recursal/Fanatic-Fandom huggingface dataset:
Alpha glowing mongrel (Fallout 76)

**Alpha glowing mongrel** is a creature in *Fallout 76*.

## Background

The following section is transcluded from Dog. To modify, please edit the source page.
The domestic **dog** (Latin: *Canis lupus familiaris*) is a canid that is known as man's best friend. The dog was the first domesticated animal and has been widely kept as a working, hunting, and pet companion. Though most breeds of dogs remain largely un-mutated by radiation exposure, some modified or mutant varieties do exist. The Master created centaurs by mixing dog, human and brahmin in the FEV vats. Dogs were also subject cyberization, which resulted in cyberdogs.

## Characteristics

Main article: Dogs (Fallout 76)
Mongrels are always found in the wild, and are hostile by default. They travel in in packs of 2-4, usually containing a single alpha mongrel which is stronger than the others. It is a free-for-all when they attack, attempting to swarm and overwhelm their prey, but they will retreat if gravely injured.

### Drops

* Mongrel dog meat
* Various bones

## References

1. ↑ Enclave field terminals; Enclave Field Research Terminal, Field Entry: Dog (feral)
2. ↑ Fallout Bible 1
Fallout Bible 0: *"**3. Are the radscorpions a product of the FEV virus? When you talk to the doctor, Razlo, in Shady Sands, he tells you that they were once American Emperor Scorpions but that he has no idea how they mutated because radiation alone couldn't have done it. For that matter, what about all of the other creatures of the wasteland? Which ones have been mutated by FEV and which ones haven't? Maybe in the bestiary each creature could have a stat that shows it's level of FEV infection.**"*
*"Answer:*

	* *The radscorpions are a result of a combination of radiation and the FEV virus, and Razlo in Shady Sands is correct - they were originally Emperor Scorpions that have grown... big.*
	* *FEV-Infected Critters in the wasteland include almost all the ones you've seen in F1 and F2:*
	*Mantises.*
	*Most species of rats.*
	*Gecko lizards.*
	*Brahmin*
	*Scorpions*
	*Ants*
	*Various varieties of plants, including the Venus Flytrap.*
	*Rumor has it some dogs were affected, but no one's seen any, so for now that's just rumor. Of course, the centaurs are a mash of human, dog, and various other parts... but hey, who knows how that mutation came about. Grey was probably messing around in one of his labs.*
	* *Creatures not mutated by FEV probably did not survive the aftermath of the Great War, with the possible exception of cockroaches... and perhaps normal ants, though there are FEV-infected versions of these species.*
	* *No one knows where those bird noises in Vault City came from.*
	* *I'll try to include a chart of FEV-infected creatures in future additions as well as other critters that you may not have seen in F1 and F2. Most likely a great majority of insects were affected (they tend to breed much faster, and their mutations tend to become evident pretty quickly as the generations advance), possibly beetles, some spiders, cockroaches, and other creatures."*
Alien power module

The **alien power module** is an Energy Weapons ammunition of alien origin found in the *Fallout 3* add-on *Mothership Zeta*.

## Characteristics

* The alien power module is very similar to the alien power cell in appearance.

### Weapons using this ammunition

* Alien atomizer Mothership Zeta
* Alien disintegrator Mothership Zeta
* Atomic pulverizer Mothership Zeta
* Captain's sidearm Mothership Zeta
* Destabilizer Mothership Zeta
* Drone cannon Mothership Zeta
* Drone cannon Ex-B Mothership Zeta

## Locations

They are found commonly in "alien crates" and the inventories of almost every enemy aboard Mothership *Zeta*. It should be noted that when picking up any alien weapon which uses this ammunition the contents of its magazine are transferred to the player's inventory, so picking up all available alien weapons is advisable, even if they are only to be dropped later.

## Notes

* At the end of *Mothership Zeta*, talking to Sally every 24 hours will give you a random alien item and around 40 alien power modules. However, you may or may not be informed that they have been added in your inventory. This means the alien power modules are unlimited, yet may take a while to accumulate in considerably large amounts.
* It is identical in look to the alien power cell, however is much more common and is used in more weapons.

## Bugs

* PC PlayStation 3 Xbox 360 The alien power module uses the standard item collection sound when being taken, instead of the ammunition collection sound.
All-purpose science suit

The **all-purpose science suit** is a unique piece of clothing in *Fallout: New Vegas*.

## Characteristics

A special science suit made by the Followers of the Apocalypse for high risk missions into hospitals and labs with high resistance with special polymers woven into the suit. An on-board computer system allows for easier programming and calculating advanced formulas.

It provides a damage threshold of 13 as well as a bonus of 5 to Science and can be repaired with scientist outfits.

This armor has the highest damage threshold-to-weight ratio in the game.

The suit was originally cut from *Fallout: New Vegas*, but was added into *New Vegas* with the 1.2 patch.

The suit appears the same as Enclave scientist outfit from Fallout 3, but differs statistically.

## Locations

* It is located in the Followers safehouse sitting on the one of the three beds in the building. The safehouse is acquired by gaining an Idolized reputation with the Followers of the Apocalypse, thus receiving the safehouse key from Julie Farkas.

## Notes

* This suit is physically identical to the Enclave scientist outfit.
* This suit is not in the Followers safehouse if you don't have the 1.2 patch installed on your console.

