recursal/Fanatic-Fandom huggingface dataset:
The Strip

This page deal with The Strip area, also known as New Vegas Strip in original FNV.

## Background

The Strip is the vice town of Mojave where three biggest casinos flashing their neon signs on the foggy sky.

## Layout

The Strip is located in the heart of New Vegas. When entering through north gate, Gomorrah is located to the right and the Lucky 38 (no entry visible) is situated to the left. Through the first gate, the Tops casino, the Ultra-Luxe, and the monorail will be found. Through the final gate is Vault 21, Michael Angelo's workshop, and the Embassy.

## Buildings

* The Strip North Gate
* Gomorrah
* Las Vegas Boulevard Station
* Lucky 38
* Michael Angelo's workshop
* NCR Embassy
* NCR Military Police HQ
* The Tops
* Ultra-Luxe
* Vault 21

## Inhabitants

* Mobster
* Psychotron
* Strip Guard

The three sections of the Strip are protected by a limited number of Strip Guard and Psychotron. Once killed off, which mostly happened at 1st section, the other two areas no longer pose effective defense.

The Mobsters populate the three casino but not the street itself.

## Entering the Strip

The entrance to the Strip is guarded by majority of Golden Guardss. After killing all of them, The Upsurper also has to pass a small front area full of mines. The Gate itself is Very Hard Locked.
Mapuche surnames

The Mapuche live in Chile and Argentina. Many Mapuche use Spanish names and/or surnames, due to discrimination leading them to assimilate.

 Surnames

* **Cayancura**
* **Huaiquipán**
* **Huenecura**
* **Huilcamán**
* **Huilipán**
* **Maripán**
* **Melilán**
* **Melilla**
* **Melivilu**
* **Millaman**
* **Millañir**
* **Nahuelpán**
* **Namuncurá**
* **Quelempan**
Obscurum Pandemic Classes

This page deal with the classes in Obscurum Pandemic.

Classes are the modified traits in OP. More importantly, it define which perks you get during the course of the game. It also affect much in the way you deal with companions.

## Doctor

Doctor is the cool class with all the cool perks. Most of cool perks in FNV is gated under this one. Educated, Living Anatomy, Lesson Learned etc... They are not always the most effective perks, but they sure are the ones you most wanted, preferably not by paying a levelup for each.

Its associated skills are Medicine and Survival. And while you can play guns, there's that recycler perk that allow making high class energy ammo, and Shotgun Surgeon for shotgun enthuasiasts. So it allow pretty wide range of options.

Doctor can take sample jars from corpses. With that they can create zombified helpers, and with extra miscelanous items they can make lobotomite helpers.

## Engineer

Engineer is the most developed class in Obscurum. The most economy-broken perk, Jury Rigging, is gated under this one.

Engineer can salvage scrap metals and other supplies, all of which is useful for base building and making robot companions.

Its associated skill is Repair. Also possibly Science. It also synergy very well with Energy weapon skill.

## Heavy

This is the class of shooters and melee fighters. Guns for the head-on fighters who like to get thing done themselves instead of relying on companions. Melee Weapons is a side direction.

They can use telephones to hire combat specialists, up to explosive men for combat assistance.

Their perks are mostly to do with Guns skill, save for Shotgun surgeon that get changed to Doctor. Some curious perk also get assigned to Heavy, like alcoholic ones

Most importantly, Handloader perk is assigned to this class, allow self-determination of quality ammo instead of relying on loots and merchants.

## Psyker

This is the most underdeveloped class, and dealing with the occult aspect.

Harvest perk was delayed until level 7 to select, allow Psyker to harvest soul shards from corpses. The shards will be used on summoning demons and skeletons as helpers.

The perks are unfinishedly arranged, thus you are going to have a long period with no class-specific perk selection. The perks also lack specific skill requirement thus it's hard to determine which skill, and which build suit it most.

There is one simple fix though. Open console and type player.addperk 0classSaboteur . This add this unimplement class to Psyker and open up to level-selection all the perks that reserved for Saboteur. It's not overpowered, because those perks are for explosive skill group, a not very popular direction. It would help Psyker to have something to choose during the long empty level up range.

Technically, this is the class most suited for roleplaying, since other than its basic nature, the lack of defined skill path make for wide range of builds.

## Rake

Rake is the class of assassins or hitmen. One hand pistol, unarmed, sneak are the words to watch.

Rake can use telephone to hire scoundrels, mobsters etc but paying with chems instead.
Arachnid

This page is about Arachnid a creature group in Obscurum Pandemic.

Arachnid is a robotic, small creature that is impossible to attack in VAT (0%). They themselves scutter around at high speed, and attack with poisonous bite. Luckily they are not very aggressive, that is not always chase to kill players once seen. Thus it's possible run away from them.

Player's first introduction to Arachnid is a Swat Trooper inside Nevada Highway Patrol Station, with a confirmed, definite specimen in the locked restroom beside their starting room. The number of arachnid inside this station is random, sometimes enough to kill all the Marauders, sometimes get killed by them instead.

Impossible to target them in VATS, thus we can only deal with them in real time. Either a big 2hand melee weapon to bat them out of their own bite's range. Or shotgun with buckshot to shoot at their general direction. Or a flamer, though it's needful to waste a lot of ammo to kill them this way. One possible way is to set mines in their wandering routes. Pistol, or 1hand melee weapons, is hard to hit them, due to small size and high speed moving around.

