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Zines from the Commonwealth
Zines from the Commonwealth is a multi-stage questline in Fallout Shelter, consisting of seven sequential quests. This page serves as an overview for these quests. Gallery FoS Zines from the Commonwealth all.jpg|Requirements, objective, rewards and description de:Magazine aus dem Commonwealth es:Revistas de la Commonwealth ru:Издания Содружества
Zing-A-Zing-A Zing Boom
"Zing-A-Zing-A Zing Boom" is a song written by Glen Moore and performed by Bob Crosby and The Bob Cats. While this song does not appear itself, it is included on the "Fallout Radio" Spotify playlist promoting the series.Fallout Radio - Spotify Other artists who have performed the song include Dean Martin.Zing-A-Zing-A Zing Boom - Dean Martin on YouTube Lyrics (Zing-a zing-a zing-a zing-a zing-a zing-a zing-a zing-boom) (Zing-a zing-a zing-a zing-a zing boom) A funny melody that keeps you singing (Zing-a zing-a zing-a zing-a zing boom.) And in your memory it keeps on ringing (Zing-a zing-a zing-a zing-a zing boom) Can work a charm on arm and arm when two hearts are clinging So take the one you love and start to dance You will find a one way ticket to romance While music is playing and dancers are swaying The gay cabellero may feel cupid's arrow You dance with a new love you may find a true love Who will say I do love and make your heart go zing-a zing-a boom. (Zing-a zing-a zing-a zing-a zing boom) You can't escape it once the music gets you (Zing-a zing-a zing-a zing-a zing boom) You can't forget it for it never lets you (Zing-a zing-a zing-a zing-a zing boom) And if you're worried or anything upsets you There's one thing that will chase away the blues Zing-a zing-a zing-a zing-a zing boom. While music is playing and dancers are swaying (zing-a zing-a boom) The gay cabellero may feel cupid's arrow (zing-a zing-a boom) You dance with a new love you may find a true love (zing-a zing-a boom) Who will say I do love and make your heart go zing-a zing-a boom (zing-a zing-a boom.) (Zing-a zing-a zing-a zing-a zing boom) Zing-a zing-a zing-a zing-a zing boom (You can't escape it once the music gets you Zing-a zing-a zing-a zing-a zing boom. (Can't forget it for it never lets you) Zing-a zing-a zing-a zing-a zing boom And if you're worried or anything upsets you There's one thing that will chase away the blues (Zing-a zing-a boom zing-a zing-a boom zing-a zinga-boom) Zing-a zing-a boom boom... Video References
Zinuke.msg
Message box for the Nuka-Cola vending machine. {{Transcript|text= {100}{}{You see a Nuka-Cola machine. You wonder if it still works.} {101}{}{[thunk thunk chaching... sheeew]} {102}{}{You get a not so fresh bottle of Nuka-Cola.} {103}{}{Dooohhhh!} {104}{}{You dodge the can of Nuka-Cola.} {105}{}{ skillfully dodges a can of Nuka-Cola.} {106}{}{The machine seems to be out of stock.} }} ru:Zinuke.msg uk:Zinuke.msg
Zion (mentioned)
Zion is an ancient city in the Old Testament of the Bible, mentioned by Joshua Graham. Background Zion is the name of a hill in Jerusalem, the site of a city captured by David, which would later become his kingdom's capital. In the Old Testament, the city of Jerusalem is spoken of as “the daughter of Zion,” always in a context pertained to the destruction or deliverance of Jerusalem. After the city was destroyed by the Babylonians in 586 BC, the Israelites could not forget Zion, and, in the prophecy after the Babylonian exile of the Jews, Zion is the scene of Yahweh’s messianic salvation. It is to Zion that the exiles will be restored, and there they will find Yahweh.Joshua Graham: "By the rivers of Babylon, there we sat down, yea, we wept, when we remembered Zion. Remember, O Lord, the children of Edom in the day of Jerusalem who said, 'Raze it, raze it, even to the foundation. O daughter of Babylon, who art to be destroyed. Happy shall he be, that rewardeth thee as thou hast served us. Happy shall he be, that taketh and dasheth thy little ones against the stones.' Do you know what it means?"The Courier: "No, and I don't really care."Joshua Graham: "Living in willful ignorance is an ugly thing, but God often speaks loudest in the wild places of his creation, like Zion. Zion is a place, and a state of being, that has been lost to us several times in the past. Each loss is a new fall of man. And after each fall, we weep in strange new lands and dream of Zion, dream of visiting vengeance upon those who took it from us. But this is the waking world in which we live. There is no need to cry, no need to dream. We can act now and stop the White Legs here."(Joshua Graham's dialogue) Appearances Zion is mentioned only in the Fallout: New Vegas add-on Honest Hearts. References
Zion Canyon
Zion Canyon, formerly known as Zion National Park, is a pre-War natural landmark in the former American state of Utah. It serves as the setting for . Background Post-War Being located far to the north of the Mojave Desert (around a week when hiking on-foot) and remote from most hubs of civilization, Zion was spared the devastation of direct attack by nuclear weapons on the day of the Great War. However even then, it was not safe from the resulting fallout, eventually leading to most of its waters becoming heavily irradiated and much of its plant and wild life to die off.Fallen Rock Cave terminal entries - Year: 2077Year: 2077 But that was not the end for Zion, as due to its natural qualities such as wind currents frequently blowing through the canyon, in only a few weeks' time, much of the radiation had disappeared, allowing for both flora and fauna, though mutated by the radiation, to return and for Zion to regain its natural splendor, albeit slowly.Fallen Rock Cave terminal entries - Year: 2078Year: 2078 New inhabitants Though its status as a national park was rendered defunct by the dissolution of America after the Great War, Zion still entreated visitors, the first post-War of which was Randall Clark, a former US soldier that had narrowly escaped the destruction of his hometown of Salt Lake City, though his wife and son were not so fortunate. Constructing campsites around the various natural caves dotting the canyon over his years-long residence in Zion, Clark focused solely on survival while keeping a journal to record his thoughts and his experiences living in the post-War wasteland. In 2095, Zion received more visitors in the form of a group of Spanish-speaking refugees that had supposedly traveled all the way north from Mexico. Still living in the canyon, Clark watched over them while remaining unseen, helping them in secret such as giving antibiotics when one of their members was injured.Two Skies Cave terminal entries - Year: 2095Year: 2095 However, when the canyon's next visitors came, circumstances became worse as a 118-strong, armed group of former Vault dwellers from Vault 22 attacked and killed most of the Mexican refugees, taking some prisoner only to later consume them.Stone Bones Cave terminal entries - Year: 2096Year: 2096 All of this was witnessed by Clark, who swore vengeance on the Vault dwellers and instigated a guerilla war against them, lasting 10 months and by the end of it, he had managed to kill 80 of their original 118, causing the survivors to flee from Zion.Cueava Guarache terminal entries - Year: 2097Year: 2097 However, Clark was not alone in the canyon as he later discovered a woman named Sylvie that had escaped from the Vault dwellers. After nursing her back to health, the two grew closer, becoming romantic and around 2100, Sylvie became pregnant with a son.Cueva Guarache terminal entries - Year: 2100Year: 2100 But when she went into labor, the baby ended up being a breech birth and didn't survive, and when Clark attempted to sedate Sylvie to surgically save the child, she didn't wake up. After burying his second family, Clark was left alone in the canyon once more.Cueva Guarache terminal entries - Year: 2101Year: 2101 Years later in 2123, the elderly Clark discovered that Zion had received new visitors still, as he found a group of 24 children camping in the canyon after escaping from a place called the School run by the Principal. Though he was much older, Clark swore to protect them as well.Morning Glory Cave terminal entries - Yea: 2123Year: 2123 By the next year, though, the survivalist's advanced age had started to catch up with him and he decided he wanted to die somewhere quiet, so that the children would not find out that their unseen protecter, "the Father" as he called himself in personal notes to them, was really an old man. After moving to a final resting place, Clark passed away after recording his final entry and his bones remained there for decades.Year: 2124 In the years following, the children and their descendants formed a community that eventually became the Sorrows tribe, centered on their belief in the benevolent "Father in the Caves" that had gifted them their peaceful living in Zion. War for Zion The peace in Zion lasted for years until the mid to late 2280s, when Mormon missionaries began making pilgrimages to Zion and interacting with the Sorrows tribe seeking to convert them to their faith. When the Mormons' settlement of New Canaan was later sacked by the White Legs raider tribe on the order of the warlord Caesar, the survivors fled into Zion and the White Legs pursued them, beginning the War for Zion. Against the pillaging raiders, the two leading Canaanites, Daniel and Joshua Graham faced a conflict of interest: Daniel seeks to evacuate the Sorrows and abandon Zion to the White Legs to preserve their innocent culture,The Courier: "Why do you need a map of Grand Staircase?"Daniel: "Grand Staircase is farther east, deeper into the Colorado Plateau. The White Legs were able to reach us here, but it's only because Zion is close to the Long 15. They can't pursue us east of here. It's too wild."