## Bugs

* PlayStation 3 It is possible to obtain multiple copies of the suit via deleting the patch 1.2 then re-downloading it, the all-purpose science suit will reappear on the bed.
* Xbox 360 After the new update (1.3), the safehouse may replenish it's weapons and armor and any stored items may be lost, meaning that you can get two copies of this armor.
Alyssa Park

**Alyssa Park** was the last elected politician of Jamaica Plain.

## Background

She, as the last elected Mayor of Jamaica Plain, and while running the city into a deficit, not only apportioned the funds to repair the basement of the city hall – although not the roof or plumbing, – but also for her pet project: the Treasures of Jamaica Plain. A time capsule designed to be opened in 2277, to remind their descendants of their place in history and that they will lay down the foundation of the future.

This colossal boondoggle consumed all the funds it could, taking up most of the basement. Marble floors and state of the art automated security systems were installed to guard the treasure. Which was, apart from the Revolutionary era antiques, battlefield mementos, a journalists life work and donated baubles from local facilities. Needless to say, the exhibit was a disaster and very few visited. On October 23rd, 2077, with the Great War occurring outside, the janitor made one final entry and locked down the exhibit.

## Appearances

Alyssa Park is mentioned only in *Fallout 4*.

## References

1. ↑ Jamaica Plain terminals; Mayor's Terminal, Budget Statement
2. ↑ Jamaica Plain terminals; Janitor's Terminal, 7/31/77
3. ↑ 3.0 3.1 Jamaica Plain terminals; Janitor's Terminal, 10/4/77
4. ↑ The Treasures of Jamaica Plain
5. ↑ Jamaica Plain terminals; Janitor's Terminal, 9/12/77
6. ↑ Jamaica Plain terminals; Janitor's Terminal, 10/18/77
7. ↑ Jamaica Plain terminals; Janitor's Terminal, 10/23/77
Alien Archivist

**Alien Archivist** is an achievement/trophy in the *Fallout 3* add-on *Mothership Zeta*.

## Requirements

Collecting all 25 alien captive recorded logs.

## Notes

* Upon completion of the add-on, you are only able to access the bridge, engineering core, steamworks, and holding cells (all other areas are inaccessible). Therefore, in order to get this achievement, the player will need to collect all the recordings while playing through the add-on's storyline.
Andrews

“
Careful in there - he's tougher than he looks.

”— Otho, *Fallout: New Vegas*
Sergeant **Andrews** is an NCR trooper captured by Caesar's Legion in *Fallout: New Vegas*.

## Background

Andrews was captured alive by the Legion was brought back to the Fort. Now he fights in the the arena. Before the Courier arrives he has already been challenged once and survived.

## Interactions with the player character

### Quests

* *Laurifer Gladiator*: Andrews is the second opponent Otho sets up for you to fight.

## Appearances

Sergeant Andrews appears only in *Fallout: New Vegas*.

## Bugs

* Xbox 360 When exiting Caesar's Tent after killing Andrews in the arena, his corpse may launch hundreds of feet up out of the arena and come crashing down somewhere nearby.

## References

1. ↑ The Courier: *"I'd like to fight in the arena."*
Otho: *"There's a captured NCR trooper available - Sergeant Andrews. He's already been challenged once and survived, so he should be a worthy opponent."*
(Otho's dialogue)
Alice

**Alice** may refer to:

Characters
* Alice Hostetler, daughter of Don Hostetler in *Fallout: New Vegas*.
* Alice McBride, resident of Novac in *Fallout: New Vegas*.
* Alice McLafferty, the leader of the Crimson Caravan in *Fallout: New Vegas* and *Van Buren*, the canceled *Fallout 3* project by *Black Isle Studios*.
* Alice, a Eastern Brotherhood of Steel recruit in *Fallout Tactics: Brotherhood of Steel*.

Real-life person
* Alice MacDougall - an Artist who worked on *Fallout Tactics: Brotherhood of Steel*
Aluminum oil can

The **aluminum oil can** is a junk item in *Fallout 4*.

## Characteristics

This small pump can provides one steel when broken down, and contains two oil. Despite the name, the can contains no aluminum.

## Locations

* Aluminum oil cans can be found in and around toolboxes and garages throughout the Commonwealth.

## Gallery

* Common variant
* Rare variant
Alien blaster (Fallout 4)

“
If the conspiracy theorists are to be believed, Earth has been visited by an alien species on several occasions. These "Zetans" are said to be armed with powerful energy beam weapons that can completely disintegrate enemies.

”— *Fallout 4* loading screen
The **alien blaster** is a unique weapon in *Fallout 4*.

## Background

The alien blaster is an advanced piece of alien weaponry (by Earthling standards) that fires high energy bolts of blue plasma.

## Characteristics

Combined with a high damage output and rate of fire, as well as a moderate range for a pistol, the alien blaster easily surpasses all other unmodified energy pistols, as well as unmodified conventional pistols for that matter. The only initial downside is the fact that ammunition is limited to the finite number of rounds found in the cave where the alien is hiding. However, this is easily remedied with the fusion mag modification which changes the ammunition type to fusion cells.

## Locations

* Found inside a cave after inspecting the UFO crash east of Oberland Station and north of Vault 81.
* A unique version is received from Dara Hubbell for completing her quest.
Alice McBride

“
Novac might just become the next Nevada boom town.

”
**Alice McBride** is a talented cook living in Novac in *Fallout: New Vegas*.

## Background

Alice and Dusty, her husband, are the salt of Novac's earth. Honest, hardworking, and married for more than 50 years, they've seen much of what wasteland has to offer. Despite that, their love is as strong as ever as they continue to raise brahmin together in Novac. Dusty's the man in charge of the brahmin, while Alice specializes in processing their meat into edible steaks - Dusty keeps joking it's the thing keeping him at her side - but their business recently ran into trouble. For the past several weeks, someone has been killing their brahmin each night. They don't steal them, don't eat them, they just gun one brahmin down each night. The McBrides are at the end of their wits, especially since they're down to half their herd. Any longer and they'd be denied a livelihood.

