recursal/Fanatic-Fandom huggingface dataset:
Scollay Square

**Scollay Square** is a large settlement inhabited by dozens of survivors, all of whom are hostile to the player. They all have access to medium-grade gear and are very capable with it.

## Overview

While there is an excess of useful gear and powerful weapons here, it is highly unadvised to venture here as the high amounts of enemies will almost certainly overwhelm even the most prepared survivors. Even if one is successful in defeating everyone within Scollay Square, they will still take a tremendous loss of sanity due to all of the people they were forced to kill.

## Tactical Considerations

Before entering the Scollay Square, a Stealth Boy should be used. Otherwise it is very likely that one gets shot directly after entering the location. Using the alleys in Scollay Square as a choke-point can help to pick off the enemies one by one. When entering Hotel Rexford, the Stealth Boy strategy should also be used, to avoid the same problem as before.

## Notes

Two unchanged vanilla terminals are still present that were overlooked by the mod author.
Whiteman's Journal

**Whiteman's Journal** is a note found in Medical Center Station on an Alliance Volunteer.

## Transcript

"Downtown's sent forces up and around trying to come at us from above. Couldn't bear our boys on the Postal line so they're trying to make a back door. Most likely they're the ones that took the Schwartz girl and that boyfriend of hers too. Well they can rot in hell. I've sent word to the other stations to send reinforcements but I don't think we even need 'em. In a couple of days DB Tech will be ours."
Weston Water Treatment Plant

The **Weston water treatment plant** is a location in Fallout: FROST.

## Overview

Fallen into disarray due to mismanagement, and subsequently flooded by the adjacent Charles River, the outside of this installation is guarded not only by its feral occupants, but also primitive but effective traps.

As power seems to be still available for the emergency flood control pumping system, the inside of the facility can be drained and explored further, but scavenging Surivors should expect automated ballistic and laser turrets in good working and deadly condition as well as mutcrabs hampering progress.

While some scavengers report the likely presence of certain schematics within the plant, the post-war turmoil has spread all remaining knowledge throughout the Commonwealth, with this installation only being one of many other possible sources of any of the surviving documents.

## Notes

* This is not a likely place for a gas mask to spawn.
* Some of the turrets may not be reachable for melee characters.
* The player character can get stuck next to the desk after deactivating the turret defense system using the terminal. Dropping a save on one of the mattresses outside prior to using the terminal is advised.
Acadia Observatory

The **Acadia Observatory** is a location on Long Desert Island.

## Overview

Being a sanctuary for one of the few sane survivors groups on Long Desert Island, the Acadia Observatory is heavily fortified survivor camp on a mountain. Its location keeps the inhabitants of the observatory far away from the radiactive fog that surrounds the Island.

## Tactical Considerations

The survivors at the observatory won't attack other survivors, unless they get too close. They have quite decent equipment, and access to power armors.
Survivors

Survivor in Beantown Brewery

**Survivors** are a faction in Fallout: FROST.

## Overview

Survivors are people like you. Some are good, some are bad. Many Survivors will shoot on sight, just as you probably will. Some will stand their ground, only attacking if you invade their personal space. Some are friendly but don't offer anything to you. A rare few will actually be willing to trade with you.

Survivors are, for the most part, a mixed bag. Some will have extremely high-quality weaponry while others have exclusively low level weapons. Some live in groups, some live alone.

This said, local conditions invite opportunism and predatory behavior so survivors are still apt to engage in murder, cannibalism and all manner of other horrific acts.

Sucessfuly engaging survivors can provide for comparably capable weaponry, some ammunition and in rare cases food and drink.

As with other armed inhabitants, they will spray attackers with any munition or throwables they possess if alerted, leaving the Survivor with even more miniscule loot.
Fort Independence storyline

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## Fort Independence storyline

### Factions

* Metro Federation
* Survivors at Fort Independence
* Survivors

### Characters

* Kent Conolly
* Enola Osberg
* Lethe
* Aeacus
* Zhen
* Antenor
* Kora
* Gideon Sanford

The **Fort Independence storyline** is a storyline in Fallout: FROST.

## Introduction

While Fallout: FROST does not provide quests as the base game does, it offers storylines of different lengths and narrative structure in the form of visual storytelling, notes, and terminal entries.

Many parts of these storylines are open to interpretation at the player's discretion.

This Wiki tries to make an effort to avoid speculation based on interpretation of available lore, unless clearly marked as such.

Storylines are not started, followed, or finished in the classical sense of a quest, and generally do **not provide quest markers**, rewards, or notifications about finished or failed quest stages. Rather, storylines are comparable to combining picked-up pages torn from a book into a cohesive picture at the discretion of the player, with the learning more being the main motivation.

The Fort Independence storyline is considered to be the one of the least extensive of these, involving relatively few locations, factions, and characters, in addition to providing a small amount of connected narrative.

## Picking up the storyline

Storylines are picked up by finding lore pertaining to them. The lore found may not be initially obvious as part of a storyline, but forms a connected, narrative structure as more information is gathered.

The Fort Independence storyline is no exception, although there is little in the notes and lore found at other locations that tie it back to this starting location.

## Locations

Locations of a storyline contain lore pertaining to that particular storyline. Lore may be transported by notes, terminal entries or visual storytelling.