(Daniel's dialogue) while Joshua seeks to retaliate against the invaders and eradicate them to end their threat completely.Joshua Graham: "There may yet be time to save Zion from those who are too ignorant to understand what they have come to destroy."(Joshua Graham's dialogue) By 2281, in the midst of the White Legs' onslaught, the Happy Trails Caravan Company planned a desperate expedition to New Canaan, unaware of its destruction to save their financial prospects. In doing so, they inadvertently brought the intervention of the Courier to decide the future of Zion and its people.Events of Honest Hearts Locations Caves Unmarked Inhabitants Notes - Zion Canyon is the first location in the Fallout series to feature rainy weather. - During Honest Hearts, Dead Horses and White Legs tribal members can constantly be found sneaking around the canyon. - Traveling between Zion and the Mojave Wasteland takes fourteen in-game days, both on the initial journey during the questline and subsequent trips after completing the add-on. While this time elapses on the Pip-Boy's calendar, time-dependent events, such as plants respawning and Sierra Madre chips accumulating at the abandoned BoS bunker do not progress. - Near the Zion Ranger station and general store, there is a wrecked version of the airplane that one would find at Camp McCarran. However, it is not accessible, due to it being on top of one of Zion's mesas. - Zion Canyon is one of the few non-irradiated locations found in the Fallout series. All the rivers and free-flowing waters are clean and do not inflict rads when drinking, and there are no radioactive areas. The sole source of radiation in the canyon comes from eating pre-War packaged food. Appearances Zion Canyon appears only . Behind the scenes - The in-game Zion Canyon is based on the real-world Zion National Park, which is stated to be a favorite holiday destination of Fallout: New Vegas lead designer Joshua Sawyer.baby goat: zion tyme - The real-world Zion National Park is approximately 180 miles from Las Vegas, Nevada, making a 14-day trek on foot, as stated in-game, plausible. - The name "Zion" is derived from its use in Mormonism. The park's name was changed to "Zion National Park" in 1918 when the acting director of the newly created National Park Service visited the canyon and proposed changing its name from the original, "Mukuntuweap." - Zion Canyon's level design was largely done by Joshua Sawyer and Scott Everts.Fallout: New Vegas 10th Anniversary Charity Stream (reference starts at 2:39:57)Joshua Sawyer: "'Who was responsible for the level design of Honest Hearts?' That was largely me working with Scott Everts, I believe." - The Zion Canyon worldspace and map was designed based on real-world United States Geological Survey topographical data, scaled down.Question: "In F:NV almost half of the map is unused. A huge "border" on the left, and significant borders on the right and upper part. Next time i suggest to crop it, cause that's a torture for players who loves to explore. Guess you didn't have time to build there."Joshua Sawyer: "We built our map following natural features of the Mojave Desert extrapolated from USGS topographical data. The Mojave Wasteland is pretty close to the Capital Wasteland in overall tiles. When people compare the two and conclude that the Mojave Wasteland is tiny compared to the Capital Wasteland, it's sort of odd. It's the equivalent of comparing two non-scale-equivalent maps of California and Colorado and concluding that Colorado is larger than California because the map occupies more pixels in a square encapsulating it. We tried to alleviate this disconnect in Honest Hearts by putting a dotted line around the outer wall of Zion Valley. Like the Mojave Wasteland, Zion Valley was also constructed by using USGS data as a starting point."(Formspring reply from July 2, 2011)Question: "Why is there a large chunk of emptiness on the entire left-hand side of the Mojave Wasteland map? The contours on the map look like there's supposed to be a large basin past the Canyon Wreckage, but it's never been opened, even with Lonesome Road."Joshua Sawyer: "Because that's where the Spring Mountains actually run in the real world. The Mojave Wasteland's map was made using actual USGS topographical data (scaled down, and with the Colorado River widened). The outer "border" of the map is a perfect square only because that's what F3 had. Unlike the Mojave Wasteland, the Capital Wasteland was constructed to be a perfect square, so the map border and the playable area match almost exactly. For Honest Hearts, we had another asymmetrical/oddly shaped map (also constructed from scaled-down USGS data), but we pulled the borders in to closely match where the playable area actually ends. http://images.wikia.com/fallout/images/c/c3/Bighorn_Bluff_Location.jpg Here, the dotted line closely hugs the walls of the valley. There's no real expectation that the player can move past that line. If you look at this Mojave Wasteland map, there is no "outer" border and no terrain outside of the playable space, just a plain black line at the edge. http://www.supercheats.com/guides/files/guid/fallout-new-vegas/mojave-wasteland-map.gif Compare that to the in-game map, where there is NO border to the playable space, only to the map itself: http://images.wikia.com/fallout/images/2/2f/MojaveMapBW.jpg"(Formspring reply from October 13, 2011) - Unlike the Mojave Wasteland worldspace, Zion Canyon mostly does not use invisible collision objects to block the player from reaching out-of-bounds areas or "bad" vantage points. Instead, Zion Canyon relies on having the outer canyon wall be insurmountably high compared to all other peaks in the valley. Per Joshua Sawyer, this was an intentional choice to address complaints about invisible barriers in the base game.Question: "why is there so many freaking invisible barriers. in Fallout 3 there was hardly ever any besides trying to get out of the capitol wasteland without the DLC. Its kind of a burdan and extremely annoying the avid Fallout Player such as mysef 500+ hours."Joshua Sawyer: "In the core F:NV game, we had a lot of sight line problems with large elevation gains overlooking things like cities where it looked very bad. We chose to use invisible barriers on the interior to prevent those bad sightlines. In retrospect, we should have allowed the bad sightlines and removed the invisible barriers. Around the exterior of the map, our problems were twofold. First, we started the player very close to the edge of the map (Goodsprings). Second, despite the fact that our map follows natural boundaries, we did not clearly mark the edge of the world space on the player's Pip-Boy map. Instead, we used a large square to mark an imaginary boundary around the entire oddly shaped area. This not only caused frustration and confusion among players who were trying to press west near the beginning of the game, but made players reach the (erroneous) conclusion that were "only using half the map". While it was faulty reasoning, the causes were easy to understand. We tried to address this in Honest Hearts by clearly marking the edge of the playable area on the player's Pip-Boy map, by allowing the player to reach the peak of almost every summit on the interior of the map, and by only using collision blockers when testers reported getting stuck while hopping down cliff faces."(Formspring reply from September 4, 2011)Question: "The Mojave Wasteland is pretty close to the Capital Wasteland in overall tiles" Yes, but all the artificial walls in the middle make it feel smaller: you're funneled into corridors with which you become very familiar. Free roam would've solved this."Joshua Sawyer: "It would not have solved line of sight issues. The Mojave Wasteland has deeper valleys/higher mountains than the Capital Wasteland, so in some cases the highest points of ostensibly walkable terrain overlook areas that look bad from a high vantage point. This was the first time any of us had used this technology, so many of the best practices for building only became apparent in retrospect, unfortunately. Were we to build the Mojave Wasteland again, we would make different choices in how to lay out the areas. Some of this can be seen in Zion Valley. The only collision blockers we used on that map were to prevent people from getting stuck while dropping down from higher elevations. ScottE and the other world builders put a lot of effort into making sure that people could scale anything on the interior of the valley, and the outer cliff faces tower far above the rest of the terrain."(Formspring reply from July 2, 2011) - Also unlike the Mojave Wasteland world map, the Zion Canyon world map includes borders to demarcate the playable areas of the worldspace, which was another response to player complaints. Gallery Zion map.jpg|Zion map ZionSunset.png|The Canyon at sunset HH JoeSanabria CA2.jpg|Concept art Nvdlc02 endingslide general.jpg|Zion Canyon in an endings slide Nvdlc02 endingslide resolution.jpg SnowglobeDLC02.png|Zion NP snow globe FNVHH Lil lunchbox 1.png|Zion on a Li'l Scout lunchbox ZionNationalParkPoster3-HonestHearts.png ZionNationalParkPoster2-HonestHearts.png ZionNationalParkPoster1-HonestHearts.png Fallout magic Canyon Slough.png|Magic: The Gathering card Fallout magic Canyon Slough Extended Art.png|Extended Art Fallout magic Canyon Slough art.jpg|Card art References Non-game de:Zion-Tal es:Cañón de Zion fi:Zion National Park nl:Zion Canyon it:Canyon di Zion pl:Kanion Syjon pt:Zion Canyon ru:Каньон Зайон uk:Каньйон Зайон zh:錫安峽谷