## Interactions with the player character

### Quests

* *The Screams of Brahmin*: Alice offers a bit of information on the quest.

## Inventory

 Carried items
 Drops on death

## Appearances

Alice McBride appears only in *Fallout: New Vegas*.
Aluminum can

The **aluminum can** is a junk item in *Fallout 4*.

## Characteristics

Discernible from regular tin can by its shiny silver color, aluminum cans can be broken down into two aluminum.

## Locations

* Aluminum cans can be found in trash cans, dumpsters and garages throughout the Commonwealth.
* Cambridge Polymer Labs: at least five cans are found throughout the facility.
Ambassador Crocker's suit

**Ambassador Crocker's suit** is a set of clothing that can be found in *Fallout: New Vegas*.

## Characteristics

Ambassador Crocker wears a three-piece suit, crafted from a rough fabric of mixed gray/brown color, with embroidering on the vest. His shirt is beige, crafted from a similarly rough fabric, worn with a gray tie embroidered like the vest. A small silver chain links two vest pockets, while the final touch is provided by a boutonnière; the state flower of California, in the left breast pocket.

When worn by a female, this suit is converted into an empire-style dress worn with a corset, with the same flower placed on the dress above the left breast.

This suit provides a damage threshold of 1, and cannot be repaired, except by non-player characters.

## Locations

This suit is only found at the NCR embassy on the person of Ambassador Crocker.

## Notes

Killing Crocker, will immediately cause NCR infamy, as well as the soldiers inside the embassy and outside the Strip to become hostile towards the Crocker's assassin. Killing Crocker will start the quest Don't Tread on the Bear! (if not already given this quest), only to immediately be failed by default, due to his death.

## Bugs

The Pip-Boy icon for the suit shows the icon for the Boomer flightsuit.
All Work and No Play

**All Work and No Play** is a repeatable quest in *Fallout Shelter*.

## Synopsis

*Rubarb has found another Vault to liberate. Time to head out and rescue Overseer Chang from the Raiders!*

## Objectives

*Rescue Overseer Chang from Rubarb's Raiders.*

## Dialogue

* *Phew! I was afraid I'd have to dance.* (\_RaiderLine\_1);
* *This is going about as well as I expected.* (\_RaiderLine\_2);
* *Oh my goodness! What a disaster!* (\_Conversation\_1\_NPCStart\_1);
* *Rubarb's Raiders came here and started wreaking havoc!* (\_Conversation\_1\_NPCStart\_2);
* *But one of them was wearing this terrible cologne...* (\_Conversation\_1\_NPCStart\_3);
* *And it attracted a Deathclaw!* (\_Conversation\_1\_NPCStart\_4);
* *Cool.* (\_Conversation\_2\_NPCEnd\_1);
* *Don't say we didn't give you a chance!* (\_Conversation\_2\_NPCEnd\_2);
* *Just that way. But be careful! Because, you know... Deathclaw.* (\_Conversation\_2\_NPCEnd\_3);
* *Tell you what. Take this. It might protect you. But probably not.* (\_Conversation\_2\_NPCEnd\_4);
* *Whoa whoa whoa! Don't shoot!* (\_Conversation\_2\_NPCStart\_1);
* *We don't want no trouble!* (\_Conversation\_2\_NPCStart\_2);
* *Rubarb sent us here, but then the Deathclaw came, and...* (\_Conversation\_2\_NPCStart\_3);
* *Look. We just want to get out alive. Cool?* (\_Conversation\_2\_NPCStart\_4);
* *Cool.* (\_Conversation\_2\_Team\_1);
* *No. So totally NOT cool.* (\_Conversation\_2\_Team\_2);
* *Fine. But where is Overseer Chang?* (\_Conversation\_2\_Team\_3);
* *Ya bunch o' cowards! Can you at least lend a hand?* (\_Conversation\_2\_Team\_4);
* *First Raiders then a Deathclaw. I think it might be time to resign.* (\_Conversation\_3\_NPCStart\_1);

Template:Navbox quests FOS
Allied Technologies offices terminals

The **Allied Technologies offices terminals** are, naturally, a collection of terminal entries that can be found and read throughout the Allied Technologies offices in *Fallout: New Vegas*.

## Broken Terminal

**Note:** *There are two desk terminals, one is located on the counter, the other is on a desk, inside the Office and Break Room.*

ERROR 0x0AABFF00

"Primary power source unavailable"

"Check all cords and plugs for connection"
Alien power cell (Fallout: New Vegas)

The **alien power cell** is a type of ammunition in *Fallout: New Vegas*.

## Characteristics

The alien power cell is a luminescent blue cartridge that aliens use as ammunition for their weapons.

## Locations

These can only be obtainable if you have the Wild Wasteland trait. The alien captain (located near the hovering alien ship) will drop up to around 222 alien power cells along with the alien blaster. If you have the Scrounger perk, the maximum is raised to 272.
Ancient behemoth

**Ancient behemoth** is a creature in *Fallout 4*.

## Background

Main article: Behemoths (Fallout 4)These monstrous, elderly Institute super mutants are a result of the mutation failing to stabilize, resulting in uneven growth and creating warped, twisted creatures that would seem pitiful, if they weren't so strong. The side-effect was known ever since Edgar Swann, one of the first test subjects, experienced the transformation, but the Institute never bothered to eliminate the flaw from their experimental strains.

## Characteristics

The behemoth is an extreme threat on the ground and in the open, thanks to its ability to hurl boulders, close distance, and smack what survives with whatever it uses as a mace. Dealing with it at a distance using high damage weapons is recommended, as its high damage resistance will typically soak damage up.