Arachnid drop scrap metals or electronics after a fight with Engineer.
The Legion

This page deal with the whole group of The Legions.

## Background

The Legion is a mutated strain of The Virus, known as The Rogue Strain. It doesn't infect people like common bacteria, instead, it consists of sentient cells that are predatory. The reason as to why they target the military is due to how they wear thick Hazmat suits. This protects the Rogue Strain from any unwelcome microbes. So they seep into the suits, and begin to use enzymes to dissolve the poor bastard in it, and turn him into a sludge. Then, they use this primordial soup to reconstitute themselves into a tumourlike tissue, that fills out the suit. That's why they're impossible to kill. They're just flesh that regenerates. So, yeah. It's also why they can use radiation to talk. They are microbes, sentient microbes, each Legion soldier contains it's own army of billions of cells working together. Hence Legion. This microscopic state allows them to manipulate atoms in limited fashions using chemical emissions. The green mist they pump out. They don't have organs, or bones, or even a brain. They're billions of brains working as one. Thus the name "The Legion".

## Types of The Legion

The basic Legion is a being similar to vanilla Ghost. Empty handed, unable to die. Worse, crippling limbs dont slow him down much if at all. The huge pool of health allow each Legion can take a great gob of punishment. Zero of health is just making him lie down for a while before reanimate in full health.

Legion soldier is, basically him with a oneshot Broken Mosin Nagant rifle, bayonet with a 3 blade. The bullet is big caliber, thus deadly at range. The club is quite damaging should you enter close combat with such ghosts.

## Tactical consideration

Flare is the only gun scare them into running for a while.

Engineer-built Trooper Automaton has a laser rifle that can disable them quite readily.

Psyker-raised Daemonette or Succubus has certain displacing attack that can disable him quite a while. In close combat, a Psyker can activate it body with a curse of suspension. That would put it down on the ground for a long while, and if we flaregun him now this disabling time can lengthen even more.

If not possible, then you can consider shoot the gun off a Legion soldier and pick it up. Thus that one return to a basic Ghost, not as deadly with that gun. The perk flaredeath allow using a roadflare to destroy target.
Legion

The **Legion** are the foot soldiers of the Rogue Strain and the predators of Marauders. Their main purpose is simply to suppress the Virus and have little interest in other wasteland factions. Even so, the legion will attack if they feel threatened, but are more likely to engage in warning behaviour. They typically miss shots on purpose to deter people from moving too close to them. While they may appear aggressive, the Legion are inherently neutral if people keep their distance.

## Appearance

Legion is wearing what appears to be a dark hazmat suit with a dark hood, the mask having light green glowing eyes. Both the normal Legion and the rifleman variety use a modified Mosin Nagant Rifle as their weapon, one for melee combat and the other as a firearm. The melee version is equipped with multiple makeshift bayonets, turning it into a spear. Said spear is called the Broken Nagant, and as it's name suggests, cannot be used for ranged combat due to it's condition.

## Strengths & Weaknesses

The Legion is practically invincible, making the use of firearms on him wasteful, and should only be done when no other option is available. He could only be knocked unconscious for several seconds, providing enough time to move away from him. Legion is very slow however, so instead of confronting him, it is possible to simply walk away from him.

One possible way of disabling one specific Legion is to damage a Legion's nagant to the point of barely working. THAT would reduce hit chance and damage, and make them keep using gun instead of changing to unarmed which is a big bother. You can shoot in Vats to do that, or Engineer can have a perk to disable weapons with flare

Legion is considered abomination, so Flare Gun (or any weapon with buff frighten abomination) can scare them away.

## Notable Loot

\*this section is regarding a bug in the Pandemic where you are able to kill a Legion.

When a Legion is killed, their corpse could be found with some .308 bullets and their carbine, which could cause significant damage. Another way to loot legion is by disarming them and taking their weapons.

## Combat methods

* Flare gun can scare them into running away with a hit, 100%.
* Engineer can make Automaton Trooper which is a humanoid robot armed with an energy rifle. They can engage from faraway and shooting Legion to unconscious in short order.
* Psyker can summon daemonette and succubus who can fight Legion and attract their attention for a long time while summoner run away.
* Psyker can use Curse of Suspension on a Legion which will immobile them for a while at the cost of one soul shard.
* User of Alchemist Legion perk can crouch and activate Legions and Rotters. That way they can take Legion hearts and extracts from a legion unlimitedly because Legion cant die. With Rotters they can only take a heart before it explode, and gather the extract from their remains.
The End

The End is a reference point in history at which the UN declared humanity extinct. The End was declared when mere remnants of the world government existed in sealed off quarantine areas. Survivors heard of The End on their televisions and radios. It was the final broadcast of the western world, as all signals were then hijacked by Military Hackers, and have broadcasted looping Military Propaganda ever since. The only exception to the uniform broadcasts are Emission Sigma.
Anarchocapitalism

Anarcho-capitalism, a form of right-wing libertarianism, is a political and economic philosophy. Coined by Murray Rothbard, it remains a famous form of anarchism.

## Etymology

Anarcho-capitalism:

Anarcho-capitalism comes from the words anarchist and capitalist put together.

## Ideology

Anarcho-capitalism is the idea that society should exist without a state in a lasseiz faire capitalist economy. The economics of anarcho-capitalism is based on the Austrian school. One detail of this philosophy is the invisible hand of the free market, which will give you money is given enough time, intelligence, and work. The social aspect of anarcho-capitalism can be summed up with the NAP: The non-aggression principle. The NAP is a code saying we won't hurt others (killing, raping, crossing economics and civil liberties and freedoms) if they don't hurt us.