Zion Canyon map
The Zion Canyon map is a quest item in the Fallout: New Vegas add-on Honest Hearts. Characteristics It is a map of the Zion Canyon. It does not reveal any locations that have not been found. It shows the way out of Zion Canyon, granting the player character a way to travel back to the Mojave Wasteland via the southern passage. Being a quest item, it cannot be removed from the player character's inventory. Locations - It is given to the Courier after finishing either side of the main questline. It will appear in the Pip-Boy's miscellaneous items tab once they are back at the southern passage near the footlocker. - If Chaos in Zion has been started, it can be retrieved at the Sorrows camp. It is in a small clay pot at the foot of a straw bed slightly northwest of White Bird's cave. Bugs When viewing the map in your Pip-Boy 3000, for some reason the icon background is slightly darker compared to other items. ru:Карта каньона Зайон de:Zion-Canyon-Karte uk:Мапа каньйону Зайон
Zion General Store
The Zion General Store,Name found in terminal entry named General Store in-game is a location in Zion Canyon . Layout Situated north of Morning Glory Cave and west of Cueva Guarache, upon entering the store, there are three random low-level animals (i.e. bloatflies, mole rats, Zion mantises). Immediately in front is a cash register with the General Store desk key, which unlocks the Average-locked desk in the back office. There is a silenced .22 pistol (in perfect condition) on the counter, along with two of the five Li'l Scout lunchboxes needed for Tourist Trap. Behind the counter is the snow globe - Zion National Park, which, as with all DLC snowglobes, will automatically award 2,000 caps. Near the counter is a vending machine with some Sunset Sarsaparilla. In front of that is a shelf with many crafting items, then an aisle with many food items. Heading back towards the entrance are many toys (none of which can be used). In the crates past the shelf next to the toys is another Li'l Scout lunchbox. There is also some Nuka-Cola and whiskey on the shelf behind. In the back office, there is another Li'l Scout lunchbox behind a broom in the locker. On the top of the same locker is an ammunition box. In the locked desk (average) (it can also be unlocked with the key in the cash register) is the final Li'l Scout lunchbox, which should complete one half of Tourist Trap. On the desk is a terminal (very easy) with articles on a shipping error, a bus tour and more shipping troubles. There is a chance of a giant cazador spawning upon exiting the building. Notable loot - Snow globe - Zion National Park - Behind the counter in the broken display case, on the bottom shelf. - Five Li'l Scout lunchboxes - Around the store. Relevant to Tourist Trap. - General Store desk key - In the cash register on the counter. Unlocks the desk in the back office. - One primer box, large pistol - In the open dumpster behind the building, along with two bags of flour. Related quests - Tourist Trap Notes - One entry on the terminal talks about a shipment of Dinky the Dinosaur toys the store received by mistake, referencing the similar situation in the Dino Bite gift shop in Novac. - The various toys in the rear display cases like the toy cars found in the general store are all oversized. Appearances The Zion general store appears only . Gallery FNVHH Snow globe.jpg|Snow globe location and General Store desk key FNVHH Zion Store counter.jpg FNVHH Zion Store oversized cars.jpg|Oversized toy cars and other toys FNVHH Zion Store backoffice.jpg References de:Zion Gemischtwarenladen es:Grandes almacenes de Zion it:Emporio pt:Zion General Store ru:Магазин-склад (Honest Hearts) uk:Магазин-склад (Honest Hearts)
Zion General Store terminal entries
The Zion General Store terminal entries are a collection of entries from terminals in the Zion General Store in the Fallout: New Vegas add-on Honest Hearts. Terminal Re: Shipping Error Re: Bus Tour? Re: Shipping Problems (AGAIN!) de:Zion Gemischtwarenladen Terminal Einträge es:Entradas de terminales de los grandes almacenes de Zion ru:Терминал (Магазин-склад Honest Hearts) uk:Термінал (Магазин-склад Honest Hearts)
Zion Ranger station
The Zion Ranger station is a location in Zion Canyon . Layout Situated northwest of Cueva Guarache and west of Ranger Substation Osprey, upon entering the building, geckos and/or bark scorpions will attack. There is a gun case behind the sofa to the immediate right of the entrance, containing a weapon and ammunition. To the left side of the entrance, there is a Milsurp Review magazine behind the knocked-down chair. Along the right wall is a refrigerator with some alcohol. There are also two crates towards the back containing some random items, including ammunition. Nearby is a table with the skeleton of a person who seems to have committed suicide by drinking turpentine, which is found on the table alongside two coffee mugs and a coffee pot. In the back room are two footlockers: one with random junk, and one that is locked (average) containing a weapon, ammunition, and a couple of aid items. On the side of the room with the dresser, just on the other side back in a corner, is an ammunition box. On the table is the medical supply kit for the quest Tourist Trap. However, it is contaminated. With a Medicine skill of 35, it can be sterilized with one bottle of alcohol from the fridge mentioned above. Otherwise, the player character can take what is there, salvage it, or leave it. Across from the table by the bunk bed is a duffle bag. On the roof is a lawn chair with a skeleton sprawled in front of it. There is a tomahawk stuck in the skeleton's back, as well as some .45 casings, a box of large pistol primer, and some pistol powder next to the chair. The station's roof can be accessed by jumping from the cliff on the north side of the building. There are also three different types of hats; two are worn by the teddy bears on the mantel (may have fallen), and the other is in a duffle bag behind the bunk bed across from the table. The available hats are a cattleman cowboy hat, a rattan cowboy hat, and a rawhide cowboy hat. The desks all contain random loot. Notable loot - Medical supply kit - On a table located in the back area. Relevant to Tourist Trap. Related quests - Tourist Trap Notes - The dumpsters outside the ranger station contain two .45 Auto cases, Wonderglue, and a leather belt. - There are three teddy bears above the fireplace; two of them are wearing hats. There is also some 12.7mm ammunition behind the bear on the left. Appearances The Zion Ranger station appears only . Gallery ZionRangerStationTeddyBears.jpg|The three teddy bears on the fireplace mantel Black coffee Ranger station.jpg|Black coffee and medical supply kit Nvdlc02rangersign.png|Sign texture file de:Zion Ranger Station es:Base ranger de Zion it:Stazione Mercenari di Zion pl:Stacja Strażników Parku Narodowego Zion pt:Zion Ranger station ru:Зайонский пост рейнджеров uk:Зайонський пост рейнджерів
Zion Valley welcome booth
The Zion Valley welcome booth is a location in Zion Canyon in 2281. Background The welcome booth is one of many places marked with chalk-white handprints, denoting a location that is taboo to the local tribals due to being from "back when" or before the Great War. Layout The location consists of a small booth, an outdoor toilet, and a few picnic tables and benches. There is a park ranger hat inside the booth alongside some miscellaneous loot. Appearances The Zion Valley welcome booth appears only in the Fallout: New Vegas add-on Honest Hearts. Gallery Zion Valley Welcome Booth.jpg|Side view ZV welcome_booth.jpg|View of the hands painted on the booth de:Zion-Tal-Empfangstisch es:Puesto de bienvenida al valle de Zion it:Stand di benvenuto alla Zion Valley pt:Zion Valley welcome booth ru:Инфоцентр долины Зайон uk:Інфоцентр долини Зайон
Zion fishing lodge
The Zion fishing lodge is a location in Zion Canyon . Layout Situated between Sun Sentinels to the west and the Wind Wall docks to the east, the L-shaped lodge appears to have been a diner with a large pool table and a chimney inside. To the sides are several dinner tables, cabinets, and a counter. There are also several geckos inhabiting the building. Notable loot - Two walkie-talkies - In the Average-locked cabinet. Relevant to Gone Fishin'. - Fishing Lodge cabinet key - In a crate in the bathroom. - A copy of Patriot's Cookbook - On an end table next to a cabinet with two pre-War books - A copy of Lad's Life - Behind the couch in the corner. Related quests - Gone Fishin' Notes Both cabinets by the bar can be used for safe storage. Appearances The Zion fishing lodge appears only . Gallery Gone Fishin.jpg|The Lodge's interior HH ZFL walkie talkies.jpg|Walkie-talkies Gone Fishin key.jpg|The Fishing Lodge cabinet key de:Zion Fischerhütte es:Fishing Lodge, Zion it:Capanno di pesca di Zion pt:Zion fishing lodge ru:Зайонский дом рыбака uk:Зайонський будинок рибака
Zion tribal languages