## References

1. ↑ The Sole Survivor: *"Do you remember Edgar Swann?"*
Brian Virgil: *" "*
(Brian Virgil's dialogue)

**Ancient behemoth** is a creature in *Fallout 4*.

## Background

Main article: Behemoths (Fallout 4)These monstrous, elderly Institute super mutants are a result of the mutation failing to stabilize, resulting in uneven growth and creating warped, twisted creatures that would seem pitiful, if they weren't so strong. The side-effect was known ever since Edgar Swann, one of the first test subjects, experienced the transformation, but the Institute never bothered to eliminate the flaw from their experimental strains.

## Characteristics

The behemoth is an extreme threat on the ground and in the open, thanks to its ability to hurl boulders, close distance, and smack what survives with whatever it uses as a mace. Dealing with it at a distance using high damage weapons is recommended, as its high damage resistance will typically soak damage up.

## References

1. ↑ The Sole Survivor: *"Do you remember Edgar Swann?"*
Brian Virgil: *" "*
(Brian Virgil's dialogue)
Alpine River Cabins Complaint

**Alpine River Cabins Complaint** is a voice holotape in *Fallout 76*.

## Location

* Alpine River Cabins: On a table near one of the cabin entrances.

## Transcript

Gabe Ramses: Hi, this is Gabe Ramses, and I am leaving this message to inform the Parks and Rec Department of the horrible experience my family and I had this week at the Alpine River Cabins! We were all looking forward to a nice, weekend getaway in the wilderness, but between the constant shaking in the cabins, rodent swarms and blood-curdling screams, I'm more stressed than I was before! My boys were so upset they swore they saw the picture frames spinning on the walls! My tax dollars pay your salaries, so I demand recompense or you can bet I'll do my darndest to make sure that money is in someone else's pockets next election! And one more thing! Maybe you could get off your lazy butts and pick up some of the garbage here. The place is filthy! I know all the recent hub-hub about atomic war, but that doesn't mean the place has to look it was just hit with a nuclear bomb!
Alien crystal

**Alien crystals** are miscellaneous items which are added to *Fallout 3* in the *Mothership Zeta* add-on.

## Variants

### Large alien crystal

Gameplay article: Mothership Zeta
A small orange crystal that can be found in alien quarters. It serves no purpose other than trade or house decor.

### Small alien crystal

Gameplay article: Mothership Zeta
Small green crystals that are worth less than the large alien crystal. They serve no purpose other than trade or house decor.
Alien

**Alien** may refer to:

Characters and creatures
* Zetan aliens
* Aliens
	+ Alien (Fallout 3)
	+ Alien (Fallout: New Vegas)
	+ Alien (Fallout 4)
* Alien captain
* Alien worker

Consumables
* Alien squid food
* Alien worm food
* Alien biogel

Weapons
* Alien atomizer
* Alien blaster
	+ Alien blaster (Fallout)
	+ Alien blaster (Fallout 2)
	+ Alien blaster (Fallout 3)
	+ Alien blaster (Fallout: New Vegas)
	+ Alien blaster (Fallout 4)
	+ Alien blaster (Fallout Shelter)
* Alien disintegrator

Other
* Alien Archivist
* Alien captive recorded log
* Alien epoxy
* Alien homing beacon
* Alien power cell
	+ Alien power cell (Fallout 3)
	+ Alien power cell (Fallout: New Vegas)
* Alien power module
* Alien crystal
	+ Large alien crystal
	+ Small alien crystal
* Alien crash site
* Alien drone
* Alien ship
* Alien homing beacon
Alien blaster (Fallout 76)

“
If the conspiracy theorists are to be believed, Earth has been visited by an alien species on several occasions. These "Zetans" are said to be armed with powerful energy beam weapons that can completely disintegrate enemies.

”— *Fallout 76* loading screen
The **alien blaster** is a unique weapon in *Fallout 76*.

## Background

A rare occurrence to find one that's still functional, the alien blaster is an advanced piece of alien weaponry (by Earthling standards) that fires high energy bolts of blue plasma.

## Characteristics

Combined with a high damage output and rate of fire, as well as a moderate range for a pistol, the alien blaster easily surpasses all other unmodified energy pistols, as well as unmodified conventional pistols for that matter. The only initial downside is the fact that ammunition is limited to the finite number of rounds found in the cave where the alien is hiding. However, this is easily remedied with the fusion mag modification which changes the ammunition type to fusion cells.

## Crafting

The above template is generated from Template:POST Weapon Ranged AlienBlaster. For corrections, edit the target template.

## Modifications

### Barrel

Modifications list | Mod
Superior range and sighted accuracy. Better recoil. Poor hip-fire accuracy.

* Range multiplier: +1
* Accuracy (sighted): +25%
* Value: +20%

* Accuracy: -25% (-10% sighteD)

 Short Barrel
Standard.

* Range multiplier: +1
* Accuracy (sighted): +20%
* Value: +10%
* Weight: +10%

### Grip

Modifications list | Mod
Better recoil and hip-fire accuracy.

* Accuracy (hipfire): +12.5%
* Accuracy (sighted): +5%
* Sight transition: -1.5%
* Value: +20%
* Weight: +5%

 Standard Grip
Standard.

### Magazine

Modifications list | Mod
Reduced damage and ammo capacity. Changes ammo type to Fusion Cells.

* AttackDamage: -20%
* Value: +50%
* Loads regular fusion cells
* Energy damage: -20%

 Standard Mag
Uses standard Alien Blaster Rounds.

* Loads alien blaster rounds

### Sights

Modifications list | Mod
Standard.

* Value: +25%
* Weight: +25%

### Cosmetic

All cosmetic skins are available exclusively through the Atomic Shop.