## Other beliefs

Anarcho-Capitalism holds controversial views that the free market and the public voice will naturally weed out bad ideas like it already has thoughout history then needed to wait upon government's to stop enforcing such terrible systems such as slavery or exclude people from basically most private things such as insurance or quality housing who attempt to create or sell immoral things such as slaves drugs or child pornography, as per example a man attempting to sell heroin on the streets would promptly be denied access to any reasonable person's private business as not only would they not want to serve him but other customers would then relate that business to the drug dealer causing them to go somewhere else.

## Recommendation

If you're a person who knows the truth or wants to learn, then you'll fit right in. All other demographics of society should onlyskip if they're either masochists or idiots.
Victorian names

Names that were common in and around the Victorian era in Britain and other English-speaking places. With added bonus of sounding preppy :)

## Male

* **Albert**
* **Alphonse**
* **Ambrose**
* **Archibald**
* **Arlington**
* **Arthur**
* **Aubrey**
* **Augustine**
* **Augustus**
* **Baxter**
* **Bernard**
* **Cecil**
* **Charles**
* **Clarence**
* **Claude**
* **Clement**
* **Cornelius**
* **Cuthbert**
* **Cyril**
* **Dolph**
* **Douglas**
* **Edgar**
* **Edmund**
* **Edward**
* **Edwin**
* **Ephraim**
* **Evan**
* **Everett**
* **Ewald**
* **Fletcher**
* **Francis**
* **Franklin**
* **Frederick**
* **Geoffrey**
* **George**
* **Harold**
* **Herman**
* **Horace**
* **Howard**
* **Hugo**
* **Humphrey**
* **Ignatius**
* **Ivor**
* **Jacob**
* **James**
* **Jasper**
* **Jefferson**
* **Jeremiah**
* **John**
* **Julian**
* **Julius**
* **Justus**
* **Lawrence**
* **Leonard**
* **Leopold**
* **Louis**
* **Montague**
* **Neville**
* **Percival**
* **Peter**
* **Randolph**
* **Reginald**
* **Roland**
* **Rupert**
* **Samuel**
* **Sidney**
* **Simeon**
* **Spencer**
* **Stanley**
* **Theodore**
* **Timothy**
* **Valentine**
* **Victor**
* **Walter**
* **Wiley**
* **Wilfred**
* **William**
* **Winston**

## Female

* **Ada**
* **Adelaide**
* **Adelia**
* **Adeline**
* **Agatha**
* **Anna**
* **Augusta**
* **Beatrice**
* **Blanche**
* **Cecilia**
* **Clarissa**
* **Clementina**
* **Constance**
* **Cora**
* **Cordelia**
* **Delpha**
* **Delphia**
* **Delphine**
* **Dorothea**
* **Eda**
* **Edith**
* **Eleanor**
* **Eleonora**
* **Elizabeth**
* **Emmeline**
* **Emma**
* **Eugenie**
* **Euphemia**
* **Eura**
* **Evangeline**
* **Eveline**
* **Florence**
* **Frances**
* **Georgina**
* **Gertrude**
* **Gladys**
* **Grace**
* **Gwendoline**
* **Harriet**
* **Henrietta**
* **Honor**
* **Hortense**
* **Ida**
* **Isabella**
* **Ivy**
* **Jemima**
* **Josephina**
* **Lavinia**
* **Leonora**
* **Lillian**
* **Louisa**
* **Lydia**
* **Marguerite**
* **Martha**
* **Mary**
* **Matilda**
* **Mercy**
* **Mildred**
* **Millicent**
* **Nellie**
* **Ophelia**
* **Patience**
* **Philomena**
* **Prudence**
* **Rose**
* **Rosemary**
* **Rosetta**
* **Rosina**
* **Ruth**
* **Sarah**
* **Sophronia**
* **Sylvia**
* **Theodora**
* **Ursula**
* **Victoria**
* **Viola**
* **Wilhelmina**
* **Winifred**
Zapp's Neon Signs

**Zapp's Neon Signs** is an unmarked location within the South Vegas ruins in the Mojave Wasteland. It is inhabited by Marauders and Survivors.

## Upstair

A battle broke out between Survivors and Marauders inside right after we step foot inside. IF the upstair Survivors run ahead and trigger the trapwire, or if we dont disarm it later, the explosion could spread out 3/4 of the room.

## Downstair

The Marauder Suiciders could create explosion with wide range downstair. Failing that, many mines could get triggered as well.

One thing of note is our own summoneds are quite hostile toward Survivors. Dont bring them in here.

### Loft office

There could be as much as two Marauders Iron Priest up here, and their melee range can reach anywhere inside that tight office. The survivors, if any survive, would move up to deal with them, and you could use them for attention lures.

## Notable loot

* Two Nuka-Cola Quartz - On a shelf in the loft office.
* A bumper sword - In the same office.

## Potential bug

Due to its small size, and the numerous chance for ground-shaking explosions happening together, this cell has potential to lead to repeated CTDs. One possible solution (or circumvention) is to use Implant GX item/perk, or one of the bullet time mods to enter time dilation stage to allow engine having more time to process effects.
The Virus

The **Virus** is a sentient microbe that's capable of creating drones that follow its will, and can influence the world on a macroscopic level by infecting people and enslaving them. These people are commonly known as The Marauders. The Virus mutated into two other beings. The Zombified and the Rogue Strain. The Rogue Strain, however, does not agree with the Virus in it's need for conquest, and instead believes in natural balance. Thus the creation of the Legion. The Zombified, however, are not sentient, but merely an evolutionary by product of the Virus.