thumb The Zion tribal languages are pidgin languages spoken by the tribals in Zion Canyon, such as the Sorrows, Dead Horses, and White Legs, . Background In the centuries following the Great War, tribes formed amongst many of the survivors in the American Southwest, and some tribes have even created their own pidgin languages. One such tribe is the Dead Horses, who Joshua Graham believes are the descendants of refugees of a place called "Res." Their language originates from English, German, and Navajo.Question: "Trate de preguntar en español? OK. ¿Qué idioma es el idioma de los Dead Horses basada en? La idioma de los Sorrows se basada en español, por supuesto. Pero no puedo entender qué idioma de los Dead Horses se basada en." (English translation: "Can I try to ask in Spanish? OK. What language is the language of the Dead Horses based on? The Sorrows' language is based on Spanish, of course. But I can't understand what language the Dead Horses is based on.")Joshua Sawyer: "El idioma de los Dead Horses se basada en alemán, inglés, y navajo, pero la morfología del navajo es irreconocible." (English translation: "The Dead Horses language is based on German, English, and Navajo, but Navajo morphology is unrecognizable.")(Joshua Sawyer Formspring posts/2011)Question: "Is It correct that the tribals are descended from vacationers at the time of the Great War? I swear I hear a little German in the Dead Horses and Spanish in the Sorrows, but I also hear another language(s) mixed in and spoken by either tribe as well."Joshua Sawyer: "Yes. Joshua Graham explains that they speak languages from a place he calls 'Res' mixed with languages from people who were vacationing in Utah."(Joshua Sawyer Formspring posts/2011)The Courier: "Do they speak... our language?"Joshua Graham: "Most don't. It's been hundreds of years since the war. They've developed their own languages. Take the Dead Horses. We think they were originally refugees from a place called {{Tooltip|'Res,'|{"rehz"} }} east of the Grand Canyon. They speak a combination of Res and a language spoken by travelers who were visiting Res when the bombs fell. Over time, the two languages blended. I was a translator years ago, but it's hard to keep up with all of the tribal variations."(Joshua Graham's dialogue) Meanwhile, the Sorrows, another tribe in Zion Canyon, have a language which is descended from Spanish and English. Variants - Language of the Dead Horses - Language of the Sorrows - Language of the White Legs Appearances The Zion tribal languages appear only in the Fallout: New Vegas add-on Honest Hearts. Behind the scenes - Joshua Sawyer was responsible for including German elements in the Zion tribal languages, including that of the Dead Horses. While motorcycle touring through the American Southwest, he noticed many German, French, and Dutch tourists, which gave him the idea of the refugees and tourists blending their language together.Fallout: New Vegas 10th Anniversary Charity Stream (reference starts at 2:47:49)Joshua Sawyer: "'Am I responsible for the Zion native language having German elements?' Yes. Because when I did motorcycle touring through the American Southwest, I noticed a lot of German... and French tourists. And Dutch tourists. And so my idea was that German... a group of German tourists wound up with these refugees and their language just blended together." He also mentioned that the White Legs' and the Sorrows languages include elements of Spanish.Question: "What did JG say to Salt-Upon-Wounds in Latin?"Joshua Sawyer: "It wasn't in Latin. It was in the White Legs' tribal language, which includes elements of Spanish (hence the common Romance language roots with Latin). Also, *~ mysteries ~*"(Joshua Sawyer Formspring posts/2011) - The pidgin languages used by the tribal groups in Zion were also done in an effort to cut costs, so that many of their voice lines would not need to be localized.Joshua Sawyer on Something Awful forums: "Even the pidgin languages the tribes speak in Honest Hearts were just an attempt to keep costs down. All of the DLCs feature very few speaking characters because Fallout games have localized text and VO. That includes background characters and their reactive barks, so we made pidgin languages for the tribes so they wouldn't need to be re-recorded. Of course, the tribes were also supposed to be multi-ethnic, so you'd see white Dead Horses, black Dead Horses, etc. And again, Daniel was supposed to be Asian. It was incredibly frustrating to get halfway through production only to discover that making ethnic variants for every tribe would completely blow the already limited in-game memory limit. It wasn't a problem of 'Ah, this will take more work,' but, 'The game will crash as soon as this area loads.'" References Non-game
Zip
- Zip gun, a weapon cut from Fallout 2 and appearing in Fallout Tactics. - Zip (Little Lamplight), a child in Little Lamplight in Fallout 3. - Zip's Nuka Fix, a repeatable quest in Fallout 3. - Zip (Fallout 4), a vehicle in Fallout 4. - Zip (Fallout 76), a vehicle in Fallout 76.
Zip's Nuka Fix
Zip's Nuka Fix is an unmarked and repeatable quest in Fallout 3. Quick walkthrough Detailed walkthrough Zip in Little Lamplight will trade various items for Nuka-Cola to satisfy his Nuka-Cola addiction. Rewards The reward received depends on the player character's Barter skill and an added in random factor. The following table lists chances of getting every possible reward. Notes - Zip will only trade one reward item (or group of items) for one bottle of Nuka-Cola per day. - If Zip gives the Lone Wanderer a 10mm bullet, he calls it "lucky," but there is nothing special about it. - He does not accept ice cold Nuka-Cola or Nuka-Cola Quantum. - The Lone Wanderer says they will give an "ice cold bottle" of Nuka-Cola in the dialogue box, but only a regular Nuka-Cola is taken from inventory and is required for the quest. - If Zip trades a Nuka-Cola for 5.56mm rounds the dialogue box refers to the ammo as .556 rounds. de:Nuka für Zip pl:Zip's Nuka Fix ru:Ядер-кола для Зипа uk:Ядер-кола для Зіпа
Zip.txt
Topics Conversation ru:DialogueExportZip.txt
Zip (Fallout 4)
The Zip is a vehicle found in the Commonwealth. Characteristics A vehicle produced before the Great War, it is one of the two microcars alongside the Fusion Flea. The small, single-seated vehicle has three wheels. The engine sits in the back, behind the seat. A blue version appears in advertisements, while red variants are seen in the wasteland. Locations - One can be seen before the war in Sanctuary Hills. It can be found post-War upon returning to the area. - One can be found in Jamaica Plain. - One inside the garage of Hester's Consumer Robotics. - One is located in the center of Malden, another just to the north. - One can be found in the town of Far Harbor. Notes - The Rally Rollers ride at Nuka-World features a small Zip as one of the ride vehicles. - A TV advertisement for the Zip appears briefly during the Fallout TV series episode "The End." Appearances The Zip appears in Fallout 4. Behind the scenes This vehicle was designed to complement the Fusion Flea, seen in The Art of Fallout 4.The Art of Fallout 4 p. 259: ZIP: "Another little bubble car to complement the Fusion Flea. Cars are either huge or tiny in Fallout, a world of extremes." Gallery Zip car interior.jpg|Interior Zip-FarHarbor-Fallout4.jpg|Zip in Far Harbor FO4 Hesters Consumer Robotics Zip.jpg|Inside Hester's Consumer Robotics FO4 Vehicles Zip Malden.jpg|Outside of Malden FO4 Hesters Consumer Robotics Interior03.png FO4 Malden Township (4).jpg|In the center of Malden FO4 Vehicles 6.png|Near Medford Memorial Hospital FO4 Vehicles 7.png FO4 Zip poster.jpg FO4NW Exterior 97.jpg|At Nuka-World FO4NW Exterior 43.jpg|At Nuka-World FO4 Location 310721 22.jpg FO4NW Exterior 16.jpg|At Nuka-World FO4 Zip billboard.jpg|Near Salem Fo4 Billboard LrgTall ReportRed01 d.jpg|Advertisement BillboardsBlueZip01 Blank d.png|Advertisement FO4 Billboards Blue Zip.png|Advertisement BillboardsLrgBlueZip d.png|Advertisement FOTV1-1 Zip ad.jpg|Advertisement in the Fallout TV series episode "The End" References fr:Zip (voiture) ru:Zip (автомобиль) uk:Zip (автомобіль)
Zip (Fallout 76)
The Zip is a vehicle found throughout Appalachia. Characteristics The Zip is a small, single-seated vehicle with three wheels. In posters, a blue version is seen, and red variants are found in the wasteland. There are 42 Zips in Appalachia, including six pre-War variants. Locations - Three in front of the exterior gate of the Whitespring Resort. - Two can be found at Wade Airport. - One can be found west of Vault 76 on the road leading to the military checkpoint. - One can be found at the Red Rocket Mega Stop. - Three pre-War variants can be found northeast of Twin Pine Cabins on Interstate 59. Notes - The Rally Rollers ride at Tyler County Fairgrounds features a small Zip as one of the ride vehicles. - A TV advertisement for the Zip appears briefly during the Fallout TV series episode "The End." Appearances The Zip appears in Fallout 76. Gallery FO76 Vehicle RR 1.png|At the Red Rocket Mega Stop FO76 Loc vehicle 1.png|Outside of the Whitespring Resort FO76_Farm_loc_3.png|Sign at Beckwith farm FO76 Tyler County Fair Zip ride.png|As part of an amusement park ride FO76 201020 Truck n Engine.png|Engine visible FO76 Fancy new Zip.png FO76 Fancy Zip 2.png FO76 Tyler Co Fair 6.png FO76 Location 12621 21.png FOTV1-1 Zip ad.jpg|Advertisement in the Fallout TV series episode "The End" FO76 Zip nif 2.png FO76 Zip nif 3.png FO76 Zip nif 4.png FO76 Zip nif 1.png
Zip (Little Lamplight)
