropriately study the effects of PRC implants, we'll need to transfer HR-D4 to our sister lab in Oslo for long-term research.

Lab Note: (UPDATE) Due to the tense international climate, Dr. Lerna believes it best for us to request that HR-D4 be returned immediately. Processing through customs will take far too long (and lead to far too many questions), so we'll be going with T.B. again for this job."
Mods for FROST

This page contains a list of helpful mods that work well or were made for Fallout: FROST. As noted in Getting Started, mods are mostly a matter of taste, even if they do fix the occasional bug.

**Mods from the Below Zero FROST modding guide are not listed as the mods from the guide are essential for a proper FROST experience.**

## Companions

Mods in this section provide for companions.

## Trade and merchants

Mods in this section add or change merchants and their offers

Note: This mods not only changes some characteristics of fusion cores, but mainly reintroduces them into merchant inventories (while also making them available as random loot again).

## Auxiliary

Mods in this section provide for auxiliary functionality.

 SURVIVAL QUICK SAVE - No Sleep Till Bedtime | You are not my mother, don't tell me to go to bed!

## Utilities

Mods in this section provide optional and additional tools (features) for Frost.
Charles River Station Terminal Entries

**Charles River Station Terminal Entries** are entries on a terminal in the Coast Guard Pier, next to Maj. Arthur Gannon's Journal. Reading the first entry gives the player the location of the FMS Columbia.

## Transcript

### Ship Tracking x47003

"10.23.77

Ship: FMS Columbia

Coord. (23, -14)

Reason for Inquiry: Suspected ties to overseas smuggling ring. Cargo to be seized upon docking."

### Ship Tracking: x46912

"10.16.77

Ship: Liberty VI

Coord. (18,4)

[Docked, Boston Bay]

Reason for Inquiry: Suspected ties to overseas smuggling ring. Cargo to be seized upon docking.

Post-Inquiry: Ship empty. No communist propaganda or weapons. Please remember to delete this entry; we don't want the press knowing how many "random searches" we've been conducting lately."
Sound of Europe Contest Wiki

## Welcome to the Sound of Europe Contest Wiki

A super contest in which everything can happen!!!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Marika Nosek's Journal

**Marika Nosek's Journal** is a note found on the body of a Survivor in Andrew Station.

## Transcript

"Word from the front lines: Downtown is trying to blast down the tunnels again. A last ditch defensive effort? Or a distraction? We must remain vigilant. The enemy could stage an attack against Andrew Station at any time. We cannot allow our flanks to be unguarded. Double watch on the station entrance."
Lexington Slavers

A slaver in Lexington Station

The **Lexington Slavers** is a small survivor group in Fallout: FROST.

## Overview

Founded by Al "Six Nails" Duval, the Lexington Slavers took over Lexington after they attacked it, enslaving or killing remaining survivors. They force their new slaves to scavenge for scrap in the ghoul-infested and radioactive parts of the Lexington Station.

## Tactical Considerations

The Lexington Slavers carry normal survivor gear, so they often don't have special armor or weapons. However, a small number of them have access to power armor and better weaponry. They also have a few hunting dogs.

## Notes

The Lexington Slavers are just named "survivors", and are visually not distinct to other normal survivors that are found in the Commonwealth.
The Ending of Things - Terminal

**The Ending of Things - Terminal** is a terminal with one entry,  found when following the Military Story after leaving Parsons State Asylum and then the Memories cell.

## Transcript

### Do You Understand?

"Do you understand now the way of things?

We have seen what was, what is, and what will be.

Clarity, at the brink of chaos.

But as your mind drifts, your body sails onward

And all the things you cherished slip away like sand.

When will you learn to let go?

LET GO."
Bounty Hunter's Journal

Bounty Hunter's Journal is one of the notes found in one of the deceased survivor's corpse found at the start of the game after entering the game through the right entrance.

Transcript

"The bounty's the real deal, $**10,000**? C'mon. These ain't yer run-o'-the-mill smugglers.

Heard it off a defected Remnant, thse boys moved some big passage- a weapon of some sort. This package... that's what Gannon's after, not the smugglers.

So we get the package, we can bypass raiding Lexington altogether.

That shit's worth way more than **10**k."
Recon Bunker Theta

“*[...]Private, would you please escort Mr. Ischar outside?
[...]*”
—Terminal

**Recon Bunker Theta** is a location in Fallout: FROST

## Overview

While its use in the years immediately following the Great War is unknown, the installation was part of Enclave activities by the end of 2082.