This section is meant to assist players in finding lore and locations deemed to be of importance to the Fort Independence storyline, not in piecing the storyline together.

Locations in alphabetical order. Note, that some of these locations may require keys or passwords to access them.

* Crater Cave (?)
* Fort Independence
* Peabody House
Al Duval

“*[...] Hearing whispers of another big settlement above-ground. Out on the coast. The Liberty VI. [...]*”
—Duval's Terminal

**Al "Six Nails" Duval** is a character in Fallout: FROST.

## Overview

One of the original members of the smuggler group lead by Troy Bishop, Duval was shipwrecked at Spectactle Island together with Bishop and another survivor of the capsizing of the FMS Columbia during the Great War on October 23th 2077.

While Bishop saved his live, Duval seems to have been quick with dropping any loyalty with him and his fellow survivor, making off with most of their supplies and in addition stealing their only means of leaving the island, a small raft, only a few days after the bombings.

While his whereabouts during the next five years are unknown, he stole equipment from the Federation and seems to have been preparing for taking over Lexington station. He succeeded with the takeover, establishing himself and his collaborators as a new force not to be trifled with: the Lexington Slavers.

As a former member of the smuggler group involved in transporting HR-D4, he is of increased interest to Gannon the Drifter, who puts a bounty on Al "Six Nails" Duval's head in order to be able to question him.
Jim Kennedy's Journal

Jim Kennedy's Journal is a journal found off of one of a hostile survivor in a hostile group underground in the subway tunnels beneath Boston.

Transcript

"Jim Kennedy's Journal

--

The boys keep saying the Federation's gone to shit. It'd be more accurate to say: 'The Federation's gone... period.' Between the Mutie attacks and those Commie fucks down in Postal, there's only a handful of stations left to fly the ol' MF. But life goes on. Here's hoping for a good harvest.

--

Bad news from Downtown. Some fancypants asshole came down here claiming to be a 'Quality Assurance Inspector'. Said Marchand himself thought our shrooms were shit. My man lan dropped him before he could get out another word. He's gonna have quite a shiner to show Marchy Mark when he gets back! Beautiful.

--

Just when we all thought shit couldn't get any weirder. Marchand wasn't too pleased with the QAI's black eye. So he (get this) EXILED THE ENTIRE STATION. I mean, I would be worried... if we weren't the LAST FOOD PRODUCERS THE FEDERATION HAS. I swear, Marchand's gone off the fucking deep end and I, for one, look forward to seeing Downtown burn. Good riddance."
FMS Columbia Log Terminal FF0067-A Entries

**FMS Columbia Log Terminal FF0067-A Entries** are entries found on a terminal on Spectacle Island.

## Transcript

### Entry 1

"We saw the clouds from a mile out. Captain wanted to turn the ship north, look for somewhere safe up the coast. We never had the chance. When the shockwave hit, it raised waves taller than any I'd ever seen. And when they came down... Lord, I thought that was the end.

Woke up on shore three days later. Troy, god bless him, pulled me and Ducal out when the Columbia went under. Dunno how in the hell he lived through that storm... I tried asking him about it but he wouldn't breathe a word. Can't blame him, really."

### Entry 2

"We're working on constructing some basic shelters around the island. The storm tore up the big house down by the docks pretty bad, but the shed's still intact. We've got a fish-drying shed set up mid-way down the island and Troy's even managed to salvage some antennae to make a mayday beacon of sorts. Problem is, the frequency's way too high. Besides, I dunno if anyone's even left out there to hear it."

### Entry 3

"Duval disappeared in the night. He took our raft and most of the supplies. Asshole. Troy and I are gonna try and track him down, but that's not our top priority.

If you're reading this, and you're from Columbia, the job is still on. Meet at the Liberty. We're seeing this through to the end."
Letter to Martin

**Letter to Martin** is a note found on a Survivor in Fraternal Post 115.

## Transcript

"Martin,

I'm sorry I wasn't there for you. What happened on the overpass- that was my fault. I shouldn't have left. I know that nothing I can do will every change what happened but I can only hope [ripped but legible] you'll forgive me."
Feral Ghouls

Not a light source

**Feral Ghouls** are creatures in Fallout: FROST.

## Overview

Feral Ghouls are the unlucky humans who have mutated beyond recognition and lost all ability to reason after absorbing an incredible amount of radiation. They are unfortunately extremely common within the Commonwealth and pose a grave threat to survivors who do not know how to deal with them.

Rumours indicate that many locations that are infested with Feral Ghouls often have bags full of human and animal flesh. It is unknown why this is the case, but it is theorized that inhabitants of such places were often cannibals who turned to Feral Ghouls, or they became cannibals during the process of becoming a Feral Ghoul.

## Tactical Considerations

Feral ghouls are extremely resilient to nearly all forms of damage but are fatally vulnerable to damage to the head. Any bullet from any gun is almost a guaranteed kill if aimed at the head, and melee weapons are extremely effective if a player finds themselves running low on ammo. Outdoors in the Commonwealth, ghouls are bolstered by the ambient radiation and can heal more quickly than the incoming damage if a headshot is not used to bring them down. On The Island, there is no atmospheric radiation that heals ghouls, therefore ghouls are easier to deal with there. It is important to note that in areas with thick fog, ghouls will heal themselves.