Ricky "Zip" is a nine-year-old boy in Little Lamplight . Background Hyperactive and quickly-spoken, Zip's energy is put to use as one of Little Lamplight's scouts and scavengers, a role he utilizes to further fuel his Nuka-Cola addiction by claiming any Nuka-Cola he finds for himself.Fallout 3 Official Game Guide Game of the Year Edition p. 93:"Ricky "Zip":Zip is nine and acts as one of the occasional scouts and scavengers for Little Lamplight, which perfectly suits his speedy and hyperactive nature. As a bonus, it allows him to have first dibs on any Nuka-Cola he can find, a drink he's quite addicted to. When he's not out finding resources for the town, he runs around town, pestering people and generally being feisty. MacCready insists that Zip doesn't get to keep his gun when he's back in town...not since that accident a while ago." His speediness assists with scavenging efforts, but it also worries him as one time he ran so fast he thought his legs would fly off, before calming down as he remembered "legs don't have wings."Zip: "I was running so fast, I thought my legs were gonna fly off, but then they didn't, which makes sense, 'cause legs don't have wings. You know?"(Zip's dialogue) Apart from searching for Nuka-Cola, he uses scavenging as an opportunity to trade the items he has found in exchange for the beverage, an offer he can present to the Lone Wanderer from first approach.The Lone Wanderer: "No, you don't need to shoot me. Just think of me as a big kid."Zip: "That's good, they don't like me having my gun in town, so I gotta turn it in first, so if I had to shoot you you'd have to wait a bit. My name's Zip. I don't think that's short for anything, because I don't know what it'd be short for. Zippy? Zipperick? Ziptholomew? So yeah, it's good to meet you, big kid, and maybe you've got big kid stuff from up top. Do you have any Nuka-Cola, maybe? Yes? Please?."(Zip's dialogue)The Lone Wanderer: "No, no, I'm not here to cause any problems! You don't need your gun!"Zip: "Oh, that's good because Mayor MacCready says I can't have my gun in town anymore, not since last time, but that was totally an accident anyway! That reminds me, got any Nuka-Cola? 'Cause if I'm not gonna have a gun in town, then it must be okay for me to have more Nuka, right? Anyway, everyone calls me Zip, you know, like a zipper, only not really like that because I'm not made of metal, but I do go up and down, I guess."(Zip's dialogue) He is more than willing to trade anything he finds strictly for Nuka-Cola—though not for any other beverage (including Nuka-Cola Quantum which he drank once, causing him to burp extremely loudly, and subsequently proceed to blackout and lose all memory of the following week).The Lone Wanderer: "You said you were looking for Nuka-Cola?"Zip: "Yeah, and I got lots to trade. But if you got no Nuka, you're not getting nothing, no way!"(Zip's dialogue)Zip: "Once I found a bottle of Nuka-Cola Quantum and I drank the whole thing and then I burped really loud and then I don't remember the next week!"(Zip's dialogue) He is happy to propose anything from a "measly old 10 mil" that he labels a "lucky bullet" on the basis it was the only round he found not fired off, to mutfruit that he disparages for being less sweet than Nuka-Cola, to mentats that Lucy has warned him against consuming on the basis that they taste "yucky."The Lone Wanderer: "What have you got to trade for an ice cold bottle of Nuka-Cola?"Zip: "Oh, I found a lucky bullet this morning! It's just a measly old 10 mil, but I know for sure it's lucky, 'cause it was sitting there all alone out of its clip and not fired off. Want it?"(Zip's dialogue)The Lone Wanderer: "What have you got to trade for an ice cold bottle of Nuka-Cola?"Zip: "Last time I was out looking, I found some of this mutfruit. It's not as sweet as Nuka, but maybe you mungos like that sort of thing?"(Zip's dialogue)The Lone Wanderer: "What have you got to trade for an ice cold bottle of Nuka-Cola?"Zip: "Well, I've got these pills that say "Mentats", but Lucy says they taste yucky and that I shouldn't take them. Maybe you want them?"(Zip's dialogue) Less enthusiastically, he is willing to part with a stimpak that Lucy has explicitly told him to always carry on his person, or even his "most, most prized possession": a microfusion cell that Squirrel identified for him.The Lone Wanderer: "What have you got to trade for an ice cold bottle of Nuka-Cola?"Zip: "Well, I didn't want to trade it, but I've got a stimpak Lucy said I'm supposed to carry around with me. Is it worth a Nuka?"(Zip's dialogue)The Lone Wanderer: "What have you got to trade for an ice cold bottle of Nuka-Cola?"Zip: "Oh, check this out, it's my most, most prized possession I found! Squirrel says it's a micro fusion cell. Is it worth a Nuka?"(Zip's dialogue) If his deal is rejected, he will beg that the Lone Wanderer save the Nuka-Cola for him, or if he runs out of items to offer, asks they return the following day so they can "have more Nuka for me to have more Nuka."The Lone Wanderer: "No deal, Zip."Zip: "Maybe I'll have something better tomorrow, so don't drink that Nuka. Save it for me, save it for me!"(Zip's dialogue)The Lone Wanderer: "Got anything else for a Nuka-Cola?"Zip: "That's all I got right now. Come back tomorrow, maybe I'll have more, and you can have more Nuka for me to have more Nuka? Yeah?"(Zip's dialogue) Upon a successful deal, however, he can happily exclaim that he has won the Nuka-Cola game, a game where the prize is Nuka-Cola; likewise, the mere possibility of being offered the beverage can have him chanting "Nuka 4 Zip," proclaiming it is always better to have more Nuka-Cola than less.The Lone Wanderer: "Sounds like a good trade to me. Here."Zip: "Hooray! I win the Nuka-Cola game! What's the prize? Nuka-Cola!"(Zip's dialogue)The Lone Wanderer: "You said you were looking for Nuka-Cola?"Zip: "Yeah, more Nuka's always good! It's definitely always gooder than less, because no Nuka's no good at all! Got any Nuka for me? I'll trade you whatever I've got for more Nuka-Cola! Anytime! Nuka 4 Zip! Nuka 4 Zip!"(Zip's dialogue) He asserts his offer is always available unless, according to him, he dies from drinking too much Nuka-Cola, but he brushes this concern off almost immediately as he reassures that everybody knows this outcome is impossible.The Lone Wanderer: "Are you still offering a trade for Nuka-Cola?"Zip: "I did yesterday, I am today, and I probably will be tomorrow! Well, unless I die from too much Nuka. But that can't happen. Everyone knows that!"(Zip's dialogue) Similarly, if the Lone Wanderer rescinds a trade with Zip on the basis that he has consumed too much sugar for the day, he will resort to whining that the beverage is labeled as "fortified with vitaminerals and health tonics" in an attempt to persuade them of its health benefits for him.The Lone Wanderer: "Never mind. I think you've had enough sugar for one day."Zip: ""(Zip's dialogue) Alternatively, a successful trade can have him singing to himself "Nuka-Cola, Nuka-Cola, makes a stomach bubbly and the world so jumbly."The Lone Wanderer: "Sounds like a good trade to me. Here."Zip: ""(Zip's dialogue) Much like his one-off experience with Nuka-Cola Quantum, he had an incident on one occasion whereby he placed gunpowder in Nuka-Cola, consumed it (noting it tasted "kinda funny"), and again lost part of his memory save for recalling that everything went "swirly" at one point and that he "flew around."Zip: "Did you know once I put gunpowder in Nuka-Cola and it tasted kinda funny but everything went swirly and then I flew around and then I don't remember?"(Zip's dialogue) His Nuka-Cola addiction is to a point where he "honestly" volunteers to be the Lone Wanderer's best friend on the condition they provide him with even a bit of Nuka-Cola, or greets them asking if they have any good stories before quickly broaching the subject of if they have any of the beverage for him.Zip: ""(Zip's dialogue)Zip: "Hey, hi! Hi, /. Hey there. What's going on? Anything new? You have any good stories? What about Nuka-Cola, you have any of that? Huh, huh?"(Zip's dialogue) Lucy, as Little Lamplight's resident doctor, is aware of the addiction and refers to Zip as being full of his own "little chemical problems," with his Nuka-Cola addiction being a "soda problem" that she finds relatively bad.The Lone Wanderer: "I think I might be addicted to something. Can you help?"Lucy: "I swear, you and Zip, just full of your own little chemical problems, aren't you? Here, hold on. I've got you covered."(Lucy's dialogue)The Lone Wanderer: "I think I might be addicted to something. Can you help?"Lucy: "And here I thought Zip's soda problem was bad. For 50 caps, I can help you get over that. Otherwise, you can find your own solution."(Lucy's dialogue) As his addiction makes him jumpy, Mayor Maccready has prohibited Zip from carrying a gun around town, stemming from a past incident that now means he must forfeit his gun into lockdown each time he returns from scavenging.Zip: "The mayor said it's okay for you to be in here, right? Because mungos aren't allowed in here unless the mayor says so. So are you an okay mungo? Because if you aren't an okay mungo, that means we should stop you, and that means I have to get my gun from lockdown so stay here okay?"