Bordering the northern boundaries of the Commonwealth, the military bunker saw Major Arthur Gannon, the leader of the Enclave's technology recovery expedition seeking to obtain and secure "the package", conduct at least one interview with one of the smugglers involved: Marcus Ischar.

Protected by a number of IEDs, with interview subjects rotting near it, it is now home to a group of Themis Cultists, who presumably overwhelmed and mutilated the remaining US Army Remnants, after Gannon left.

## Areas of interest

* A terminal unlocked using the Recon Bunker Access Code 429A Password contains lore.
* The bunker contains two beds.
* A fusion core is present in the reactor inside of the bunker.
* Minor loot may be found in various containers and on shelves.
* A hill east of the bunker provides a cooking station, sleeping bags and some loot in a duffle bag. Deer can frequently be encountered at this location.
Iceland

Appearances
 Debut

 **Iceland** has participated in the contest 13 times since its debut in 1st edition. The Icelandic broadcaster, Icelandic National Broadcasting Service (RÚV), has been the organiser of the Icelandic entries since the country's debut in the contest.

The country's best result is the **6th** place in the 7th edition, with **Rok** and their song **"Find A Better Man"**. The country's worst result is the **17th place in the semi-final** in the **11th**edition of the contest.
Operation Log

**Operation Log** is a note found on a US Army Remnant in the Liberty VI Captain's Quarters along with the Recon Bunker Access Code 429A Password.

## Transcript

"[OPERATION: LIBERTY FOUND]

Status Log A3-BX29

Primary target [ALIAS: BISHOP] neutralized before team arrival. No sign of [PACKAGE HOTEL ROMEO] Survivor [ALIAS: ISCARIOT] taken back to Recon Bunker Theta via Vertibird for questioning."

## See Also

Order Form

Property of Marcus Ischar -Sic Semper Tyrannis

Troy Bishop's Journal
Sanctuary Hills

Sanctuary Hills is a possible settlements for The Survivor.

## Tactical Considerations

There are multiple feral ghouls in the ruins, as well as a hostile survivor with a sniper rifle in the top of one of the houses. The Mr. Handy isn't hostile, and can be ignored.

The settlement has multiple workbenches, and is therefore an ideal spot for a settlement. There are two small bunkers behind the houses, which can be used to hide during a radstorm.
Schematic

**Schematics** are misc items in Fallout: FROST.

## Overview

Lacking prior knowledge, the Survivor can learn how to build a number of useful items in settlements from schematics found throughout the Commonwealth.

Once a schematic for a particular construct has been found, the Survivor will immedieately be able to build the respective item in any settlement they are allied with, provided they have the materials and the skills required.

## Locations

While Survivors may find any of the schematics in any file cabinet, any free standing, floor or wall mounted safe and any filing cabinet, they are also ocassionally sold by The Buyer in Downtown.

Some schematics are slighly more common than others, namely (in descending order) the wind turbine, the small generator, the spotlight turrent, the Tesla arc and the machine gun turret.
Lieutenant Kovac's Journal

**Lieutenant Kovac's Journal** is a Journal found on a dead soldier locked in a cage within Mass Bay Medical Center.

## Transcript

"Vert crashed into Mass Bay Medical. No casualties on impact, but there were mutants. They've kept us locked up, separated for the most part. It was just Pvt. Moore and I on this floor, but they moved him two days ago. Are these just regular Wastelanders? Or are they with O'Ryan? They aren't interested in weapons or money- just information. It doesn't seem like they've got anything concrete yet (no mention of HR-D4, ALIAS: ISCARIOT, or COBALT), but its only a matter of time before one of the others cracks.

Moore always was weak."
The Beginning Of Things

Welcome to FROST

**The Beginning of Things** is a location in Fallout: FROST.

## Overview

After selecting initial properties of their in-game character using a terminal, players can choose their character's starting location in FROST's world by leaving through one of nine doors.

New players might want to have a look at the survival mode, perk chart and the getting started as well as the tips and tricks pages.

### Terminal

The terminal provides for changing the player character's SPECIAL attributes, as well as customizing their physical appearance.