Where the Virus is, is unknown, due to its microscopic state. It may travel by air as a small cell, or perhaps it lives embedded into the tissue of a marauder. But wherever it is, it silently controls the war between itself and the Rogue Strain.
President Ronald Morgan

President **Ronald Morgan** was born in June 16, 1945 and was the last elected President of the United States.

He was elected president in the election of 2016. Due to the incoming instability he was the last president to be elected. In his early life, he grew up in a small rural town near California, where he spent his youth in the boy scouts. Even though he was in a small town, his family was very rich due to how they owned a successful banking conglomerate, which got him into Berkley where he graduated with a degree in law. After his graduation, he worked for a newspaper before running for mayor.

During his election, a scandal was revealed as a childhood friend approached the press to speak of how Ronald had sexually abused her. She never got to take Ronald to court due to how she suspiciously passed away in a car accident days before the trial was to take place.

After that the scandal died down, Ronald found himself in the senate. He represented the Democratic Party, but often disagreed with them on issues such as gay marriage and abortion, which helped him draw in a conservative vote.

After his presidential election, a group of hackers known as FEstablishment revealed incriminating evidence of Ronald's sexual abuse on multiple victims, all underaged. This was quickly silenced in the media, and the hackers, along with several witnesses of these materials, went missing. This included three of the identified victims.

Thumblesteen used the evidence of his sexual abuse to spur his revolution with rhetoric. After which Ronald became known as "President Pedo".

After the Pandemic, Ronald Morgan was enhanced with cybernetics to extend his lifespan. The Revolution occurred when he was at the age of 114. He was executed by Thumblesteen.
Obscurum Pandemic Caves

This page deal with all the caves in Obscurum Pandemic.

## Charleston Cave

Aka JacobstownNightstalkerCave. The one that overlook the Jacobstown resort town.

Outside are Military men, vs zombifieds and if they are too near each other. Near the gate is a hollowed rock.

The ten or so Marauder bomber rats are mostly killed by Ghost Riflemen by now. So at least we dont have to worry about suicidal rats. Engineers can have their unlimited robots dealing with the ghosts (provided they have enough scraps) but every other classes must rely on bringing their helpers from faraway, because no nearby source of bodies. Once the helpers are killed, that's that, no more helpers for now. (Doctor can wander into the forest and hunt down zombified targets, competing with military men and legions, a dangerous activity)

## Morning Star Cavern

The entrance to the cave is surrounded by rocks and skeletons. Next to the hollowed-out rock, the Courier can find an explosives crate filled with various explosives guarded by night stalkers.

The cave is empty of red fog, a welcome sight. There inhabited by the den mother, which is a special, stronger and rarer version of a night stalker. There are also many young night stalkers in this cavern. The cavern is a small, single crescent-shaped room. To the right is a dead end, and to the left is a large arc that will lead to a duffle bag.

## Silver Peak Mine

Outside are Military men, vs zombifieds and vs ghosts if they are too near each other.

The Silver Peak mine is actually connected to the Silver Peak mine shack. It is battlefield between Legion, Marauder Bomber Rats, and some cazadors (which those flying pests should be dead due to being especially disadvantaged against either one). At the back of the great chamber with the battlefield is a tunnel that leads up to the upper level with 2 explosive crates and a gate. The nook beyond contain some minor loot and a Remnant helmet.
Doctor-made helpers

This page deal with Doctor-specific helpers, the Zombifieds and the Lobotomites.

With Sample perk, Doctors can gather sample jars from corpses. With approriate number of sample jars doctor now can create Zombifieds from a corpse. Lobotomite require more miscelanous items than just sample jars.

Small note: visually, Lobotomites are closest to normal people in all class's summoned beings.

## Types of Helpers

Zombified has Basic, Normal, Gunner, Brute, Assault types based on approriate perks. Zombified Gunner and Assault are the ranged units armed with shotgun and rifle, respectively.

Lobotomites has Patient, Project, Lurker, Experiment types. Lobotomite Project is armed with shotgun to rifle. Lurker is strongest melee unit in Doctor's roster, armed with pirate dagger.

## Tactical Consideration

First of all, for ranged assistance pick the zombified gunners, assaults or Lobotomite projects. They has shotguns (no cost to create) thus can help you at close to medium range.

Second, you dont need to waste perk slot on low level zombies or lobotomites. Doctor has a lot of cool perk so just pick up interesting things until you can pick Gunners, zombie Assaulters, Lobotomite Projects and Lurkers. Dont waste perks and sample jars on low quality flunkies because they are quite limited in number. Each corpses can only bring one sample jar, and that's the only source. Unlike Engineers who have a lot of way to gather scrap metals and electronics.
The Revolution

After the End, remnants of the government of the United States held out in designated military positions. They would only allow prioritised civilians and military staff shelter from the Wasteland. As a result, millions died and succumbed to the pandemic that was breaking out. As it was, however, one man sought to resist these government powers. Which was Thumblesteen. Few know exactly what his motivations or ideology was, and some maintain his mental illness might've driven him to have no ideology.