## Locations

* At the crash site by the big area on the map it has a big orange glow to it and it's hard to miss.
* Toxic Valley: Located to the southeast of the dry toxic lake bed, in an opened safe, next to a rusty key. The safe is just under the surface of the toxic water.

* The safe is next to the gentleman in the carbon fiber power armor
Alice (Fallout Tactics)

**Alice** is a Eastern Brotherhood of Steel recruit in 2197.

## Background

Alice is Max's sister. The two of them used to practice barbecuing brahmin with a flamer. Eventually they realized it would be easier to kill the brahmin first. Strong and stupid.

## Appearances

Alice appears only in *Fallout Tactics: Brotherhood of Steel*.
Alien worm food

The **alien worm food** is a consumable item in the *Fallout 3* add-on, *Mothership Zeta*.

## Characteristics

It is a strange worm-like creature served on a metal tray, that is used by the aliens as a food source. Alien worm food replenishes a very minor amount of health, so it is seemingly a "poor" consumable to regain lost health, when compared to other health restoration consumable items. However, since the food is weightless, a huge amount can be carried without fear of being weighed down.

## Locations

* Alien worm food can commonly be found on tables throughout all sectors of Mothership *Zeta*.
* It can also be found on aliens and alien workers.

## Notes

* The food sanitizer has no effect on this item.
Alien (Fallout 4)

The **alien** is a extraterrestrial creature found in a Commonwealth cave in 2287.

## Background

The only alien witnessed in the Commonwealth, this specimen's ship crash landed just in the woods west of Boston, and shambled into a cave. Severely wounded, its only choices were to die on a foreign planet or recuperate and form an escape plan.

## Characteristics

This alien is witnessed sitting at a makeshift camp within a cave, but immediately attacks once discovered. It does not have a lot of health, but the alien's blaster is highly damaging, the alien has plenty of ammunition to spare, and will fight until it is dead.
Allen

**Allen** may refer to:

Characters
* Sergeant Dennis Allen - a former Brotherhood of Steel member found dead in the Glow in *Fallout*.
* Allen Mack - Wally Mack's father in *Fallout 3*.
* Allen Loewentsein - an FEV test subject of Vault 87, mentioned in *Fallout 3*.
* Allen Marks - a murderer and Sunset Sarsaparilla star bottle cap hunter in *Fallout: New Vegas*
* Allen - a pre-War beatnik of the Sunshine Tidings Co-op mentioned in *Fallout 4*.
* James Allen, a member of the Bar Harbor Bowling League, mentioned in *Fallout 4* add-on *Far Harbor*.
* Allen - a Eastern Brotherhood of Steel mechanic from Bunker Epsilon in *Fallout Tactics: Brotherhood of Steel*

Real-life people
* Allen Rausch - Marketing Manager for *Fallout Tactics: Brotherhood of Steel*
Alien (Fallout 76)

The **alien** is a extraterrestrial creature found in *Fallout 76*.

## Background

Main article: Zetans
A footsoldier of the Zetan aliens. What are they doing here? Why are they hostile? The only thing that matters is that the aliens are here and they are angry.

## Characteristics

This aliens immediately attack once discovered. They do not have a lot of health, but each carries a blaster that is highly damaging. With plenty of ammunition to spare, they will fight until the death. Killing them fast is recommended.

## Background

Main article: Aliens (Fallout 76)
Main article: Zetans
The commander of the Zetan aliens on Earth. What are they doing here? Why are they hostile? The only thing that matters is that the aliens are here and they are angry.

## Characteristics

Main article: Aliens (Fallout 76)
This aliens immediately attack once discovered. They do not have a lot of health, but each carries a blaster that is highly damaging. With plenty of ammunition to spare, they will fight until the death. Killing them fast is recommended.

### Drops

* Alien blaster pistol
* Alien blaster round
* Circuitry (Fallout 76) and copper
Alien homing beacon

**Alien homing beacons** are teleportation beacons used by aliens in the *Fallout 3* add-on *Mothership Zeta*.

## Background

Launched from alien motherships, these beacons allow point-to-point teleportation between the ship and the impact site of the beacon. During the battle against the other mothership, one such beacon will accidentally be sent to Earth to the alien crash site, allowing the Lone Wanderer to use it for traveling between Earth and Mothership *Zeta*.

## Appearances

An alien homing beacon appears in the *Fallout 3* add-on *Mothership Zeta*.

## Bugs

* PlayStation 3 Xbox 360 Sometimes when you try to travel back to the mothership using the alien homing beacon, the Lone Wanderer will freeze.

## Gallery

* A beacon in use.
* A beacon on hold.

## References

1. ↑ Fallout 3 Official Game Guide Game of the Year Edition p.718:
**MZ1 Crashed Anomaly**
*"Almost directly north of the MDPL-13 Power Station (as you follow the line of power towers) you pick up an odd radio signal: You hear mainly static and then some eerie garbled speech you can't decipher. Locate the remains of a house; something has crashed straight through it, digging a furrow into the hillside. This is Recon Craft Theta, an Alien scout ship! Round the front of the craft to uncover a strange body, thrown from the cockpit. When Mothership Zeta arrives (which you are unaware of), as soon as you step close to the cockpit, you are grabbed by a tractor beam, and sucked up into an Alien spacecraft to begin **Add-on Quest: Not of This World**."*
**MZ1 Alien Homing Beacon**
*"Once **Add-on Quest: This Galaxy Ain't Big Enough...** is completed and you return to the Capital Wasteland, Recon Craft Theta is gone (it's actually in the Hangar aboard the Mothership), and has been replaced by a Homing Beacon. Activate this Beacon if you wish to return to the Mothership for Elliott's aid, or you want to gather additional supplies from the chambers still accessible. You can come and go as you please."*
Alien mothership captain

The **alien mothership captain** (simply **alien captain** in-game) is the commander-in-chief of Mothership *Zeta* in 2277.