 You are SPECIAL
 Legacy - DEBUG HELP

```
If you are experiencing camera issues on character creation,
initiate body editing and then switch back to face editing
and the camera should fix itself.

If it still isn't working try putting "showlooksmenu 14 1"
into the console.
 BEGIN ANEW - DEBUG HELP
```
Welcome again!

If what was mentioned in [DEBUG HELP] didn't work for you, Frost Plus has implemented a more modern solution.

All you have to do to get the view you want is select [Remember Who You Are], and then after you leave the terminal the camera will be automatically adjusted to the character's face before the looksmenu begins.

If you're new to FROST, it's recommended for you to start at the "Access Tunnels," which is the most accessible, and 'canon' start to FROST.

No matter where you start, make sure you enjoy yourself.

Good luck!
 ACCESSIBILITY OPTIONS

## Island

The door labeled "Island" leads out to Spectacle Island in the southeastern part of the commonwealth.

## Access Tunnels

The door labeled "Access tunnels" leads to a cell in the subway tunnels under Boston. This is the canonical starting location.

## Highway

The door labeled "Highway" leads to a highway in the commonwealth near the Weston Water Treatment Plant.

## Sewers

The door labeled "Sewers" leads to the Concord Civic Access.

## Train Car

The door labeled "Train Car" leads to a derailed train car near Fairline Hill Estates.

## Trailer

The door labeled "Trailer" leads to a truck trailer near Natick.

## Museum

The door labeled "Museum" lead to the Museum of Witchcraft near Salem.

## Glowing Sea

The door labeled "Glowing Sea" leads to a crashed Vertibird in the Glowing Sea.

## Basement

The door labeled basement leads to the basement of a broken house near Malden.

## Secret Start

The secret door can be found by looking around in the starting room. It will lead to a small hideout near Bunker Hill.

## Trivia

* The entrance to the room is very similar in appearance to that of the FMS Columbia, complete with the blinking red light and metal staircase. This suggests that The Beginning of Things is a dream-state of sorts, and foreshadows the player's connection to and memories of the FMS Columbia.
* If viewed in the Pip-Boy's map, the location of The Beginning of Things is shown to be at the position of Vault 111.
Jamie Harland's Journal

**Jamie Harland's Journal** is a note found after killing a survivor at Lexington Station.

## Transcript

"The slaves have been getting even more superstitious lately. It's probably just all the muties leaking in from the Red Line that's got them spooked, but I swear, they're scared to death. And Driver Feng's certainly not helping. One slave was telling tales within earshot and the brute threw him to the ghouls. To be hones, I think the poor guy was dead before he reached the bottom of the stairs. I'm OK with forced labor, but we can't just go around murdering them. They're people, for God's sake."

## See Also

Slave's Note (Referenced in this journal)
Fort Hagen Satellite Array

**Fort Hagen Satellite Array** is a military satellite outpost that has been fortified into a stronghold for the Redeemers.

## Overview

It is highly occupied by hostile Redeemer soldiers, automated turrets, and modified robots.

Under one of the satellites there is a hatch leading to a small underground military bunker containing a terminal and a dead Enclave scientist.

## Tactical Considerations

The Redeemers and their robots make this a very difficult location. Survivors with low experience and bad equipment should avoid this place under all circumstances. For those who are lucky or skilled enough to kill hostiles in this area, high quality loot and a lot of Psycho can be found here.
Janus

I'm on a ship on a psychedelic trip...

“*No matter how hard I try, I'm plagued by the "old world blues". [...]*”
—Janus's Manifesto

**Janus** is a character in Fallout: FROST.

## Origins

Janus, formerly known as Sunshine Jack, is a crazed survivor who is the owner of Sunshine Tidings Co-op. Before the war, he was dedicated to freeing machines from their masters, as seen with Professor Goodfeels, a Mr. Handy he stole and reprogrammed to "just be". Being driven partly insane due to radiation, exposure, and mild cannibalism, Janus has become even more obsessed with freeing the machines from their enslavement. Consumed by his crazed fixation of freeing the enslaved machines, his new object of fascination is the player, who he believes to be HR-D4.

*"Johnny and Allen'd pick up old Mister Handys and Protectrons for us to reprogram. We'd set 'em free. Wipe their memories and give them a new life, free from their overlords.*

*That's what I wanted for the Snake. I wanted to give the new start I couldn't give myself."*

Janus has killed several people who he believed were tracking down HR-D4. On the bodies of his recent victims, the player can usually find Janus' calling cards: the smiley hood and ominous notes left for the player, who he refers to as "the Snake".