All feral ghouls are surrounded by radioactive auras similar to glowing ones, but glowing ones explode upon death, releasing some of the radiation they have accumulated in one violent blast. Glowing ones also have the ability to heal or reanimate other ghouls. It is advised to focus them first when dealing with a pack.

In the underground metros, ghouls are significantly less perceptive and are fairly easy to sneak past. On the surface when affected by the ambient radiation of the Commonwealth, ghouls are significantly more aggressive and dangerous and present a much greater threat to wandering survivors.

Those wounded by a strike from a feral ghoul may suffer injuries that are extremely difficult to sterilise and highly prone to infection, resulting in a high rate of infection.

There are several strategies on how to deal with groups of ghouls. One valid option is to run away or avoid these groups. An other to run around the ghouls in circles, so that they start to group in one place, with a few ghouls breaking out of this formation because they charge at the player. Charging ghouls can be side-stepped. After enough ghouls are grouped in one spot, explosives can be used to weaken or kill them. This strategy might require Rad-X, because the radiation cloak of the ghouls can be quite a threat with this strategy.

## Notes

Players may encounter non-hostile, unkillable Ghouls. Please check the known bugs page. Sometimes "headless" ghouls can also be encountered. They still have a head, it is just invisible.
Themis Cultists

Themis Cultist

The **Themis Cultists** are a faction in Fallout: FROST.

## Overview

Themis Cultists are hostile, ghoulified survivors encountered in the north-eastern reaches of the Commonwealth.

Following the deranged biblical preaching of their leader, the insane Themis Cultists are leading a crusade to slay all heretics that do not submit to the word of God.

Because of this, they are very hostile and attack all survivors on sight.

As an interesting sidenote most of the Themis Cultists are completely silent, except for their preachers. It is unknown, whether this is owed to religious practise, or more worldly hiearchical considerations.

Seeing how the apocalypse made way for a new beginning for civilization, the Themis Cultists began to expand their influence across the Commonwealth in a holy crusade. They have begun creating an entire nation of their own, with Salem as their holy capitol and the river as their southern border.

## Origins

The Themis Cultists were once a peaceful collection of religious survivors who under the leadership of the priest Father Daniel provided food, shelter, and salvation for the displaced during the apocalypse. After a group of wastelanders mercilessly gunned down and killed several of the pacifists, Father Daniel and his followers grew bitter and distrustful of all survivors. When the group had finally tracked down the perpetrators, they killed them brutally and strung up their corpses as a warning to others. Over time, the group's religious preaching of God's love devolved into a cult-like obsession with shunning, and even killing those who did not share their faith.

Due to their extended exposure to the immense radiation of the surface, many members of the Themis Cultists are ghoulified. They believe this feature distinguishes them from others as a divine gift from God, taking away the plights of lust and vanity while also granting them immunity to radiation.

## Notable relations

Due to the Themis Cultist's crusade across the Commonwealth, they are frequently brought into conflict with the Maldenmen. Both groups fight blindly by the will of the gods they worship. The Themis Cultists have proven ferocious combatants against the Maldenmen, who refer to them as the Old World Ghosts.

Both factions are still locked in a brutal and costly war, blindly obeying the will of the dark gods they worship.

## Tactical Considerations

Themis Cultists tend to lack in firepower, and rely heavily on makeshift melee weapons and sheer numbers to overwhelm opponents. Any location claimed by the cult is certain to host a large number of fighters. They are fond of using incendiary weapons such as molotov cocktails, possibly for the assumed purifying symbolic effects of fire.

Themis Cultists are known to utilize a few rare sets of raider power armor along with highly lethal flamers.

## Notable Members

* Father Daniel
* Bernie Rook

## Trivia

In Greek mythology, Themis, the second wife of Zeus, is the goddess of divine order and fairness and keeper of law, as represented by her symbol, the scales.
Boston Public Library

Hey man, I think you have something in your face.

“*[...] Feds headed West, looks like Boston Public Library. Didn't engage, but don't need to. That area's an absolute hive of mutie activity; and I mean the mean kind. [...]*”
—Terminal

**Boston Public Library** is a location in Fallout: FROST.

## Overview

The library was used as a source of books by survivors in the subway systems. The books were needed to create campfires in the subway stations, and therefore a lot of books were lost due to this procedure.

During the events of FROST, a group of Federation soldiers make their final stand against the feral ghouls which come trough Copley Station and the employee entrance trough the library, fighting heroically to their deaths.

## Tactical Considerations

The Library has two entrances: One at the surface, and one at the Copley Station. At both entrances are traps, that have to be disarmed or avoided. The library is flooded with lots of feral ghouls, Federation soldiers supported by a number of turrets are trying to hold their positions, but will be overrun quickly, if the Survivor does not assist in their defense.

Additional, some feral ghouls come in waves into the library through both entrances. It is advised to use a ghoul mask, and then to kill them with melee attacks. If a survivor doesn't have a ghoul mask here, a lot of resources are required to deal with the ghouls. Experienced survivors with decent gear might be able to kill the ghouls without great expense of resources or a ghoul mask.