## Background

The alien captain is the leader of the alien forces on Mothership *Zeta*, equipped with a shiny sidearm and a shiny gray space suit. As the ship's captain, he has access to the defensive and offensive systems of Mothership *Zeta*; the shields and death ray respectively.

## Interactions with the player character

### Quests

* This Galaxy Ain't Big Enough...: The alien captain needs to be killed to secure the ship but he won't go down without a fight.

## Inventory

 Weapon
 Drops on death

## Notes

* The alien captain has the same statistics as the lowest level alien, so he doesn't put up much of a fight.

## Appearances

The alien captain appears only in the *Fallout 3* add-on *Mothership Zeta*.
Amari

“
Don't bother asking me about how the Memory Loungers work. I don't have time to teach the years of neural physiology it would take to understand.

”— **Doctor Amari**, *Fallout 4*
Doctor **Amari** is a Railroad sympathizer and operator of the Memory Den in 2287.

## Background

A specialist in dealing with memory retrieval and simulation, Doctor Amari is the brains behind the Memory Loungers at the Den. She focuses on her work with a passion, clashing with Irma, the owner. The reason? She feels the brothel decor is not a particularly good context for the incredibly advanced machinery operating within its halls.

## Interactions with the player character

### Quests

* Dangerous Minds: Amari helps discover the location of Brian Virgil.
* Memory Interrupted: .

## Appearances

Doctor Amari appears only in *Fallout 4*.
Ambassador Susanna Edith's final report

**Ambassador Susanna Edith's Final Report** is a holodisk in *Fallout: New Vegas*.

## Location

It can be found in the NCR Embassy on New Vegas Strip in Crocker's office.

## Transcript

Final Report - Ambassador Susanna Edith

The past two years serving as the NCR Ambassador to the Strip have been trying at best and downright horrid at worst.

Living here in New Vegas has been horrible. The accommodations here are barely serviceable, which is a deliberate and malicious act by Mr. House to hinder the NCR's efforts here in New Vegas. On top of that, I have constantly surrounded by drunken idiots who gamble away their money.

My work here has been fruitless. I've been unable to get anywhere with Mr. House (or actually meet Mr. House since all I have dealt with are his Securitron's that only serve to frustrate me further.) Still after all this time, we have been unable to find a common understanding between Mr. House and the NCR's goals for the area.

I look forward to returning home to the NCR and I wish my successor luck. You're going to need it.

Susanna Edith
Alien captain (Fallout 76)

**Alien captain** is a creature in *Fallout 76*.

## Background

Main article: Zetans
The commander of the Zetan aliens on Earth. What are they doing here? Why are they hostile? The only thing that matters is that the aliens are here and they are angry.

## Characteristics

Main article: Aliens (Fallout 76)
This aliens immediately attack once discovered. They do not have a lot of health, but each carries a blaster that is highly damaging. With plenty of ammunition to spare, they will fight until the death. Killing them fast is recommended.

### Drops

* Alien blaster pistol
* Alien blaster round
* Circuitry (Fallout 76) and copper
Angry Rick

**Angry Rick** is the bartender of Junction City's bar, The Pit, in 2197.

## Background

Angry Rick is a boyfriend of sorts of Casey Barrett and hates the Brotherhood. When the warrior comes, he reveals that he has the Robot Actuator, a part of a robot the Brotherhood needed, and that he won't give it to them. An ex raider, he speaks rudely about the Brotherhood but when confronted he asks for forgiveness and gives the robot part to the warrior.

## Inventory

 Weapon
 Carried items
 Drops on death

## Appearances

Angry Rick appears only in *Fallout Tactics: Brotherhood of Steel*.
American High School

**American High School** was a school before the Great War of 2077.

## Background

American High was the high school Borous attended during his childhood. A partial copy of the school was rebuilt in the Big MT's X-8 research center, where Borous was the pretend headteacher. It was used as a test area to subject test subjects to battling cyberdogs, protectrons, and other experiments while trying to retrieve three student records.

## Students

* Richie "Ball Lover" Marcus
* Borous
* Cherie O'Bannon
* Betsy Bright

## Notes

* The school won several sports awards in the 2050s.

## Appearances

American High is mentioned in the *Fallout: New Vegas* add-on *Old World Blues*.
Anchorage Cliffs

These **cliffs** are landmarks in the Anchorage Reclamation simulation in 2277.

## Background

The cliffs hold a United States Army outpost that were bombarded by Chinese forces, who allegedly killed more of their own forces in their artillery bombardment than American personnel. The Chinese also posted their elite dragoons throughout the caves within the cliffs watch the network, protected from the indiscriminate bombardment of the Chinese.

## Layout

The Anchorage Cliffs are the starting point of the simulation where you first meet Sergeant Benjamin Montgomery and the general outside area during The Guns of Anchorage. When you wake up, there is a craggy pathway leading forward to a platform with a Chinese soldier on it. The platform additionally has some crates with a health dispenser on them. The platform connects to another via a catwalk and that platform is connected to the other side of the cliffs with a long bridge. If continuing forward, there is an overlook with a sniper rifle, a frag mine and another health dispenser. However, going back, there are stairways that switch-back along the walls and lead to a shelter with some Chinese resistance, along with a Chinese assault rifle, an ammo dispenser, and some frag mines and grenades. Through the door is a large pipeline with a broken bridge. There is a Stealth Boy on some boxes up the path to the right. Continuing is a catwalk covered cliff side that leads to the cave outpost.