(Zip's dialogue) Although Zip dismisses the event as an accident, he is aware that the other Little Lamplight residents do not like him having a gun in town anymore after this. Regardless, he sees the ban on him as an excuse to drink more Nuka-Cola instead, reasoning that if he is not allowed his gun, then this must mean he can drink more of the beverage. Due to this track record, the one time Zip scavenged a laser gun it was confiscated from him by MacCready, worried that Zip would accidentally take out someone's eye and consequently anger Eclair.Zip: "One time I found a gun that shot laser beams but Mayor MacCready took it away from me because I might put out someone's eye and Eclair'd be angry."(Zip's dialogue) However, Zip is allowed back his gun if it is needed to deal with "mungos" who should not be in Little Lamplight; on first encounter, he questions the Lone Wanderer's presence as he debates whether they need to be shot or not, asking that they stay put while he goes to fetch his weapon.Zip: "Wow, you're big. I mean, bigger than most people down here. I mean, bigger than most people down here that we don't shoot for being down here. So, how'd you get down here without getting shot? Am I supposed to shoot you? Because, you know, I'd rather not, but if I'm supposed to, then okay."(Zip's dialogue) He can go so far as to query the Lone Wanderer themself for confirmation as to whether he needs to shoot them, though would rather avoid this outcome. However, if the Lone Wanderer harms any of the Little Lamplight inhabitants, Zip changes his tune to wanting to cure the Lone Wanderer of this habit by shooting them.Zip: "Hey, you hurt any of my friends today? Because it's like this bad habit you've got. I figure I can cure it if I shoot you some, okay?"(Zip's dialogue) Zip's propensity for getting distracted during scavenging missions has led to Eclair mildly reprimanding him, as he has forgotten to bring him items like meat or kindling needed for cooking.Eclair: "Hey, Zip. I got a question about your last scav trip."Zip: "What's the matter, Eclair? Something wrong? Something taste funny? I was pretty sure everything was clean, I really was!"Eclair: "No, calm down, pop-head. Things are just fine. I just couldn't help but notice you didn't bring back any meat, like I asked."Zip: ""Eclair: ""(Zip and Eclair's dialogue)Eclair: "Zip, can I ask you a question about last time you were out and about?"Zip: "There a problem, Eclair? Everything's fine, right? We're not suddenly out of food, are we? I haven't been sneaking any snacks, I promise!"Eclair: "Calm down, Zip. It's just that you didn't bring any kindling down for cook-fires. Only thing worse than fungus is cold fungus, know what I mean?"Zip: ""Eclair: ""(Zip and Eclair's dialogue) Zip can be heard initially panicking as he guesses the issue Eclair will bring up with him, including whether the food he scavenged tasted funny or if they had suddenly run out of food, before quickly defending himself by assuring Eclair he has not been sneaking any snacks. When not out scavenging, Zip spends his time running around badgering the other children, or even asking to follow the Lone Wanderer around, causing Knick Knack to lament having to put up with Zip's shenanigans.Zip: "Mind if I follow you around for a bit? I promise not to bug you! It'll be fun!"(Zip's dialogue)Knick Knack: "I put up with Zip's shenanigans, but I'm not having it from an outsider. Keep your hands to yourself, this time."(Knick Knack's dialogue) In an effort to keep Zip distracted from constantly asking him about any hidden Nuka-Cola, Knick Knack has managed to convince Zip that he has a six pack of the beverage concealed near a "magic rock," hoping this ruse will keep Zip occupied for weeks at the minimum searching for it.Knock Knock: "So, bro, made any good trades today?"Knick Knack: "Nah. Zip kept asking if I have any Nuka-Cola hidden anywhere, so I told him I kept a six pack hidden near a magic rock. He'll be busy for weeks, see?"Knock Knock: "That's hysterical! Zip was running around, checking every rock he found all day!"(Knock Knock and Knick Knack's dialogue) Zip has a fascination with rocks, and can be heard recounting to a dismissive Princess that he is happy because he is alive, has food and shelter, and because he found an "awesome rock."Princess: ""Zip: "I guess I got lots of reasons. I mean, I'm alive, and we've got food and shelter, and I found this awesome rock yesterday!"(Princess and Zip's dialogue) Similarly, Knick Knack has heard him complaining over one of the younger children having a rock that looked dirty, though Knick Knack comments that Zip barely knows whether something is clean or not anyway.Knock Knock: "So, bro, made any good trades today?"Knick Knack: "Nothing much. One of the littler kids had a rock Zip said looked dirty, but he barely even knows what is and isn't dirty in the first place, see?"(Knock Knock and Knick Knack's dialogue) Akin to Knick Knack's magic rock scheme, Knock Knock has also previously managed to persuade Zip that one of the rocks in the area grants wishes.Knock Knock: "So, bro, made any good trades today?"Knick Knack: "Nah. Zip kept asking if I have any Nuka-Cola hidden anywhere, so I told him I kept a six pack hidden near a magic rock. He'll be busy for weeks, see?"Knock Knock: "Oh man, and just yesterday I got him to believe one of the rocks out back granted wishes! I guess we make a good team, even when we didn't mean to!"(Knock Knock and Knick Knack's dialogue) Despite annoying the other children during his habit of running around Little Lamplight in his time off, he is subsequently capable of providing directions to the Lone Wanderer if asked.The Lone Wanderer: "Can you give me directions?"Zip: "Where? I've been just about everywhere down here, so I can get you to anywhere down here."(Zip's dialogue) Apart from his interest with rocks, Zip has been easily distracted during a scavenging trip in the past by finding out what some rats were doing. Zip has theories over where his nickname originated from, including that it may be tied to zippers because he wears pants (though dismisses this as others wear pants), or that it stems from how fast he is due to what the other children have told him (which he also dismisses on the basis everyone else is just too slow).Zip: "Everyone calls me Zip, and I think that's because I'm always wearing pants, and those have zippers, but it's not like I'm the only one with pants."(Zip's dialogue)Lone Wanderer: "Why are you called Zip?"Zip: "Why Zip? Or why do I have a nickname at all? I mean, why don't people just call me Ricky? Or Yancy? Or Eustace P. Vanderbanger the Third? I mean, they say it's because I'm so fast, but that doesn't make sense because I don't think I'm all that fast, it's just that they're all so slow! I guess it's just one of those mysteries that'll never really get answered, sort of like how people made the bubbles in Nuka-Cola. Say, got any Cola?"(Zip's dialogue) He can introduce himself to the Lone Wanderer as Zip, "like a zipper," before correcting himself because he is "not made of metal" but does go up and down. If questioned about the origin of his nickname, he poses his own suggestions for names he could be called, including "Yancy" and "Eustace P. Vanderbanger the Third." He may ponder aloud to the Lone Wanderer about what his nickname could be short for, proposing "Zippy," "Zipperick" and "Ziptholomew" as options—despite his real name being Ricky. Regardless, he sees his nickname as mysterious to him as how people "made the bubbles in Nuka-Cola." His theories extend to the "big, scary monsters" inhabiting Vault 87, which he can bet the Lone Wanderer is going to kill, but not before interjecting that they might eat the Lone Wanderer's face off first.The Lone Wanderer: "What do you know about Vault 87?"Zip: "Yeah, I know that place. Yep, sure do. Monsters back there. Big, scary monsters. Lots of them. Tons, even. Are you going there? Are you? Are you gonna shoot 'em dead? I bet you are. That'll be so cool. Unless they eat your face. They do that, you know."(Zip's dialogue) Zip indulges in rumors, including one that the "Brotherhood of Steelies" are, under their suits, giant cockroaches that have learned to build machines, speak, and fire guns.Zip: "I heard that inside those suits the Brotherhood of Steelies are actually giant cockroaches that learned to build machines and talk and shoot guns!"(Zip's dialogue) Per his super mutant rumor, on the other hand, he speculates that mutants were once ghouls who suffered an allergic reaction after being bitten by ants.Zip: "I heard that Super Mutants turned into Super Mutants because they were just Ghouls who got bit by ants and had some kinda allergic reaction! "(Zip's dialogue) Interactions with the player character Interactions overview Quests - Zip's Nuka Fix: He will trade the player character random items for Nuka-Cola. Inventory Notes - Zip speaks at normal speed when the Lone Wanderer ends a conversation with him by telling him to "stay away." - Sometimes, he will follow the Lone Wanderer around Little Lamplight and will continually talk about Nuka-Cola. - Though dialogue options specify giving Zip ice cold Nuka-Cola, regular Nuka-Cola will suffice. - Although the Fallout 3 Game Guide states Zip has never heard of Nuka-Cola Quantum before, this is contradicted by an incident he recounts in-game whereby he lost his memory for a week after drinking it on one occasion.Fallout 3 Official Game Guide Game of the Year Edition p. 340:"Freeform Quest: Zip's Nuka fix:Zip, the kid wearing the mole outfit and who's on the scavenging team, is too jumpy for a gun, but he’s still on the lookout for items— specifically Nuka-Cola. If you have any regular Nuka-Cola Bottles that haven't been drunk (not Quantum; Zip might explode if he knew about that little concoction!), he’ll trade you one of the items he’s scavenged (once per 24 hours)." Notable quotes Appearances Zip appears only . References Non-game de:Zip ru:Зип uk:Зіп