During the player's expedition into Parsons State Insane Asylum, the player eventually succumbs to their insanity partly due to their exposure to Lorenzo Cabot's psychological influence. The player fades into a blackout characterized by total amnesia and vivid hallucinations, known as a fugue state. During this, Janus apparently encounters and "rescues" the player, taking them to Mount a Desert Island in an effort to prevent the Enclave from tracking them down.

When the player finally confront Janus, he is apparently injured from a fight with Hunters who attempted to board the ship.

## Notes

Janus carries additional lore, which can be taken by pickpocketing him, or after killing him.

## Trivia

In ancient Roman religion and myth, Janusis the god of beginnings, gates, transitions, time, duality, doorways, passages, frames, and endings.
Backpack

Survivor wearing a large, black backpack

**Backpacks** are apparel items in Fallout: FROST.

## Overview

With FROST drastically reducing carry weight, backpacks provide additional carry weight, albeit at the cost of reduced agility.

A backpack is used by equipping it after adding it to ones inventory, just like with any other type of apparel. Removing or unequipping a backpack will remove its carry weight bonus and agility penalty, but not remove any other items.

Backpacks of various sizes and colour can be found by the Survivor, either as random loot from opponents, or purchased from vendors.

Backpacks can not undergo modifications at armor workbenches.

While not always up to the latest in fashion, backpacks can be worn on a multitude of apparel, including for example Hazmat suits.

## Backpacks in FROST

A dark black medium backpackA grey large backpack
## Locations

* Backpacks can be found on a variety of NPCs and may be sold by merchants

## Notes

The green medium backpack does not seem to be obtainable in-game other than by using the console to spawn it.
Coast Guard Pier

The **Coast Guard Pier** is a location in Fallout: FROST.

## Overview

The Coast Guard Pier is an abandoned coast guard headquarters occupied by several Feral Ghouls and surrounded by a few land mines.

## Areas of Interest

At the top floor, a desk has a note and a terminal. Reading the first terminal entry gives the player the location of the FMS Columbia.
Wharf Rats

Hey man, you want some fish?

**Wharf Rats** are a faction in Fallout: FROST.

## Overview

Reports on first sightings date from 2079/2080, and describe the Wharf Rats as a "bunch of murderous. thieving dicks", with their motives as well as their exact origins currently being subject to speculation, their expertise with harpoon guns may indicate that they are former fishermen.

What is known though, is that they are extremely hostile towards outsiders, and will try to hunt down and kill anyone daring to enter the remains of those regions of the Far Harbor wastes they claim to be their own five years after the Great War.

While according to witness accounts, Wharf Rats prefer the coastal area they might as well have spread out to other regions. They are assumed to be the ancestors of the Trappers.

## Tactical Considerations

Wharf rats have access to lever-action-rifles and harpoon guns. They wear heavy armor, made of ship parts and scrap metal. Unless one needs their corpses to satisfy their cannibalistic hunger or their harpoons, one should avoid them, as they often won't carry food or medical items on them. The harpoon guns are extremley deadly, one harpoon can often kill other survivors instantly.
Mutcrab

Danger. Tasty.

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

## Overview

Bearing a strong resemblance to the mirelurk hatchling found in 2287, the Mutcrab is the humble ancestor of the Mirelurks inhabiting the wastelands centuries later.

Note that, as with other creatures, the Survivor will only be able to collect meat from Mutcrabs if they have the Hunter perk.

## Tactical Considerations

Mutcrabs are one of the best food sources in FROST, but have to be dealt with carefully. Despite their small size, Mutcrabs are extremely dangerous as they have developed a venomous bite, swiftly crippling or killing the victim. Their poisonous attacks can kill low-level player characters quickly.

If a survivor has a syringe of Med-X or Antivenom handy, they can use it to gain immunity to the deadly venom. Apparel providing poison resistance, like certain gas masks, can alleviate the effects of their poisonous bites. Wearing a full suit of Power Armor provides full immunity against the poison. While not without risk, a proven strategy is to catch Mutcrabs off-guard by sprinting towards them and then immediately delivering a killing blow with a fast melee weapon before they can leap at the Survivor for an attack.

Many locations with Mutcrabs have bears nearby who also are interested in hunting mutcrabs. The bears might not attack on sight.