After exiting the cave outpost, you continue on with Sergeant Benjamin Montgomery down a pathway along the cliffs. This leads to some catwalks with a couple of Chinese soldiers on them. Nearby, there is a large white pipe that leads to a Very Easy locked field storage that contains an intel suitcase under the desk and the holotape "Bombardment". After passing a bridge that leads to another shelter, there is another Very Easy locked door that contains another intel suitcase on a control panel and the holotape "Goodbye". The passage has a path on the right that leads to the cave outpost. Alternatively, through the passageway is a doorway to the Chinese artillery outpost. There are two bunkers with Chinese resistance outside the doors.

## Notable loot

* An intel suitcase in the field storage at the end of the pipe and another in a door in shelter further in.
* The holotapes Anchorage Invasion holotapes "Bombardment" and "Goodbye".
* A sniper rifle on the outlook before the first shelter.
* A Chinese assault rifle in the first shelter.

## Appearances

These cliffs appear in the *Fallout 3* add-on *Operation: Anchorage*.

## References

1. ↑ Holotape - Bombardment
2. ↑ Operation Anchorage terminals; Chinese Terminal, Decrypted/Transcribed Volume 99x87x010
Alpine River Cabins

**Alpine River Cabins** is a location in *Fallout 76*.

## Background

This complex of rent cabins just off Highway 88 was known before the Great War for being haunted. Rather than being a manifestation of the supernatural, it appears that the entire operation was a contrived attempt to set the cabins apart and attract tourists.

## Points of interest

* Screams can be heard and the ground shakes every so often in this small group of cabins. The picture frames in the cabins spin and move in and unsettlingly, haunted manner. Doors can also be seen and heard closing by themselves without any contact with the player character or an enemy. They tend to close by themselves even a brief moment after being opened.
* The cabins surround a central point where the trails converge and contain minor loot. The cabin to the southeast also includes a locked safe for pilfering.
* Up the nearby hill there is a treehouse that contains a terminal. Currently set on automatic mode, you can individually select different modes. Including drawing more enemies or wildlife to the cabins as well as initiating all the haunting effects.

## Notable Loot

* Alpine River Cabins Complaint: On a table near the entrance of one of the cabins.
* Alpine River Cabins Guestbook: West of the cabins along a trail.
* Potential bobblehead: On top of the corner bunk bed, inside the southeast cabin.
* Potential bobblehead: On the floor under the corner bunk bed, inside the south cabin with the bear rug.
* Potential magazine: On the bottom bunk bed to the right of the bear rug, inside the south cabin (interior).
* Potential magazine: On the small circular metal table in the treehouse to the south of the cabins, next to the terminal that controls the "spooky" effects.
* Rita - The Fire Breather: On top of a safe inside the southern cabin.

Dynamic spawns
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## Appearances

Alpine River Cabins appears in *Fallout 76*.
Alexander

“
Business has been brisk. Something big's coming, I can feel it.

”
**Alexander** is a Gun Runner at 188 trading post in *Fallout: New Vegas*.

## Background

Gruff and terse, Alexander is an ambitious trade representative for the Gun Runners whose primary job is visiting Camp McCarran and Hoover Dam every week to collect orders from the Army's command for weapons and ammunition. The recent debacle on the I-15 forced him to relocate to the 188 trading post in order to conduct his business, primarily checking the stock and directing deliveries to meet the orders he's gathered. He dislikes being forced to do business at what's basically a backwater post to him. However, he knows it's not permanent and his income allows him to go down to the Strip every month, burn through a stack of money, and still have enough left over for the future.

Alexander is something of a collector, and holds on to any weapon modifications he might come across. Sometimes he might sell them at a decent markup.

## Inventory

 Weapon
 Carried items
 Drops on death

## Notable quotes

* ""
* ""
* ""
* ""

## Appearances

Alexander appears only in *Fallout: New Vegas*

## References

1. ↑ The Courier: *"What do you do?"*
Alexander: *"I'm a salesman. I swing through McCarran and the dam once a week or so to take orders. But lately I spend most of my time in this piss heap. Ever since the 15 shut down, all caravans come through here - right to me. I check the stock and direct deliveries onward to meet orders. Sure, it stinks to hang out here, but it won't be forever. Plus I can afford a monthly bender on the Strip and still build up my nest egg."*
(Alexander's dialogue)
2. ↑ The Courier: *"I figure a guy like you gets his pick of killing gear."*
Alexander: *"[SUCCEEDED] You might be on to something. I like to hang on to any weapons mods I run across... Take a look."*
(Alexander's dialogue)
Alex Keller

“
Look, no matter what, the whole damn Keller family is gonna ride this storm out, but you've got to get your ass home. Now!

”
**Alex Keller** was a National Guardsman in 2077.

## Background

Alex was a National Guardsman, and as a back-up plan to the Kellers' attempts to get reservations in a Vault, he stole the four-digit passcode to a bunker in the National Guard Depot to allow him and his family a place of safety for what he felt was an inevitable escalation of the Sino-American War. Unfortunately, his act of theft didn't go unnoticed, and he was arrested. Before being taken into custody, he was able to send one of the code's digits each to his father and three siblings.

## Appearances

Alex Keller is mentioned only in *Fallout 3*.
Allie Filmore

**Allie Filmore** (username **Filmore.A**) is the head of the Institute's Facilities division in 2287.

## Background

The head of the Facilities division of The Institute, Allie Filmore focuses on keeping the Institute's mechanical and electrical systems running smoothly. Her team maintains and upgrades all of the systems that make it possible to live and work in a place like the Institute, particularly the machinery that recycles the air and water and provides power to the laboratories and quarters. Their work might not be as exciting as some of the other departments, but it's at least as important (though often underappreciated by others).