## Areas of interest

* A terminal provides some lore
* Several sleeping bags, first aid kits and a bit of food can be found as well as some weapons, and a Stealth Boy
* The library contains the highest number of cabinets potentially containing Schematics in all of the Commonwealth
* Federation soldiers may carry the Upper Blue Line Gate Key
* The intelligence bobblehead is located in a room in the northeast corner of the building
* If the traps at entrances are disarmed, one can get several fragmentation grenades.
The Island

Across to the Sunshine Shore...

“*Signal, signal, this is Clive Haenraet with the Acadia Observatory on Mount Desert Island, do you read? [...]*”
—Contact Script
**The Island** (formerly known as **Mount Desert Island**) is a location in Fallout: FROST.

## Overview

A large island located off the coast of Maine, Mount Desert Island saw use as a national park before the Great War.

In 2082 it is inhabited by cannibalistic Hunters and highly aggressive Wharf Rats. Along with other hostile inhabitants, the Island is also covered by an extremely radioactive fog, making surviving on the Island extremely difficult.

It is rumoured that the fog has hallucinogenic properties, which may have contributed to driving most, if not all, of the island's inhabitants into insanity.

## Tactical Considerations

Although the fog is radioactive, it is possible to not use a gas mask, as long as one avoids the thicker parts of the fog.

The Island is extremely hard and unforgiving. Only hardened survivors with a lot of experience are advised to travel to this nightmarish place.
Maj. Arthur Gannon's Journal

**Maj. Arthur Gannon's Journal** is a note found in the Coast Guard Pier, next to a terminal.

## Transcript

"An Account of the New England Commonwealth, Year 2082

As penned by Gannon, A.

I broke the news to Beth today: they're cancelling my assignment and sneding me back east - to Boston. There's no ETA for my return. I think they mean to keep me out there forever.

These last few days on the rig go by too quickly. I find myself recalling all of the wonderful memories I've cherished here: the cabin where Beth and I first met, the research libraries where we would read each other ancient tales of heroism and bravery. Now it is my time to be the hero, though I wish it wasn't.

This mission's the big one. The President himself saw us off. They smiled and waved as they always do, but I know the deal. They won't let us back until we find their tech, I feel like the King leaving Uruk.

More progress. I've finally tracked down Bishop. He's hiding out with some of his old crewmembers up in Nahant. This could be it.

News from back west. Beth is pregnant! My wife and unborn son wait a continent away and all I've got is this locket and a blurry photograph.

After all this time, the story finally comes together. Ischar was the key. I know where the Columbia is a I know what waiting for us inside. This is big. Bigger than the Enclave knows. We're moving out immediately."
Janus's Manifesto

**Janus's Manifesto** is a note found on a Survivor in Sunshide Tidings (possibly typo for Sunshine).

## Transcript

"Five years it took me to find the Snake, only to have them slip from my grasp. But here I am, with the answers.

No matter how hard I try, I'm plagued by the "old world blues". I can change my name, I can shed my past, I can put it all behind me, but it doesn't matter... I'm still the same "Sunshine Jack" I was so many years ago, wasting away those lazy summer days at the co-op.

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.

When the bombs came, we were alone. We barricaded ourselves in the cellar for a month or more, but we had no food. Allen went first. We had no choice.

He saved us. We ate and lived long enough to make it to the tunnels, but we could never forget what we'd done. We could never let go...

I have seen where it all began, and I have seen where it ends. From the depths of the sea to the towers of Parsons and back again, I have seen it.

And this is where it leads me.

Time to begin again."
Fungal Purge

**Fungal Purge** is a craftable consumable/drink item.

## Crafting

**Fungal Purge** can be crafted at a Cooking Station and a Chemistry Bench with the following components:

* Glowing Fungus (2x)
* Acid (2x)

## Bugs

1. The pipboy currently displays -25 hp for fungal purge instead of -50 hp.
2. The hp loss from Fungal Purge currently interacts with the Medic perk, resulting in significantly increased hp loss. There are several unofficial patches to correct this bug.
Sunshine Tidings (ship)

Is it the ending or the beginning of things?

The **Sunshine Tidings** is a crashed boat at Mount Desert Island.

## Overview

The boat is owned by Janus, and is named after the settlement with the same name. It crashed, probably because of an attack by Hunters. It contains a baseball bat, several packs of dirty water, and the corpses of the attackers.
Marcus Ischar

He couldn't let go.

“*[...] Thus always to tyrants, thus always to traitors.*”
—Ischar's Confession

**Marcus Ischar** is a character in Fallout: FROST.

## Overview

Being intimately familiar with and an integral part of Troy Bishop's smuggling operation through his position as accountant, Marcus Ischar is reported as having tried to belittle his role as "just doing the books".

After his group was tasked with transporting contraband aboard the FMS Columbia by Dr. Richard Lerna to Oslo, he seems to have become suspicious of Bishop not sharing profits to the extend agreed, and subsequently learns details about their payload, "the package", a human testing subject of Lerna's designated "HR-D4".

In an attempt to profit from his knowledge, he lures Bishop and his collaborators into an ambush at the wreck of the Liberty IV, after the FMS Columbia, hit by blast waves from the nuclear boming, capsized near Spectacle island when trying to return "the package" from Oslo on Lerna's orders.