## Variants

There are four different Mutcrabs in FROST:

### Brown Mutcrab

A more rare and slighty stronger version of the normal mutcrab.

### Nukacrab

A special variant of the Mutcrab that can only be found in Nuka-World.

### Glowing Mutcrab

The strongest and most rare Mutcrab in FROST. It deals radiation damage to nearby enemies and has more health and damage resistance.

## Locations

Large nests of mutcrab eggs can be found along the shores and within many flooded buildings, usually in clutches of 5-6 eggs. If these nests are disturbed, the eggs may hatch and release the hostile newborns. If one manages to grab an undeveloped egg, they can cook it into a nutritious Mutcrab Egg omelet.

### Noteable Locations with Mutcrabs

* Fort Independence
* Gwinnett Brewery
* Spectacle Island
* Massachusetts State House
* Salem's Coast
* Nahant
* Weston water treatment plant
* Wreck of the FMS Northern Star
* Irish Pride Industrie Shipyard
* Lake Cochituate
* Several other spots alongside the Coast of the Commonwealth
* World of Refreshment (Nuka-World)
* Northpoint Reservoir (Nuka-World)
* Fringe Cove Docs (Far Harbor)
* Haddock Cove (Far Harbor)
* Northwood Ridhe Quarry (Far Harbor)
Deathclaw

Rawr.

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

## Overview

The Deathclaws inhabiting the Commonwealth are the largest and deadliest apex predators of the wasteland. Originally created by the US government with the use of enhanced genetic engineering, the deathclaw is ideally suited for survival within the post-apocalypse.

The few rare deathclaws within the wasteland originate from specimens who managed to escape the containment chambers they were held within on the day the bombs dropped. These few deathclaws managed to survive several years and some have begun to reproduce.

Deathclaws are extremely dangerous, even to the most well-armed survivors. Their frightening movement speed, thick damage-resistant hides, deadly claws and teeth, and the ability of some to turn themselves invisible makes them a threat that must be avoided at all costs. If a deathclaw must be encountered, it is advised to take them down from long range by either targeting their soft bellies with multiple high caliber shots. Alternatively, using explosives such as a missile launcher, a fat man, or mines can be a viable strategy.

## Trivia

The deathclaws encountered within Frost are anatomically different from the deathclaws encountered in all other fallout games. In every other fallout game, deathclaws were genetically enhanced to an even greater degree by the Master using FEV, dramatically changing the appearance, anatomy, genetic makeup, and behavior of the pre-war deathclaws.
Selected lore

This is a maintenance page used during cleanup of the Fallout: FROST wiki in an effort to unify references to lore, specifically terminal entries and notes.

Contributors looking to resarch into lore or looking for quotes to add to pages are referred to the all text fragments page as well as the loading screen text page.
Sunshine Johnny's Journal

**Sunshine Johnny's Journal** is a note found on the body of a Survivor in the Access Tunnels at the beginning of FROST.

## Transcript

"It's still there. Like a dream you've awoken from. Every time I smell the cookfire.. Allen...

No. I need to forget.

Janus is back from his trip. He brought new guests which is good because the old guest doesn't talk anymore. He's tired.

Janus is mad at me because I called him his old name. He says I need to forget.

Janus wants to leave again. He says "it all makes sense now". He says that the answer was right above us and right below us. I don't want him to go. I get sad when he goes. I hope the new guests talk more."

## See Also

Janus's Journal

Scrawled Note

Scribbled Note
Medford Memorial Hospital

No doctors, only butchers

“*Malden was a wicked place. [...]*”
—Tereus the Wise's Journal
**Medford Memorial Hospital** is a location in Fallout: FROST.

## Overview

A former medical center, the Medford Memorial Hospital, while still retaining much of its structural integrity, was, as most other places in the Commonwealth keeping supplies, subject to scavenging after the Great War, with its facilities vandalized and most of its supplies stolen.

In 2082, just as the rest of the derelict surface ruins of Malden and its underground, it is occupied by an insane, cannibalistic tribe named the Maldenmen, whose delusional leader, Atreus Finch, holds court in the hospital's former operating theatre.

Underlining his leadership, Atreus parades bits and pieces of Raider power armor, wielding what probably is the last remaining Shishkebab in the Commonwealth.