One of her division's most important duties is power management. They scratch and scrape for every precious ounce of voltage, with the help of a few tricks that supplement their power budget. When necessary, they can tap into select sources on the surface, taking only what they need, of course. Their work is likely going to become easier, thanks to the efforts of Advanced Systems: Always working on new solutions to generate more energy, in response to the ever rising demands for energy.

## Interactions with the player character

### Quests

* Institutionalized: Filmore is part of the tour.
* Mass Fusion: Filmore helps retrieve the beryllium agitator.

## Appearances

Allie Filmore appears only in *Fallout 4*.

## References

1. ↑ Allie Filmore: *"   "*
The Sole Survivor: *"I just wanted to find my son and keep him safe."*
Allie Filmore: *" Now, I'll give you a quick run-down of the Facilities division, and then I'll answer any questions you might have afterward. As you might guess, we keep the Institute's mechanical and electrical systems running smoothly. We maintain and upgrade all of the systems that make it possible to live and work in a place like this. There's a lot of machinery behind these walls that recycles the air and water and provides power to the laboratories and quarters. The work we do might not be as exciting as some of the other departments, but it's at least as important. "*
(Allie Filmore's dialogue)
2. ↑ The Sole Survivor: *"It must be a challenge to meet the power demands of a place like this."*
Allie Filmore: *" Over the years, we've learned a few tricks that help supplement our power budget. When necessary, we can tap into select sources on the surface. We take only what we need, of course.   "*
(Allie Filmore's dialogue)
Alex Richards

Doctor **Alex Richards** is a Californian in the New California Republic Army who is the primary medical care provider at Camp Forlorn Hope in *Fallout: New Vegas*.

## Background

Once an idealistic citizen of the Republic, Richards had a good life as a doctor in the core lands of the Republic. His idealism drove him to join the NCR Army out of a sense of patriotic duty, to try and make the wasteland a better place. It worked for a while, as Richards was stationed near the Dam during the First Battle of Hoover Dam and witnessed the brutality of the Legion, the carnage of the battle, and the elation of victory.

Since then, however, his enthusiasm for service and the grand democratic project of the Republic have disappeared, replaced by weariness and exhaustion. Ever since he joined the garrison at Camp Forlorn Hope, the steady stream of wounded and maimed soldiers has numbed him to the point where he just wants to get home. But until he's discharged, he will keep fixing the soldiers up in the morning only to see them on his operating table in the afternoon. He will keep sewing them up, applying stimpaks, chopping of limbs, and more, just to make it to the end of another day.

Whiskey helps getting through the day in the chop shop called a medical center.

## Interactions with the player character

### Interactions overview

* Removes radiation.
* Restores crippled limbs.

### Quests

* Restoring Hope: The player is asked to help with the three patients in the medical center to aid with the personnel shortage.
* Medical Mystery: Richards keeps good stock of his supplies. The recent shortage of a number of important drugs has left him convinced that there's a thief in the Camp.

### Other interactions

* If one has the Confirmed Bachelor perk, Dr. Richards will address the player as "little buttercup", "[my] fine dear", say "I'm always a sucker for a pretty face" or exclaim that the room just got a little bit hotter, indicating that he's homosexual. Incidentally, if the player has the Wild Wasteland perk, a name in the credits says "Dr. Richards is a dude, and he likes dudes".

## Appearances

Alex Richards appears only in *Fallout: New Vegas*.

## References

1. ↑  G.E.C.K. ID: VCFHAlexRichards
2. ↑ Alex Richards: *"Quite a bit actually. I was stationed nearby during the first battle of Hoover Dam four years ago. I saw a lot of what happened firsthand."*
3. ↑ Alex Richards: *"I used to be a doctor back in California, but a few years back I got suckered into doing military work because it was my "patriotic duty.""*
*"Back then, I, like many idealistic men before me, thought it was a great idea and was excited about making the world a better place with the NCR."*
*"Now... I just want to get back home. I've had enough fighting and fixing up soldiers just to send them right back out to die to last a lifetime.*"
4. ↑ Whiskey bottles thrown away in the cart full of amputated limbs are definitely his.
Andre Michaud

**Andre Michaud** is a denizen of Far Harbor in 2287.

## Background

A denizen of Far Harbor, Andre had the misfortune of staying the fog just slightly too long. His organism couldn't cope with the strain and now he lies in Teddy Wright's clinic, suffering. He has lost everything to the island, including his husband, and plans on taking revenge... If he pulls through.

## Interactions with the player character

### Other interactions

* The player can cure Andre of his poisoning with Intelligence 8, Medic 2, or the mysterious serum.
* Once healed, he will swear revenge against the Island. The player can use persuasion to convince him otherwise.

## Inventory

 Carried items
 Drops on death

## Appearances

Andrew Michaud appears only in the *Fallout 4* add-on *Far Harbor*.
Angela and Diego

**Angela and Diego** are two paper notes in *Fallout 3*.

## Location

The fist note is added to the Lone Wanderer's PIP-Boy 3000 when overhearing Gary Staley talking to Angela Staley, his daughter, expressing concern over her and Diego's relationship. The other note is added to the Lone Wanderer's PIP-Boy 3000 when talking to Angela about Diego and choosing the "You're a woman. Just seduce him." option. Both "start" the unmarked quest *A Nice Day for a Right Wedding*.

## Transcripts

### Note 1

It seems that Angela Staley has a crush on Diego. Because he's a priest, he's been resisting her. I wonder if this is common knowledge in Rivet City?

### Note 2

It seems that Angela Staley has a crush on Diego. Because he's a priest, he's been resisting her. She seems to think that ant pheromones might help to seduce him.