Tasked with tracking down "the package" by what supposedly are the remains of the U.S. Governement after the Great War, Major Arthur Ganon manages to detain and interrogate Ischar at Recon Bunker Theta.

The last entry in the interview protocol sees Ganon order a private to "please escort Mr. Ischar outside".

## Trivia

The name Ischar might be a reference to Christian biblical history, where Judas Ischariot is a marked betrayer acting for reasons of profit.
Dick Munson's Journal

Dick Munson's Journal is a journal found on a hostile survivor in Boxing gym, an unmarked location.

Transcript

Today I saw the sun. Emmet and I left the station yesterday morning. He'd done runs like this a hundred times, but for me it was the first time since the War. I didn't know what to expect, but I'll tell you one thing: the city I left behind was not the city I returned to. I watched the wind strip the panelling from a skyscraper above like chipping paint. Emmet didn't seemt to notice. He just marched silently ahead of me, through the fog. We scavved a couple of old convenience stores - boarded those we'd already hit. Turned in around 7. Easy day, Emmet said... easy... This morning they killed him. Gang of muties, nothing to lose. By the time I'd scare them off, he was already dead. But as I knelt over his body, sobbing like a goddamn child, the clouds parted. And through the broken windows of that burnt-out Slocum's Joe I saw the sun for the first time in forever... and I heard birds over the howl of the wind.
StructureTesting

**FROST Plus** is a mod for Fallout: FROST.

## Introduction

General description of the mod. Like an elevator pitch. Tell me, what to expect.

## Changes

Here' the sections for changes introduced by the mod. Sections might be transcluded (that is, might be included in another page), so trying to be precise and keeping the sections short is required.

To transclude a section, you need to know the page name and the section title you want to transclude. Transclusion is done by inserting the following into the editor:

```
{{#section-h:SourceDocumentTitle|SectionTitle}}
```
A proper example for the section 'Entering the Stadium' on the page named StructureTesting

```
{{#section-h:StructureTesting|Entering the Stadium}}
```

You will probably have to reload the page after adding a transclusion to it in order to see the transcluded content.

### Fenway Park

* Added/moved some objects at Fort Fenway
* Fixed an oversight where Diamond City Key was not replaced with Fenway Jail key.
* The hostile Vertibird in Fenway Park has a proper templated pilot and a PA passenger.

### Fenway Park Stadium (Diamond City)

* Diamond City, in short, has been edited in his entirety and it's now accessible in three very different ways.Added Navmesh to fenway park stadium
* The Vanilla Diamond City Versus Super Mutants Quest around Fenway Park that can occur in FROST had the Remnants shouting vanilla lines, now their lines have been converted for the scenario in FROST.
* Introduced unique lockers and loot list for baseball items, only present at Fenway Stadium (Diamond City).
* Fixed an oversight where Diamond City Key was not replaced with Fenway Jail key.

# Spoilers

Spoilers pertaining to a mod. Like the solution to custom quests, location of added items, etc.
Alliance storyline

Your expertise is neededThis article lacks content or seems to have other shortcomings. Please lend a hand by working on it.

## Alliance storyline

The **Alliance storyline** is a storyline in Fallout: FROST.

## Introduction

While Fallout: FROST does not provide quests as the base game does, it offers storylines of different lengths and narrative structure in the form of visual storytelling, notes, and terminal entries.

Many parts of these storylines are open to interpretation at the player's discretion.

This Wiki tries to make an effort to avoid speculation based on interpretation of available lore, unless clearly marked as such.

Storylines are not started, followed, or finished in the classical sense of a quest, and generally do **not provide quest markers**, rewards, or notifications about finished or failed quest stages. Rather, storylines are comparable to combining picked-up pages torn from a book into a cohesive picture at the discretion of the player, with the learning more being the main motivation.

The Alliance storyline is considered to be the moderately extensive, involving a middling number of locations and characters compared with other storylines, in addition to providing a moderate amount of connected narrative.

## Picking up the storyline

Storylines are picked up by finding lore pertaining to them. The lore found may not be initially obvious as part of a storyline, but forms a connected, narrative structure as more information is gathered.

The Alliance storyline is no exception, as it can be picked up at any location providing connected lore.

## Locations

Locations of a storyline contain lore pertaining to that particular storyline. Lore may be transported by notes, terminal entries or visual storytelling.

This section is meant to assist players in finding lore and locations deemed to be of importance to the Alliance storyline, not in piecing the storyline together.

Locations in alphabetical order. Note, that some of these locations may require keys or passwords to access them.

* Postal
Troy Bishop

It wasn't worth it.

“*We were smugglers. Trafficked questionable packages for questionable people. He was the head of the operation; [...]*”
—Terminal

**Troy Bishop** is a character in Fallout: FROST.

## Overview

In trying to circumvent anticipated difficulties shipping his testing subject "HD-R4" for further examination to their sister lab in Oslo, Dr. Richard Lerna shortly before the Great War, tasked Troy Bishop and his band of smugglers with transporting, what was initially only known to them as "the package".

While initially Troy Bishop may not have been aware of the exact nature of his contraband, he tried to blackmail Lerna into increasing his pay, after learning, that HR-D4 was, in fact, a human being.