## Areas of interest

* Lore is spread throughout the building, and carried by several of its inhabitants
* A good number of clean beds are available for sleeping
* First aid boxes throughout the hospital may contain doses of Thorazine
* A large number of meat bags can be found on almost all floors, which can provide for a substantial amount of food
* The Massachusetts Medical Journal issue #16 can be found on the second floor in a storage room
* An open safe in the operating theatre contains the Key of Hunger. The door to the operating theatre is master locked, but a key exists (see below)
* An orange toolbox on a counter on the second floor contains the Medford Operating Theater Key.

## Tactical Considerations

Like the rest of Malden, the Medford Memorial Hospital is host to a large number of hostiles. While the almost labyrinthine layout of the premises provides advantages to silent infiltrators, being noticed early can result in being overrun by hostiles. Survivors unable to deal with multiple attackers at once should therefor try and hide until the dust has settled, or temporarily retreat from the building.

Their pompous leader can prove to be a formidable opponent to lesser skilled Survivors, not least since his "throne room", the operating theatre, hosts a good number of guards, but mostly because he is routinely wearing Raider power armor, though not a full set, and wields a Shishkebab. Entering melee combat with him is a dangerous undertaking and should be avoided, unless a few quick hits from the shadows can be landed before he is able to react.

Survivors using ranged weaponry may want to try and take advantage of the fact, that he is wearing some form of ritualistic headgear instead of a proper power armor helmet.

While it is entirely possible to succeed in ridding Medford Memorial from its entire population of butchers just with a combat knife, Survivors should consider bringing chems and maybe even Stealth Boys. Explosives also are an additional option, but the location lends itself to accidental suicides.
Cinaedhdonwei

The elven city of Cinaedhdonwei is small but well-traveled, sitting in the midst of several intersecting trade routes. King Calonris and Queen Daeadhril sit atop the Starlight Thrones, carefully managing a web of spies and intrigue to keep Cinaedhdonwei outside of the power struggles and ambitions of foreign military powers. The palace guard, though small and perhaps not so cunningly-led as the armies of Imtaraya, are fantastically well-equipped, owing to the wealth of the Starlight Thrones.
Ukraine

Appearances
 Debut

 **Ukraine** has participated in the contest 12 times since its debut in 1st edition. The Ukrainian broadcaster, National Public Broadcasting Company of Ukraine (NTU), has been the organiser of the Ukrainian entries since the country's debut in the contest.

The country's best result is the **7th** place in the 11th edition, with **Max Barskih** and his song **"Nebo"**. The country's worst result is the **21st place in the semi-final** in the **9th**edition of the contest.
Armenia

Appearances
 Debut

 **Armenia** has participated in the **Sound Of Europe** 12 times since its debut in 1st edition. Armenia withdrew once, from the 3rd edition. The Armenian broadcaster, Armenia Public Television (AMPTV), has been the organiser of the Armenian entries since the country's debut in the contest.

The country's best result is the **1st place** in the 10th edition with **Lucy** and her song **"Turn Around"**. The country's worst result is the **21st place in the semi-final** in the 12th edition of the contest.
Andorra

Appearances
 Debut

 **Andorra** has participated in the **Sound Of Europe** 8 times since its debut in 1st edition. Andorra withdrew from the 4th and returned to the 9th edition of the contest. The Andorran broadcaster, **Ràdio i Televisió d'Andorra (RTVA)**, has been the organiser of the Andorran entries since the country's debut in the contest.

The country's best result was the **2nd place** in the final in the **9th edition**, with **Alvaro Soler** and his song **"Sofia"**. The country's worst result is the **13th place in the semi-final** with **David Bisbal** and his song "**No Amanece**" in the 13th edition of the contest.
Serbia

Appearances
 Debut

 **Serbia** has participated in the contest 12 times since its debut in 1st edition. The Serbian broadcaster, Radio Television of Serbia (RTS), has been the organiser of the Serbian entries since the country's debut in the contest.

The country's best result is the **3rd** place in the 10th edition, with **Jelena Tomasevic** and her song **"Ime Moje"**. The country's worst result is the **19th place in the semi-final** in the **4th**edition of the contest.
Cow

Lots. Of. Meat.

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

## Overview

Cows, being ancestors of Brahmins of the year 2287, share many similar traits. They are one of the few creatures who aren't hostile or territorial on sight. Cow corpses may also be seen throughout the old wasteland as well, although some are booby-trapped.