**The Revolution** began with Thumblesteen, and a band of survivors who would attack and loot military checkpoints to get weapons and equipment. As they hid in the mountains to the south. Eventually they grew powerful enough to stage an attack at the heart of the government in it's remaining bunkers, and from that they moved north, and settled in Vegas. The government retreated, and several officials were never heard from again. However, the president, Ronald Morgan, was found by Thumblesteen's men, and was personally executed by Thumblesteen himself. "USA is buried." he said afterwards, "and upon it's grave, freedom will bloom like a crimson poppy."

Thumblesteen's rebels were known as "The Sequestered" due to how they were treated by the government. Thumblesteen had grown disillusioned by capitalism, and found himself to be cynical. As a result, he developed a society built on Stalinism, and used Project Phoenix to revive famous communist figures for guidance. The society has since deviated into raw capitalism, with Thumblesteen and his advisors simply being indifferent to politics after years of ruling. As a result, Thumblesteen hired General Mobius and his mercenaries to maintain daily tasks and order while he usually stays in The Thumbleclub.
Psyker Summons

This page deal with mystical being summoned by Psykers

Psykers, with approriate perk, can get soul shards. After get certain perks can E (activate/search) a wholly-not-broken Marauder-class body on ground to have options of summon certain type of mystical beings, or search it.

## Types of Beings

The most basic of all is Daemonette, a female daemon can cause fire in her close combat.

With Succubus perk you can summon that class of daemonette, who is slightly tougher.

With Plague Spreader perk, can summon a robe-wearing skeleton.

...

## Tactical Consideration

First of all, use them as your close bodyguards. Due to their melee-oriented combat, if they are far from your side you get no immediate assistance.

Second, get that Spray or Pray perk, so that when they attack you can shoot at that chaotic melee without care about friendly fire.
Omega Radiation

Omega radiation is a form of previously undiscovered radiation. What makes it special is due to it's effects not on the human body, but on physical objects in general. Omega radiation, when in high enough levels, will begin to create an electric repulsion field, which allows it to be used to make forcefields. Due to how omega radiation works, and how it increases pressure within it's field as it is emitted in higher levels, nobody knows what effects it may have at levels beyond 30Ci. This is due to how, at this point, even the smallest of generators have been crushed in the omega field, thereby disrupting it. This is an effect scientists refer to as the Nidhi effect, after the Indian folktale.
Engineer-made Automatons

This page deal with Engineer-specific helpers, the Automatons.

Engineers, with approriate perk, can E (activate/pick up) a scrap metal on ground to have options of creating automatons or pick it up.

## Types of Automatons

The most basic of all is Basic Automaton, an Eyebot, at 1 scrap metal and electronic per unit. This is the very gunning module the perk description is about. Suspected a legacy from older version.

With Assault Automaton perk, you can activate the eyebot to upgrade it to Assault Automaton with a Walther SMG. No skipping~

Spy Drone perk allow creating a flying drone that hover on the ground. Very agile. With its small size you can use it as indoor maze explorer to initiate hostility from any target farther away.

Trooper Automaton perk allow creating a humanoid, thin sized, walking automaton with a laser-lookalike rifle. It shoot an explosive blue bolt and can AoE around target, so have a care using it. When they die they explode too :oops:

Pyro Automatons can use flamers, so it's really best to send them patrolling and causing damage far from your vinicity. Not a good close guard.

Brute Automaton perk allow creating a bulky Mechanist-lookalike robot with low-damage minigun (but use ecp ammo). It's so low damage that if it pick up a police baton it would choose it instead. Quite durable. With it follow your backside, anyone would tempt to attack it first.

## Tactical Consideration

First of all, use them on your exploration. The bulky and slower robots can act as back guarder as they chase after you. Now no one can sneak up on your back direction without attacking them first. The eyebots and spy drones can follow your running easily and act as bullet catchers. There's more chance you get shot after them, which is more than you can ask for in the wild.

In combat, Trooper Automatons can shoot to death the Ghosts due to their rifles' explosive bullets. You can use it to occupy attention of ghosts and run wherever~ Also it seems to be the most aggressive of all robots, so dont bring it to anywhere that has friendly NPCs.

Brute Automatons is a good backside watcher and assassins catcher. The Contra abduction team usually get tied up with it first, and it's durable enough to create ruckus for warning.

Pyro Automaton's flamer is not very good compared to Trooper's weapon. Fighting ghosts they are mostly attention keeper, not killer.

All robots are good Arachnid hunters, since they are immune to their poisons.
Gypsum Trainyard

The **Gypsum train yard** is a location in the Mojave Wasteland . It is located east of Vault 34, northwest of the cap counterfeiting shack .

## Layout

The outside is battleground between military men, zombified, arachnid, and possibly blind deathclaws. The office building is occupied by three arachnids who may already kill three survivors in here, or maybe not. In addition, there are ten ant egg clutches, most of them containing ant meat, a locked 1st aid kit.

## Notable loot

* Blood diamond - On the desk in the rear of the Gypsum quarry office.