Having lost his leverage on Lerna due to the ship carrying his contraband, the FMS Columbia, sinking during the nuclear bombing near Spectacle Island after Lerna suddenly ordererd HR-D4 to be returned, he is betrayed by his associate Marcus Ischar, and presumably killed together with his remaining crew in the ensuing firefight aboard the wreck of the Liberty VI**.**
Hallucigen Inc

Spooky.

“*Something weird's going on in Back Bay. Armored freaks. HalluciGen building. Stay away.[...]*”
—Torn Note
**Hallucigen Inc.** is a former facility for showcasing and manufacturing biochemical weapons.

## Overview

Hallucigen Inc. is a chaotic place that had affected the gunners centuries later by causing them to fight each other. However, in this time era, hostile survivors and Maldenmen are seen fighting each other due to the chemicals in the place. The affected Maldenmen are paranoid and hallucinating, claiming they hear "voices" or feel and see bats and beetles. One Maldenman is hurt and won't attack the player. A few feral ghouls can also be found.

## Tactical Considerations

Hallucigen Inc. is one of most important locations in FROST, as it provides a decontamination arch with infinite uses. The small corridors make it easier to fight the Maldenmen and Feral Ghouls. Some Maldenmen are fighting each other, which can be used as an advantage, but it can happen that they attack the player together. A Stealthboy (which can be used by one of the Maldenmen if one is unlucky), a *Tesla Science Magazine* and Hallucigen gas canisters can be found. The canisters can be used to create Hallucigen gas grenades, which are especially useful against large number of non-robotic enemies.
Thorazine

A dose of Thorazine

**Thorazine** is an consumable item in Fallout: FROST.

## Characteristics

Thorazine is the trade name of Chlorpromazine, a powerful anti-psychotic drug used in the treatment of mental disorders such as schizophrenia.

Thorazine is an effective treatment against the deterioration of mental health caused by conditions in the wasteland.

Compared to alcohol and mentats, Thorazine restores a much greater amount of sanity and carries no risk of addiction, the downside being that it is fairly rare and can only be obtained at great personal risk, usually necessitating mass-murder and a large loss of sanity. A single dose of Thorazine restores 10 points of sanity.

Thorazine is extremely rare and Survivors are highly unlikely to find it when necessary. It is recommended that if Survivors must replenish sanity they simply consume alcohol rather than search for thorazine.

Thorazine should be saved until its use is absolutely necessary.

## Locations

* A single dose is located on a table in Parsons State Administration
* May be found in wall mounted and other first aid boxes at the following locations:
	+ Medford Memorial Hospital
	+ Milton General Hospital
	+ Mass Bay Medical Center
	+ Kendall Hospital
Jeremiah Cole's Journal

**Jeremiah Cole's Journal** is a note found on a Hunter on The Island, near Rayburn point.

## Transcript

"A man must look out for his own family. He brings fresh meat to the table 'n do good to keep em safe. He ain care bout, ain fear bout, no man but thems in his family. But the god... she's a cruel ghost. She shows ya things. Dark things. Makes ya see bad things and know things ya shouldn't. And in that fog there be monsters. Sometimes ya see yousself in that fog... and it makes you think. "
Henry Brewerl's Journal

**Henry Brewerl's Journal** is a note found on a Survivor inside South Boston High School.

## Transcript

"Used to be that stars told stories. The past, the present. The future. All was written if you knew how to read 'em. But then we blocked them out with our bright city skylines and an endless stream of headlights. You'd have to really go off the beaten path to find a nice spot to star-gaze. But the night of the 23rd, they all came back - like the flip of a switch. There was a sad beauty there. "
Doctors and Merchants

Fallout: FROST greatly reduces opportunities for trading or getting medical treatment for the Survivor.

While some vendors and doctors remain, they are far and few, with some even constantly traveling the Commonwealth, changing their locations regularly.

The list is currently incomplete.

## Doctors

With medically trained personel being in very short supply, the cost for medical services, even when provided by staff in the Survivor's own settlements, is rather steep ranging from 500 caps for curing addictions, 400 caps for a rad scrub and 150 to 350 caps for tending to bruises, broken bones and diseases.

* Survivor northwest of ArcJet Systems. Has a freely usable cooking station, a weapons workbench and a mattress. Surviors should take note, that the area is highly irradiated.

* One traveling doctor that can be encountered at certain locations. She can be recruited to a settlement if there is a surgical settlement and at least 20 settlers
* Linda Shaw in Downtown
* Medical personel in settlements, if the Survivor builds the respective store

## Merchants

Despite the rather dire situation of the Commonwealth, many vendors not only have a suprisingly large variety of goods available, but also will restock frequently.

Survivors should take note, that vendors seem to have adataped quickly to some of their clientel succumbing to the post-war mental pressures, and will happily rob these blind by charging maximum prices for items bought, while handing out pocket money for items sold. Suvivors with extended knowledge in trading will not be subject to the full extend of these scams, though, regardless of their mental state.

* Survivor near D.B. Technical High School. Has a freely usable power armor station, cooking station, weapons workbench, chemistry station and sleeping bags.