Zip gun
The zip gun is a weapon in Fallout 2, Fallout Tactics and Van Buren. The gun is also mentioned in a terminal entry on the main deck of the Prydwen in Fallout 4. Models Zip gun Tactics model The zip gun is a handmade wooden gun, using 10mm rounds for ammunition in Fallout 2 or 9mm in Fallout Tactics. ru:Самодельный пистолет
Zip gun (Fallout 2)
The Zip gun is a small gun cut from Fallout 2. Characteristics Unlike the Zip gun in Fallout Tactics, it uses 10mm rounds instead of 9mm rounds. It's possible to obtain it in the original game using an inventory editor. However, it uses the debug purple box as an inventory graphic. es:Pistola desmontable ru:Самопал (пистолет) uk:Самопал (пістолет)
Zip gun (Fallout Tactics)
The zip gun is a small gun in Fallout Tactics. Characteristics The zip gun is a handmade wooden gun, using 9mm rounds for ammunition. Locations - Brahmin Wood, carried by a raider outside the compound gate. - Brotherhood bunkers, for sale from Bradley after the Quincy mission. - Mardin, three carried by Beastlords. Behind the scenes "Zip gun" is a generic term for improvised firearms, put together from available materials, and made to fire (usually small-caliber) scavenged ammo. Gallery Zipgun.jpg|Zip gun concept art ru:Самодельный пистолет (Fallout Tactics)
Zip gun (Van Buren)
The zip gun is a weapon that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. Locations - Carried by Mormons in Jericho.Van Buren Jericho design document. [[Jericho design document/1#Mormons (8) |[1]]] - Carried by Chipher adults in Mesa Verde.Van Buren Mesa Verde design document. [[Mesa Verde design document/1#Cipher Adults (18)|[1]]] - Carried by various non-player characters in Denver.Van Buren Denver design document - Generic NPCs. [[Denver design document/3#Generic NPCs|[1]]] - Used by Blackfoot tribe members.Van Buren Blackfoot Tribe design document. [[Blackfoot Tribe design document/1#Overview|[1]]] - Can be made by Garun once given the parts.Van Buren Blackfoot Tribe design document - Garun. [[Blackfoot Tribe design document/3#/Garun the Spearsharpener (interm) (cnicholas)|[1]]] References es:Zip gun
Ziskele
Paladin Ziskele is an experienced warrior in the Brotherhood of Steel in 2197. Background Ziskele commanded a squad of initiates to free the village of Dirt Haven from its raider occupants and later sent another squad to take down Gargantua, the raider leader, in Devil's Graveyard. In the demo version, he narrated all briefings and debriefings. Interactions with the player character Though unseen, he was the one who instructed the player character during the tutorial missions (accessible from the game main menu) and supervised the operations in Dirt Haven and Devil's Graveyard. Appearances Paladin Ziskele appears only in the Fallout Tactics demo. ru:Паладин Зискал uk:Паладин Зіскал
Zoara bouncer
The Zoara bouncers are three bouncers guarding the Zoara club in Gomorrah, a small VIP lounge overlooking the main Brimstone Club. Background The Zoara bouncers wander around near the entrance to the Zoara club, making sure that nobody enters the club without authorization. Interactions with the player character Interactions overview Quests - How Little We Know: You can inform a Zoara bouncer that Cachino is dealing on the side by showing him his journal. Inventory Appearances The Zoara bouncers appear only . Gallery Zoara bouncer2.jpg Zoara bouncer3.jpg ru:Вышибала «Зоары» uk:Вибивала «Зоари»
Zoe
- Characters: -- Zoe Hammerstein, a violinist who lived in Vault 92, mentioned in Fallout 3. -- Zoe (Automatron), a deceased merchant in the Fallout 4 add-on Automatron. --- Zoe's diary, a holotape in the Fallout 4 add-on Automatron. -- Zoe (Fallout 76), a Mister Handy at Camden Park in Fallout 76. --- Zoe/Dialogue, dialogue for Zoe in Fallout 76. -- Zoe Evans, an Initiate in the Order of Mysteries, mentioned in Fallout 76. - Real-life people: -- Zoë Bell, an actress who voiced various characters in Fallout: New Vegas. -- Zoe Vaughn, a developer who worked at Bethesda Softworks as a quality assurance tester on Fallout 76. ru:Зои
Zoe's diary
Zoe's diary is a holotape in the Fallout 4 add-on Automatron. Location The tape can be found on Zoe at the site of Mechanical Menace. Transcript Ramblings Raiders are Dumb Who Protects the Protectron? Seriously? Shopping Spree! Gallery Fo4AUT_Zoe.jpg|Zoe fr:Journal de Zoe ru:Дневник Зои uk:Щоденник Зої
Zoe/Dialogue
Dialogue_Zoe MTR04_Chow
Zoe (Automatron)
Zoe is a deceased merchant in the Commonwealth in 2287. Background Zoe was part of a caravan traversing post-apocalyptic America in 2287. With the leadership of Jackson, the caravan specialized in mechanical repair and trade, using robots built from scavenged parts to protect themselves.The Sole Survivor: "So why did you end up staying?"Ada: ""(Ada's dialogue) Her main job as part of the caravan was to set up defenses during the night, coordinating the placement of the robots and setting up defensive measures.Zoe's diary, RamblingsZoe's diary, Who Protects the Protectron? Before her arrival in the Commonwealth, Zoe started a diary on a holotape to catalog her thoughts during the caravan's travels. Interactions with the player character Interactions overview Inventory Appearances Zoe appears only in the Fallout 4 add-on Automatron. References ru:Зои (Automatron) uk:Зої (Automatron)
Zoe (Fallout 76)
Zoe is a Mister Handy working in Camden Park as an attraction operator in Appalachia. Background Zoe staffs the Chow Line, a hot dog eating contest at Camden Park. She has been programmed with a chipper southern accent. Interactions with the player character Interactions overview Appearances Zoe appears only . Gallery FO76 Camden Zoe 2.png ru:Зои (Fallout 76)
Zoe Evans
Zoe Evans was an Initiate of the Order of Mysteries.Cryptos terminal entries; Membership Roster Background In Riverside Manor, Zoe shared a bunk with Mistress Sara Burnett in the guest bedroom. Zoe did not like their arrangement, as Sara snored in her sleep, and she asked the rest of the Order if anyone would be willing to exchange with her.Riverside Manor terminal entries; guest bedroom terminal, Wanna trade? Appearances Zoe Evans is mentioned only . References ru:Зои Эванс
Zoe Hammerstein
Zoe Hammerstein was a promising young violinist invited into Vault 92. Background Zoe was excited and felt a little bit out of her league when compared with the other, more accomplished, musicians in the vault. She was one of the first to feel the effects of the uncontrolled white noise brainwashing implemented by Overseer Rubin. After being assured by the vault doctor that she was just stressed, she began losing her mind completely. As revealed in her terminal entries, she had a crush on Parker Livingsteen. Her terminal entries become less legible because of the effects of the white noise. The first entry is perfectly fine, the second one has some spelling and grammar errors, the third has many more errors, and the last one is hardly legible at all.Zoe Hammerstein's personal terminal entries Appearances Zoe Hammerstein is mentioned only in Fallout 3. References ru:Зои Хаммерстейн de:Zoe Hammerstein it:Zoe Hammerstein
Zoe Vaughn
Zoe Vaughn is a developer who worked at Bethesda Softworks on Fallout 76 as an additional/contract quality assurance tester. In the updated credits for Steel Dawn, she was listed as a regular quality assurance tester. Employment history Credits Fallout series Other works
Zomak
Zomak is a guard stationed in Gecko's nuclear power plant's tunnels in 2241. Background Zomak (a.k.a. the Destroyer) is a follower of the "granter of enlightenment," the Brain. He is a large, burly ghoul with a sharply sloped forehead and a feeling of simpleminded superiority.Zomak's character description: "{102}{}{You see a big, burly ghoul whose face, beneath a sharply sloping forehead, reflects vast reserves of simpleminded superiority.}"(Zomak's dialogue) Interactions with the player character Interactions overview Other interactions When encountering Zomak, he will usher the Chosen One to the Brain if they show interest in renewing. The Brain will call on Zomak to attack them if made upset. Inventory Notes The dialogue file of Zomak (GCZOMAK.MSG) is duplicated with an identical file with a mistyped name (GCZAMOK.MSG). Appearances Zomak appears only . Behind the scenes Zomak, along with the Brain, is a cultural reference to Pinky and the Brain. References ru:Зомак uk:Зомак
Zombie