## Notes

* There is a large possibility for the Blood diamond to find itself thrown around the room and with the possibility of becoming lost during the inevitable battle with residing ants in the confined space within. It may also clip through the desk, at which point it is impossible to retrieve without console commands or lucky explosives usage.
* There is an unmarked train tunnel (with a Very Hard lock on both ends) north of the train yard that leads to Nellis Air Force Base and may be used to avoid the howitzer bombardment when approaching the Boomers' base.
* CONTRA squad may appear inside the building at night and the 3 survivors, if alive, will automatically attack them. AFTER that, if PC still hold weapon, there's a high possibility the one facing PC will open hostility, but the others, if alive, wont follow.
Soldiers of Christ

Soldiers of Christ are a cult of far-right anarchocapitalist Christians who believe in white supremacy and the fight against the new world order. They are fierce antisemites and homophobes, and kill anyone who isn't part of their cult. They use paramilitary warfare to further their goals, and occupy a small island near the Nevada mainland. Most of them are armed with US-made military surplus weapons, as they are on an ongoing boycott with all things foreign, and will often express their views with graffiti and posters across the wasteland.
Obscurum Pandemic Exploration

This page deal with exploration aspect in Obscurum Pandemic. (TBC)

## Night time from 6PM to 6AM

Why this time range? Because Night Person perk consider this is night time.

Explore at night time, at first glance is a hard, difficult activity due to the "darker than hellhole" visual range. This affect both players and computers, the former more than the latter but AI do get affected.

Fogs are all around and things get quite hard to run, graphically. Quite dark, so you dont see much. Yet why would you explore outside at this time range?

First, because we can overcome the darkness aspect by glowcell, cateye, nightvision goggles, sneaksight-capable helmets etc. This provide low light assistance to see some in this darkness.

Second, because at night, the enemies see harder than daytime, so we do have more chance, a tiny chance really, to sneak around battlefield.

Third, some enemies has AI package to go to bed at night, which reduce active patrolling hostiles.

Fourth, nightime have Contra abduction teams sudden check in interiors of buildings, caves etc... Night is a dangerous time to be inside.

## Day time from 6AM to 6PM

Day time is considered by active Early Bird perk, or the disappearing of Night Person effect.

Day time exploration on the outside is an obvious thing anyone would think of. While enemies can see you, at least you can see them back, some of them, and try to avoid. You see things better. Fogs are not too much.

Day time also is a good time to explore inside buildings and caves since this lessen the chance Contra hitmen appearing.

## Travel in entourage

Try not to travel alone, because any time an idle hostile notices you, there's a chance it taking potshot at your ass and there goes the bum.

Each class has it own way to create an entourage, and any one can hire a Survivor with an early perk.

Take Engineer, for example. For 1 scrap metal + electronics, they can create an basic automaton, an eye bot. Set up a quartet and the chance you being target of a sniper is 1/5. Much safer, yet cheap, no?

For quality, Engineer can expend tens of scraps to create team of Brutes or Trooper Automatons. They are slow, thus they will straggle behind you and prevent any potshot from that direction. They are also quite tough, so you have time to turn back to deal with things while they still be alive.

Experiment with each class to find the approriate way to create suitable entourage for your travel.

## Travel in full suits

After you get Power Armor Training at level 25, you can wear really good stuffs, from power armor, to light armors with high DT/DR.

But before that, either wear Heavy armors like metal armored reinforced (mostly seen on Marauder Knights). Or you can risk your life trying to take on Establishment agent to get a medium armor of that brand.

Mind you, 30 DT something is nothing to feel safe about. IT's just there to keep you from getting headshot by some cheap guns. A good gun in high caliber is still effective against that kind of stat.
Exploration

This page deal with Exploration aspect in Obscurum Pandemic.

Each character has one selection among seven backgrounds, leading to 7 starting locations. They are 3 in the North, 3 in the South, and one in Hopeville.

Amnesiac starting in Hopeville has the pretty unique option of able to choose, equally, to continue explore the North, or the South once they get out of Canyon Wreckage. Technically Swat Trooper could do the same as Amnesiac, even earlier, but that require Trooper punch through the battlezones at low level to break out to the North. Barely doable, but player personality is such that continue exploring the South make more sense than doing so.

The more you explore, and kill hostiles on your way, the more this contribute to Empire's prevalence in the North and the South. Let's say you explore 90% of the map markers on the North exclude the Nellis and Camp Guardian, which mean you sweep through the North's hostiles once. When you open up Empire mode and produce troops for the North, this will show that North Prevalence is 90+. After that most of the area get the hostiles sweep clean save for Legions.

Legions are mostly unkillable unless you get Doctor's high level perk Legionophage. Meaning they will always exist and kill Empire Citizen, thus drive down prevalence, making way for Marauders' resurgence. Thus you need to explore on the outside and kill hostiles there to gain back points.

When exploring, rad resistence is an issue due to red fogs everywhere. Worse, Toxic Anomalies and red fogs can have some invisible attacks with no signs at all. And hostiles on the wild will take pot shot at characters when they notice you and have spare time.

Thus, wearing high DT/DR armor and helmet is a necessity, unlike vanilla game. High sneak characters can try to slink through, but their speed of movement will be quite slow. MedX ingestible (and Slasher) can be another assistance if you can find them. Swallow Antirad is obvious.

Contra hit squad consideration. Contra hit teams often appear in indoor cells which raise the difficulty, and blood pressure. To reduce such things, explore indoor by day and outdoor by night is certainly a valid strategy.

Visibility at night is an issue. Glow cell ingestible allow some kind of weak white light shining outward a few paces. This make a replacement for Pipboy light. There's also Night Vision Goggles, sneaksight helmet etc... that can provide vision in the dark if you dont want to use glow cell.

After opening up Empire mode, you can build a vehicle BTR amphibious tank. It has 3 default location to teleport to (dock by Caville Tavern, Clark Field, and 188 Trading Post) and can use the locator to register other locations. This vehicle is mostly used as cargo transport, and a tactical obstacle in places too flat to hide (like Ivanpah Dry lakes and others)
Sioux names

The Sioux tribes are from the Midwest, especially the northern states and into central Canada. Sioux tribes include Lakota and Dakota tribes.