* Mr. Handy at the Science Center Gift Shop

* Survivor south of coastal cottage. Has a freely usable cooking stove.
* Traveling survivor mainly dealing in armor in random locations

* Survivor on a rooftop west of the Custom House Tower. Has freely usable armor and weapons worbenches, as well as a cooking station.
* Survivor southeast of Walden Pond. Has a usable bed. And cats.
* Big Ozzy in "Handy Hardware" (Downtown)
* Ciampa in "Ciampa's Bar" (Downtown)
* "The Buyer" in the Downtown Bar
* Traders in settlements, if the Survivor builds the respective stores

## Notes

* Merchants no longer have fusion cores on offer, which should be taken into consideration, when planning to rely on power armor.

* The FROST - Eleanor Restored as Vendor mod available on Nexusmods restores Eleanor from the base game as an additional vendor. See the mods for FROST page for more mods.
Wolf's Journal

**Wolf's Journal** is a note found on a Survivor in Hardware Town.

## Transcript

"I found myself thinking about Old Man Sawyer last night. Remembering all his lectures about life on the surface... About the heartless men that dared tread its scorched ground. And it occurred to me that if he saw me now, he would call me one of them. Just another Wolf, preying on the weak."
Casey Walter's Journal

**Casey Walter's Journal** is a note found on a Survivor in the Apartments above the diner near Parkview Apartments.

## Transcript

"Yes, the sun is hidden behind the clouds, but it shines on just as bright. There will be better days. We'll come back from these dark days and maybe laugh together again, like we used to."
Torn Page

The torn page is a note held in the hand of a hanging skeleton in the interior of the FMS Columbia.

*"but deep in the pool there was lying a serpent, and the serpent sensed the sweetness of the flower. It rose out of the water and snatched it away, and immediately it sloughed its skin and returned to the well. And there Gilgamesh sat down and wept."*
Lyssa's Journal

**Lyssa's Journal** is a note found on the body of a Survivor in Parsons State Insane Asylum.

## Transcript

"I felt the call. We all did. The Maldenmen heard it and the Themans heard it too. Parsons beckons. We use the key and we get in before the locks reengage. We fight our way to the lowest level and we find out what this was all for. Today we end it."

## See Also

Holy Order

The Book of Whispers
Complete Record of the Full Unhindered Truth

Complete Record of the Full Unhindered Truth is an entry found on a lone hostile surivor underground wearing a Vault 114 Suilt.

Transcript

"Complete Record of the Full

Unhindered Truth

by the esteemed Dr. Soup Can

THE TRUTH IS OUT THERE

Them Gov't workers think they can

just trot all over us thinking that Bush did

[remaining entry torn off]
Miles Heiman's Terminal Entries

**Miles Heiman's Terminal Entries** are entries found on a terminal in Boston Public Library.

## Transcript

### "Fresh Air"

"It's good to get out of the station every once in a while. I would say that the fresh air is a relief, but the air out here doesn't really apply. Besides, the people down there are intolerable. They spend their days drinking, smoking and gambling. Not one of them appreciates the finer things in life.

Well, maybe one.

Daisy, my love, let me take you above! Let us see all the wonders of the world, for this library holds them all!"

### Two Beating Hearts

"She said yes! We sneak out here every night after the guards pass out. Two gas asks and two beating hearts. We read to each other until the sun comes up. How I miss reading. Daisy wanted to bring the books back to the station, but we can't. They'll burn anything they get can their hands on."

### Just a Myth

"The guards caught me trying to return the masks. I took the fall, but Daisy doesn't want to make any more "midnight trips". She says it's too risky, keeps bringing up that kid of hers. Daisy says that she "has to be there for her". Since when is going topside dangerous? Ghouls are just a myth."

### Beef-Headed Troglodytes

"The drunks in the station have only escalated their abuse since the "gas mask incident". They amuse themselves by mocking my scabs and thinning hair. Daisy isn't safe either. It's only a matter of time before one of them gets their hands on her. I can't allow that."

### To Daisy

"I'm sorry, but it was the only way to show you. We never needed the masks. Radiation can't hurt us!

I opened the doors to the station. All those brutes that laughed at us and burned our books - they're gone now!

Your daughter will be like us, I know it. She'll get better and when she does we can run away together. We'll be a family."
Lantern

Clockwise: No lightsource, torch (torch not not visible), lantern/mining helmet, Eye Bot lantern

### BaseID

See table

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

## Overview

With their Pip-Boy light non-functional, and nights becoming exceptionally dark, Survivors are likely to blindly stumble into their doom by falling off ledges, running into traps or bumping into hostiles.

Disortientation in labyrinthine locations also poses a serious risk, aside from possible frustration.

While torches can mitigate the lack of lighting to a certain extend, they not only blind the Survivor, but also have a rather limited range and disturb vision with their flickering.

Worse, they require to be held in hand, and while they can be used quite effectively as weapons, they will often have the Survivor lose time, and quite possibly a limb or two, before being able to pull out a baseball bat to end unwanted attention.

Lanterns provide for superior, non-flickering lighting and do not require the Survivor to hold them. While 1 lbs heavier than a mining helmet, they can be worn with any type of apparel, with a notable example being the hazmat suit.

## Lanterns in FROST

 Lantern

Both types of lanterns, as well as the torch can be crafted.

## Locations

While the Eye Bot Lantern, Lantern and the Torch are also craftable they may be found as loot on other inhabitants of The Commonwealth.
The Book of Whispers

**The Book of Whispers** is a note found on the body of a Maldenman in Parsons State Administration.

## Transcript

"Here the Voice dwells, beneath and within. The Serum, the Crown. An Angel outside.