A single cow can yield up to four pieces of meat, if the Survivor has the Hunter perk and the Wasteland Survival Guide #7.
Norway

Appearances
 Debut

 **Norway** has participated in the contest 13 times since its debut in 1st edition. The Norwegian broadcaster, Norsk rikskringkasting (NRK), has been the organiser of the Norwegian entries since the country's debut in the contest.

The country's best result is the **2nd** place in the 12th edition, with **Astrid S** and her song **"Hurts So Good"**. The country's worst result is the **21st place in the semi-final** in the **10th**edition of the contest.
France

Appearances
 Debut

 **France** has participated in the contest 12 times since its debut in 1st edition. The French broadcaster, France Télévisions, has been the organiser of the French entries since the country's debut in the contest.

The country's best result is the **1st** place in the 4th edition, with **Marina Kaye and Lindsey Stirling** and their song **"Sounds Like Heaven"**. The country's worst result is the **15th place in the semi-final** in the **6th**edition of the contest.
The Survivor

**The Survivor**is the playable character of Fallout FROST. As with all previous *Fallout* games, the Survivor's gender and appearance, as well as their initial statistics are determined by the player.

As the Survivor has no memory of their past, assumptions on their origins and purpose are subject to speculation and roleplay based on interpretation of FROST's lore and player preference.

Setting aside lore interpretations and roleplay preferences, very few assumptions can be made about the Survivor:

* With the Survivor being one of the few owning a Pip-Boy (and being able to operate, but not fix it), they might have previous history with RobCo or other organizations known to hand Pip-Boys out
* The Survivor, either as a result of common knowledge or prior specialized training, is able to make use of a range of tools in order to, for example, improve their apparel and weaponry
* Conversely, the Survivor has no knowledge about some basic survival capabilities, like for example cutting meat out of animal carcasses, despite this being an almost indispensable skill for the average survivor in the Commonwealth. Maybe because they were never forced to cater for themselves in this way, or their prior knowledge got lost.

Based on starting location, some additional assumptions may be made, largely aiming at role playing:

* The Survivor may have been part or the target of a mercenary group, as is signified by the highway starting location
* The Survivor for some reason is of increased value or interest to some inhabitants of the Commonwealth, as they find themselves kidnapped in the access tunnel starting
* The Survivor may have been part of a scavenger group turning on each other, or got otherwise stranded, as seen on the Spectacle island starting location
* The Survivor is a mere bystander, with them being a victim of circumstances completely unrelated to them in both starting locations

Canonically, the Survivor awakens in the access tunnels.

Note: Please keep this page lore and story spoiler free.
Lithuania

Appearances
 Debut

 **Lithuania** has participated in the contest 13 times since its debut in 1st edition,. The Lithuanian broadcaster, Lithuanian National Radio and Television (LRT), has been the organiser of the Lithuanian entries since the country's debut in the contest.

The country's best result is the **12th** place in the 3rd edition, with **GJan** and her song **"Need Your Love"**. The country's worst result is the **17th place in the semi-final** in the 7thedition of the contest.
Caligoven

Caligoven is the name of the world of Toxic Seas. It's a fantasy world of scattered mountaintop civilizations on the precipice of an unknown and terrifying fog, of bold adventurers taking their balloons to the far isles and generational feuds between raiding civilizations, of the hardscrabble existence on barren rocks that makes up the life of many above the fog and the leviathans that haunt the depths.

The magic of Caligoven, like life there, is difficult and limited. While there are priests and religions, there is no divine magic. Arcane power can only be gained through diligent study. Slow rituals, alchemical items, and expendable charms predominate. The limited magic of Caligoven has no power to permanently create matter, and the arts of teleportation and magical flight are long lost, if they ever existed to begin with.

The world itself is covered by a thick blanket of toxic gas. What civilization exists is found on isolated archipelagos of mountaintops and highlands, where the cities delve into the stony ground, making the most of the limited space.
Russia

Appearances
 Debut

 **Russia** has participated in the contest 13 times since its debut in 1st edition. The Russian broadcasters, Channel One and Russia-1, have been the organisers of the Russian entries since the country's debut in the contest.