## Names

**Akecheta**

* Meaning fighter.

**Angpetu**

* Meaning radiant.

**Chapa**​

* Meaning beaver.

**Chatan**​

* Meaning hawk.

**Chayton**

* Meaning falcon.

**Chumani**

* Meaning dewdrops.

**Dakota**

* Meaning friendly. Namesake for the Native tribe and 2 states.

**Minneiska**

* Meaning white water. Namesake for the city.

**Minnesota**

* Meaning clear blue water. Namesake of the state and the river.

**Wapasha**

* Meaning red leaf.

**Winona**

* Meaning first born daughter.
C.D.F (Colarium Defense Force)

**Basic info:**

Date established: nov 22, 3120

Location of defense: the Colarium galaxy

Teams/Divisions: Delta, Alpha, Echo, Beta, Bravo, Charlie, and Zeta.

Requirements to join: at least 5 years of military experience, and at least one recorded heroic act.

Members:too many to count

**Details:**

The C.D.F was created to combat any threat against the Colarium galaxy, no matter the challenge. It is divided into 7 teams one for each sector of the galaxy. Each team has at least 3 members that respond to any threat in their specific sector of the galaxy.
Safe haven

This page deal with safe havens in an Obscurum Pandemic world.

## Definition

Safe haven mean a cell with unrespawned container, and possibly Well-Rested Bed. Should an assassination team spawn inside, there's a chance to run away and/or fight back safely.

Novac Players Motel Room, id novacplayersroom, can be considered such (possible with a mod because this room has flickering lights). In the event of assassination, it's easy to run outside and get help. One verified account of never meet Contra inside this room.

Less so is the Abandoned BOS Bunker, for example, because it's too far from any friendly help. You are on your own against a hit team. Originally OP doesnt allow access to all safehouses, but if players doing anything that allow them so, these areas are CONTRA's hunting grounds.

## List of safe havens

1. Novacplayersroom. Completely safe from Contra. Can visit a trader in novacandysroom for shopping. Safe storage and well rested bed.
2. Jacobstownbungalow03. Despite far from any help or trader, this free bungalow boast a well-rested Queen Bed, very useful to the Psychopath starting in this region.
3. Yangtze Memorial's abandoned shack nearby. Has a trader inside, and workbenches. No well rested bed though.
4. Wolfhorn Shack. One trader and several bodyguards. If Contra ever appear they are in for a rude welcome. NO bed, but if having roughing it bedroll kit from Hopeville or High Path, then can rest.
5. Tuphsteel compound . The outer wall get covered with turrets, so if Contra bands appear, can just run outside to get help. The building has workbenches and beds.
6. Gibson scrapyard garage. 3 survivors inside so if Contra appear you have help. Has bed, workbench, but the containers are quite suspected OTHER than the one containing Thrust Module or the vending machine. Even so, storing items here is only a temporary measure.
7. Crimson caravan complex. Despite the guards outside the gate being hostile, the 3 buildings are full with friendly survivors. Can rest, and can have help once Contra bands appeared. In fact, if PC has a roughin it bedroll kit from Hopeville or High Path, they can rest on the ground without going in to the building and risk a hit squad.
8. Goodspring Victor shack. Can rest though storing things is a chancy thing with 3 survivors. Can have help if Contra appeared.

## List of should-be-safe but NOT, havens

The Obscurum-prepared player house, despite being designed with OP from ground up, is not safe in regard to Contra hit squads. It might be intentional and not bug, but the fact remain that this location is isolated, so you are without help, companion and helpers excluded, in dealing with them. However, once throne room is opened, there's a dancer here who can engage the contra and help players. Even so, one person's assistance is just barely better than noone as before.

All the safehouses are locked without key in Obscurum. But if ever there's a mod, or using console commands, to unlock them, they are not safe because all are Contra's hunting grounds without nearby allies. You, and your helpers, are IT when they decide to hunt you down there.
The Establishment

The **Establishment** is a mysterious government entity with access to advanced technology and tactics. Their ominous presence in The Wasteland appears to be unknown. Few even know if they are a domestic entity. However, most suspect they are CIA remnants. What their mission is, however, few know. But it's suspected that they try to quarantine the Zombie Wars from breaking out further. This makes sense due to how they have established a defensive line between the North and the South in The Wasteland. The Establishment's main rival is The Military and they actively fight one another in border skirmishes.

Establishment operatives are easily recognizable by their black armor, high-powered weaponry, and distinct radio chatter. Establishment troops also usually seem to deploy in distinct squads of around 4-5 soldiers. Commonly called "killteams", these squads typically feature a mix of operatives and biotroopers. Occasionally a killteam will be supported by heavy support troops in the form of Titans and Colossi.

## Trivia

* Upon death, the radio units that enforcement troops are equipped with broadcast a loud electronic roar, followed by a beep and static.
* The Establishment's ground forces are armed with the most powerful standard weapons in the game with even the weakest being more than a match for the elite forces of most factions.
* Establishment operatives are usually easier to see than other faction troops due to the distinctive red lasers emitted by their AR-90 assault rifles.
The Rogue Strain

The **Rogue Strain** is a mutated form of the Virus, and its chief rival. The Rogue Strain is stagnant, due to how it cannot be destroyed, nor can it reproduce. As a result, the Virus and the Rogue Strain are locked in endless combat. The Rogue Strain inhabits itself in the Legion, some also suspect they may be connected to The Zombified. But most dismiss this as a myth.
Ukrainian surnames

**Ukrainians** (ukr. *українці* - *Ukrayintsi*) are an Eastern Slavic ethnic group. They are the primary culture of the Republic of Ukraine. Some Ukrainians also live in Russia, USA, Canada and other countries. Ukrainians are the third largest Slavic group (after Russians and Poles).