This Fortress, this Chapel, so steeled against invaders, shall not fall but linger. Our Master's fate lies with another survivor."

## See Also

Holy Order

Lyssa's Journal
Deer

Can turn you into their game

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

## Overview

Deer are one of the creatures mutated by the radiation within the Commonwealth. They are the ancestors of Radstags , which are found by the year 2287 and share similar traits.

They can be found named as either "Deer" or "Doe". Doe usually run away at the first sign of trouble, but male deer are extremely territorial; much more so than their vanilla counterparts. They are not be underestimated.

If their territory has been invaded, they will not hesitate to charge at the threat and gore it with their sharp and jagged horns.
B'gnu the Humble's Journal

**B'gnu the Humble's Journal** is a note found on a Maldenman inside Dunwich Borers.

## Transcript

"Great and powerful Ug-Qualtoth hear our prayers. We have sacrificed many to you pits, yet you show us no mercy. We cry and plead for you to be merciful. Haunt our people no longer! Free Malden from the Angel's grasp! We are ever faithful, still.

For we know now what you require. We know that the flesh of the unfaithful is unworthy for you! We know that the only way to save our home is to sacrifice ourselves willingly. And so we go."
Daniel Beasly

Did your god judge you, or was it just yourself, Daniel?

**Daniel Beasly** is a character in Fallout: FROST. He can be found in the second floor of the church in Salem.

## Overview

Known as "Father Daniel", is the leader of the Themis Cult. During the first months after the war, he transformed from being a friendly believer who wanted to help others, to a Christian extremist. He started to suffer from depression after a good friend of him, Evelynn Rache, died of radiation poisoning. Daniel and others turned into ghouls, making them immune to radiation.

Years later, he came to the conclusion that radiation is part of a "holy essence". He turned into a feral ghoul, while his followers believed that he had become a "vessel for the Holy Spirit". They locked him up, believing he would create new holy scripture, the Gospel of Themis.

It is unknown how he died as a feral, he might have committed suicide in a last moment of sentience, or died during the transformation into a feral ghoul. He can be found on a sofa, surrounded by children's toys.

## Trivia

The name Daniel means "God is my judge" and is of Hebrew origin.
Convert's Note

**Convert's Note** is a note found in the Subway Line connected to West Roxbury Station, on a mattress.

## Transcript

"Fire is the great balancer. Before the War, we were lagued by the domination of the poor by the fat-cat elite. But here... in the tunnels... we are all equal. Blood is our inheritance. Great or small, the New World is what we make of it. My friends back at the station may think otherwise, but I tell you now; the New World does not judge. The New World is free.

Today I give myself over to them. Let this journal be a record of the TRUE PATH."
Alan Finch

Alan turned Atreus

“*Sometimes I remember... I remember a time before the Angel [...]

But that was the Old World [...]*”
—Atreus Finch's Journal
**Alan Finch** (alias **Atreus Finch**) is a character in Fallout: FROST.

## Overview

Alan Finch, now known as Atreus Finch, is the leader of the Maldenmen and is found inside Medford Memorial Hospital.

Before he was driven into murderous insanity, he and his brother Corwin Finch had been relentlessly stalked by a horrific creature known as Ithaqua. Believing he could trap the beast, he lured Ithaqua down Old Gullet Sinkhole into Maldenline.

Shortly thereafter, Ithaqua escaped the sinkhole and followed Alan back to an occupied section of the metro, where Ithaqua gruesomely butchered all the residents of the subway as Alan watched helplessly. This may have sparked the start of Alan's insanity.

After this tragedy and encounters with the Voice at Parson's State Asylum, Alan Finch succumbed to his insanity, changed his name to Atreus Finch, and founded the faction called the Maldenmen.

As the leader of the Maldenmen, Atreus Finch and his fellow Maldenmen worship the Voice and believe that Ithaqua is the "Angel of Malden", a divine being sent by Uq-Qualtoth, worshipped at Dunwich Borers, to cleanse sins of the "Old World".

Incidentally, the location of Ithaqua's new den also served to protect Malden from other metro factions.

## Trivia

Known as the King of Mycenae in Greek mythology, Atreus and his brother took the throne of an absent King. His name translates quite literally into "fearless".
Property of Marcus Ischar -Sic Semper Tyrannis

**Property of Marcus Ischar -Sic Semper Tyrannis** are entries found on a terminal in the Liberty VI Captain's Quarters.

## Transcript

### Sic Semper Tyrannis

"|This Always to Tyrants| I remember sitting at a broken card-table all those years ago, repeating the words, as if that basement was the floor of the Roman Senate. We thought we could make a difference; free ourselves from the bonds of tyranny. But what do we have to show for it? I'm a goddamn smuggler and everyone else at that table is dead now. I know my part."

### Nearly There

"Found some good people. Brought 'em to the Liberty. Plenty of rations, weapons. This place is really starting to come together. Even got them some old uniforms for when the Bishop returns. I'll tell him they were part of the crew. It's not like he knew us well enough to tell the difference.

Then we finish this."

## See Also

Order Form

Troy Bishop's Journal

Operation Log