The country's best result is the **3rd** place in the 3rd edition, with **Polina Gagarina** and her song **"Spektakl Okonchen"** and with **Grigory Leps** and his song **"Zerkala"** in the **4th**edition. The country's worst result is the **14th place in the semi-final** in the 10th edition of the contest.
Poland

Appearances
 Debut

 **Poland** has participated in the contest 13 times since its debut in 1st edition. The Polish broadcaster, Telewizja Polska (TVP), has been the organiser of the Polish entries since the country's debut in the contest.

The country's best result is the **9th** place in the 5th edition, with **Sarsa** and her song **"Naucz Mnie"**. The country's worst result is the **15th place in the semi-final** in the 4th and the 7th edition of the contest.
Belarus

Appearances
 Debut

 **Belarus** has participated in the contest 12 times since its debut in 1st edition. The Belarusian broadcaster, National State TV and Radio Company of the Republic of Belarus (BTRC), has been the organiser of the Belarusian entries since the country's debut in the contest.

In **Sound Of Europe 1**, Belarus's first entry **"Whisper Of Silence"**, performed by **Aura**, finished in the **10th place** in the final. This remained the country's best result in the contest. The country's worst result is the **21st** -and last- **place in the semi-final** in the **10th** edition of the contest.
Slovakia

Appearances
 Debut

 **Slovakia** has participated in the contest 12 times since its debut in 1st edition, with only one withdrawal from the 4th edition. The Slovak broadcaster, Radio and Television of Slovakia (RTVS), has been the organiser of the Slovak entries since the country's debut in the contest.

The country's best result is the **4th** place in the 2nd edition, with **Celeste Buckingham** and her song **"Love In Your Soul"**. The country's worst result is the **18th place in the semi-final** in the **13th**edition of the contest.
Turkey

Appearances
 Debut

 **Turkey** has participated in the contest 13 times since its debut in 1st edition. The Turkish broadcaster, Turkish Radio and Television Corporation (TRT), has been the organiser of the Turkish entries since the country's debut in the contest.

The country's best result is the **11th** place in the 9th edition, with **Aynur Aydın** and her song **"Measure Up"**. The country's worst result is the **19th place in the semi-final** in the **13th**edition of the contest.
Belgium

Appearances
 Debut

 **Belgium**  has participated in the contest 13 times since its debut in 1st edition. The Belgian broadcaster, Vlaamse Radio- en Televisieomroeporganisatie (VRT), has been the organiser of the Belgian entries since the country's debut in the contest.

The country's best result is the **1st place** in the **13th** edition with the song **"Million Eyes"** performed by **Loïc Nottet**. The country's worst result is the **20th place in the semi-final** in the **9th**edition.
Metro Alliance

Metro Alliance in a Red Line section of the metro

The **Metro Alliance** is a faction in Fallout: FROST.

## Overview

A group of organized survivors occupying some sections of the metro, the Metro Alliance is locked in a fierce conflict with the Federation for territory.

They are territorial, and while they generally do not shoot the Survivor on sight, they will open fire on anyone that gets too close for comfort or invades their territory.

## History

In October 2078, the survivors at Andrew Station, Medical Center Metro and the Post Office Station formed the Alliance. A month later, the first war between the Federation and the Alliance breaks out, mainly between the Post Office Station and Downtown. Half a year later, Marchand forms a truce between the Alliance and the Federation, after the Alliance kidnapped the mayor of Scollay Station. In April 2082, the second war between the factions begins, and is still going on during the events of FROST.

## The Exodus

The brutality of the long and bloody war between the metro factions has tested the loyalty of every citizen living under the protection of the Federation and the Alliance. Many felt that the conflict between the factions was pointless and that they would only prosper if they worked together. Some grew unsatisfied with worsening living conditions as a result of resources being diverted to the war. Others were simply afraid that they would be sent to fight on the frontlines since the warring factions constantly needed more manpower.

Either way, at some point a few years after the war began, massive amounts of citizens from both factions abandoned their factions in hopes of finding a better life out in the frozen wastes. These deserters can be found living all across the Commonwealth, known simply as survivors. Some have held on to relics of their past life, and as a result still wear the uniforms of the faction they once belonged to.

## Tactical Considerations

Survivors must be cautious when exploring Metro Alliance territory, as the Alliance is known to be extremely territorial towards wastelanders. Alliance soldiers typically provide a single warning to survivors that venture near them and open fire if the survivor refuses to comply. They use medium-grade ranged weapons and gear along with the occasional flamer.