## List of surnames

Common surname
Uncommon surname
Rare surname
Unique surname
Thumbleclub

This page is about the Thumbleclub location in Obscurum Pandemic.

The Thumbleclub is a highly selected club reserved for the very VIP of the world. Almost anyone who-is-anybody can be found here within the bowel of this luxurious dance floor.

## Entry

Thumbleclub's entry is within the Member-only section of Ultra-Luxe casino. The casino itself lie in the center of the New Vegas Strip. The Strip itself with its only entrance VH locked and outside protected by a company of Golden Guards.

## Personel

The Strip itself aside, Ultra Luxe casino has their own guards in the form of Mobster, boasting Thompson SMG and classic suits.

The Member-only section has a mix of both Mobster and Mobius Militia, commanded by General Mobius himself, and a Joker.

The Thumbleclub itself has its own protective details, aside from the formidable VIPs their own selves.

## Layout

The Thumbleclub share general layout with Atomic Wrangler Casino.
Pandemic Soundtrack

The Pandemic Soundtrack lists songs found in the Pandemic world and it's videos and trailers. This does not include the ambient soundtracks, that are a mix of the STALKER soundtrack, and songs composed by Thumblesteen himself... by looping the same sample over and over again for a couple of minutes.

*(Also he didn't make the sample.)*

Rake Trailer:

> Johnny Rivers - Secret Agent Man.
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>

Empire Trailer:

> The Dropkick Murphys - Johnny I hardly knew ya.
>
>

Russian Propaganda Broadcast:

> Unknown Performers - Bolshevik leaves home
>
>

Player Home Jukebox:

> Vulgargrad - Murka (trad)
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>
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> Vulgargrad - Alkoholik (S. Shnurov)
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> Vulgargrad - Why did the Aborigines Eat Captain Cook? (V. Vysotsky)
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> Vulgargrad - Anarchy is Our Mother (V. Tsoy)
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> Vulgargrad - The Giraffe (V. Vysotsky)
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> Vulgargrad - Vaninsky Port (trad.)
>
> Vulgargrad - This Russian Rock 'N' Roll (F. Chistyakov)
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>
>
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> Vulgargrad - The Years Rush By (A. Severny)
>
>

Lair Home:

> The Dubliners - Seven Drunken Nights
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>
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> The Dubliners - The Galway Races
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> The Dubliners - The Old Alarm Clock
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> The Dubliners - Colonel Fraser & O'Rourke's Reel
>
> The Dubliners - The Rising of the Moon
>
> The Dubliners - McCafferty
>
> The Dubliners - I'm a Rover
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> The Dubliners - Weile Waile (The River Saile)
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> The Dubliners - The Travelling People
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> The Dubliners - Limerick Rake
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> The Dubliners - Zoological Gardens
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> The Dubliners - Reels: Fermoy Lasses & Sporting Paddy
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> The Dubliners - The Black Velvet Band
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>
>
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> The Dubliners - Poor Paddy on the Railway
>
>
Card table

A **card table** is a square table with legs that fold up individually, with one leg lining each edge. Card tables are traditionally used for playing card games. Due to their low cost and small storage size, in the United States they are frequently found in college apartments, or as auxiliary seating for family meals such as Thanksgiving. Many folding card tables are used for specialist games such as contract bridge, poker, as a result there are some folding tables with fabric surfaces such as felt. In the UK, card tables are purpose-designed for cards with have a green baize surface and foldaway leaves or legs.
Pip card

In playing cards, pips are small symbols on the front side of the cards that determine the suit of the card and its rank. For example, a standard 52-card deck consists of four suits of thirteen cards each: spades, hearts, clubs, and diamonds. Each suit contains three court cards – the jack, queen, and king. The remaining ten cards are called pip cards and are numbered from one to ten. (The "one" is almost always changed to "ace" and often is the highest card in many games, followed by the court cards.) Each pip card consists of an encoding in the top left-hand corner (and, because the card is also inverted upon itself, the lower right-hand corner) which tells the card-holder the value of the card. In Europe, it is more common to have corner indices on all four corners which lets left-handed players fan their cards more comfortably. The center of the card contains pips representing the suit. The number of pips corresponds with the number of the card, and the arrangement of the pips is generally the same from deck to deck.

Many of these 52-card poker decks contain a variation on the pip style for the Ace of Spades, often consisting of an especially large pip or even a representative image, along with information about the deck's manufacturer.
Hearts

**Hearts** (Template:Lang-fr, Template:Lang-de) is one of the four suits in playing cards of both the French deck and the German deck. However, the symbol is slightly different: Symbol: Herz in a French deck and Symbol: Herz in a German-suited deck.

In Bridge, for which in Germany the French deck is common, it is called by its French name, Cœur. In games using German-suited cards the suit of Hearts is often called "Red" (*Rot*).

In the Swiss-German deck the suit of Hearts is replaced by the suit of Roses File:RosendeutschschweizerBlatt.svg. The roses are usually depicted in yellow.