A zombie is an undead corpse, typically devoid of a soul and with no free will. In the Fallout world, the term generally refers to ghouls, who very much resemble the zombies of pre-War horror films,The Lone Wanderer: "All true, except for the part about the mutants, the water and the whore."Crowley: "Ha, ha! I like a human that knows his place. Too many of you think we're all just zombies. They don’t know, or don’t care, that we’re just as human as they are inside. We bleed! We hurt! We regret! And you know what really pisses me off? They think the only way to kill us is to shoot us in the head, like in the old zombie stories, and that will put us out of our misery. Hey, I know! Maybe you could help me even the score."(Crowley's dialogue)The Lone Wanderer: "Jesus Christ! What are you?"Winthrop: "Now tell me, how is it that you ended up down here in Ghoul central without knowing what a Ghoul is? Huh? You know, never mind. I'm a Ghoul. Everyone down here: Ghouls. That's what we are. And before you ask "what's a Ghoul", lemme tell you. We're not the walking dead, despite the rotten flesh and the smell. We're mutants... sort of. At least, I think we are."The Lone Wanderer: "Wait... what are you again?"Winthrop: "You got wax in your ears? We're Ghouls mutants with rotting flesh. It's not a big deal, I got used to it. So will you. You know, nevermind. I'm a Ghoul. Everyone down here: Ghouls. That's what we are. And before you ask "what's a Ghoul", lemme tell you. We're not the walking dead, despite the rotten flesh and the smell. We're mutants... sort of. At least, I think we are."(Winthrop's dialogue) often as a derogatory remark. The term is also used to describe feral ghouls.Tenpeny Tower terminal entries, Exploration Database, Feral Ghouls Examples of use The first appearance of the word in Fallout was when it was used by Set's ghoul gangsters to refer to themselves,The Vault Dweller: "{114}{}{So what are you doing here?}"Ganger: "{116}{}{I'm supposed to make sure no one goes by. Dis is Zombie house.}"The Vault Dweller: "{117}{}{What's a Zombie?}"Ganger: "{119}{}{Not a what . . . A WHO. We are the Zombies. If we do good, Set'll make us one of his guards. Now that's all I'm gonna tell you.}"(Ganger's dialogue)The Vault Dweller: "{124}{}{Nah, I want to go in.}"Ganger: "{126}{}{I don't think so. Get out before I call the boyz over and dance on your face.}"The Vault Dweller: "{127}{}{Is that a threat?}"Ganger: "{129}{}{It was. Now it's a fact. ZOMBIES!}"Ganger: "{131}{}{HEY, ZOMBIES, WE GOT US A PUNCHIN' BAG!}"(Ganger's dialogue)Ganger: "{101}{}{What are you doing here? Answer wisely - this could be your only chance . . .}"The Vault Dweller: "{105}{}{Duh.}"Ganger: "{131}{}{HEY, ZOMBIES, WE GOT US A PUNCHIN' BAG!}"(Ganger's dialogue) and was pejoratively used towards Children of the Cathedral cultists,The Vault Dweller: "{315}{}{What I'm seeing are a bunch of zombies! }"Slummer: "{300}{}{We're not zombies! When I was a member of the Fighting Flesh street gang, I was a psychotic fool who did anything that the higher-ups told me to do! Praise to the Master that I am no longer so blind! Oh, praise the Master! Let's praise him together, shall we? }"(Slummer's dialogue)The Vault Dweller: "{120}{}{Sorry, it's been a tough week. So what can you tell me about this place? }"Slummer: "{207}{}{Have you never been to the Cathedral before? This is a place of Peace and Unity. This is a place where differences are forgotten and we seek a future of unity and prosperity for all. A future where the horrors that our ancestors inflicted on us can never happen again! }"The Vault Dweller: "{211}{}{How can you be so sure this ain't some form of mind control? }"Slummer: "{300}{}{We're not zombies! When I was a member of the Fighting Flesh street gang, I was a psychotic fool who did anything that the higher-ups told me to do! Praise to the Master that I am no longer so blind! Oh, praise the Master! Let's praise him together, shall we? }"(Slummer's dialogue)The Vault Dweller: "{221}{}{Why should I praise the Master? Go on, convince me. }"Slummer: "{313}{}{Open your heart. Open your mind. Listen to what people are saying, and you will find enlightenment. }"The Vault Dweller: "{319}{}{You zombies make me sick! I want to kill each and every one of you! }"Slummer: "{276}{}{If you do not like it here, you can leave. Praise the Master, and have a nice day. }"(Slummer's dialogue)The Vault Dweller: "{116}{}{I seek the guidance of the Cathedral.}"Lasher: "{168}{}{Learn to embrace pain as your closest friend, for pain is the most instructive force in the universe. Break yourself until you can exist no longer as an individual, then remake yourself into the Master’s tool. That is the solution to all of your problems.}"The Vault Dweller: "{170}{}{Yeah, I want to get enough brain damage that I'll join a zombie cult! Dream on, pal!}"Lasher: "{212}{}{Your tongue is a wicked thing that is beyond redemption. Get out of my sight!}"(Lasher's dialogue)The Vault Dweller: "{187}{}{Hello kid. Can you tell me what this place is about?}"Calder: "{192}{}{This is the Cathedral of the Children of the Cathedral. I don't know why they say Cathedral twice. We worship the Master, and we yell a lot about Peace and Unity. It sounds kind of dumb, but the Master's real smart, so I guess it must be okay.}"The Vault Dweller: "{196}{}{What kind of a brainwashed little fool are you? You're going to grow up to be one of these zombies! I should kill you now!}"Calder: "{113}{}{Nightkin! Nightkin!}"(Calder's dialogue)The Vault Dweller: "{180}{}{You seem a little too intelligent for this pack of zombies.}""{213}{}{You seem a little too intelligent for this pack of zombies.}""{220}{}{You seem a little too intelligent for this pack of zombies.}"(Viola's dialogue): "# 17. Children, Non-Brainwashed - Get some zombies in here to take care of this pest! "{2625}{}{You're an even bigger loser than the zombies!}""{2627}{}{You're an even bigger loser than the zombies!}"(COMBATAI.MSG (Fallout)) including by some associates of the Children themselves, such as Ton Barracus,Ton Barracus: "{134}{}{Hello, miss. I am Ton, 2,000 pounds of the Master's toughest fighter. I have also been evolved by the FEV into something that you need to check out. Let's get it on, baby.}"The Vault Dweller: "{136}{}{That's a little too fast. Let's get to know each other first.}"Ton Barracus: "{178}{}{Life is too short for that. Let me show you why you don't want to wait.}"The Vault Dweller: "{179}{}{But I want someone who knows what's going on.}"Ton Barracus: "{214}{}{Well baby, what's going on is that there are a lot of zombies chanting, a lot of people dying and the Children are going to take over everything. And there's you and me and nothing else matters!}"The Vault Dweller: "{215}{}{But Barracas, darling, surely there's more going on than that . . .}"Ton Barracus: "{234}{}{Nothing important as you and me. Unfortunately, this is the worst place on earth to experience what Ton does best. Too many zombies cramp my style. I'll let you know when I think about some place more convenient . . .}"The Vault Dweller: "{216}{}{Oh, Ton!}"Ton Barracus: "{219}{}{Unfortunately, this is the worst place on earth to experience what Ton does best. Too many zombies cramp my style. I'll let you know when I think about some place more convenient . . .}"(Ton Barracus' dialogue) Ton Barracus: "{122}{}{What do you want, you stupid zombie? Get outta my face before I break it.}"The Vault Dweller: "{125}{}{Any time, pal. I've been waiting for a good scrap!}"Ton Barracus: "{162}{}{What are you doing dressed like a zombie? If you got the 'tude, you gotta let it show!}"The Vault Dweller: "{166}{}{I've been thinking of converting.}"Ton Barracus: "{201}{}{Converting? Well, good luck. You'll need it.}"The Vault Dweller: "{202}{}{Why would I need luck?}"Ton Barracus: "{228}{}{The conversion isn't easy. You see these people, all these zombies? They used to be like you and me. Ton survived. These people didn't. But why should Ton care about you?}"(Ton Barracus' dialogue) Dane,The Vault Dweller: "{163}{}{What's this place used for?}"Dane: "{170}{}{This is the baptismal. They make Servitors here. When acolytes have been indoctrinated, they bring them here and they go through the process. A few of them survive . . .}""{171}{}{Most lose their minds, but they're still useful. They throw them downstairs, rant at them about the Master and walk around in a stupor. You've seen the zombies. Great slave labor -- and soldiers . . .}""{172}{}{John Brown's body is molderin' in the Grave. John Brown's body is molderin' in the Grave, John Brown's body is a-molderin' in the Grave, and the Master's screwing us overrrrr . . .}""{173}{}{Stop that. It's getting real difficult to hold myself together.}""{197}{}{Ooops! I can't keep myself together anymore! Whee! Whee! Whee!}"(Dane's dialogue)Dane: "{159}{}{You know, I used to think religion was a noble calling, and maybe it is; but you can't walk into it blindly, or they'll take control of your brain.}""{160}{}{. . . zombies are a disgrace to God, you know.}""{161}{}{But why does God make people who break so easily?}""{162}{}{I think I can finally answer some questions now. Sorry it took so long.}"(Dane's dialogue) and Zark.Zark: "{108}{}{Yeah. What do you want?}"The Vault Dweller: "{109}{}{Man, I just want to speak with a real human being. These zombies are giving me the creeps.}"(Zark's dialogue)Zark: "{108}{}{Yeah. What do you want?}"The Vault Dweller: "{110}{}{Brother, will you not praise the Master with me?}"Zark: "{239}{}{The Master can kiss my ass. Just as long as I end up on the winning side, I don't give a shit. You got that, zombie!}"The Vault Dweller: "{242}{}{How can you survive around here with that attitude?}"Zark: "{245}{}{Because I do my job good. I've killed three Apocalypse scum in the last month. Nobody gives me shit. You want to?}"The Vault Dweller: "{249}{}{Nope.}"Zark: "{259}{}{Thought so. Why don't you just go back to your zombie chants and leave the real work to guys like me.}"(Zark's dialogue)The Vault Dweller: "{118}{}{Where's the Master?}"Zark: "{186}{}{I don't know! The only person who's seen him is Morpheus, and he's up in his tower. Man, you're creeping me!}"The Vault Dweller: "{188}{}{Tell me more about Morpheus!}"Zark: "{203}{}{The guy dresses in black, he does his preacher act, then he goes upstairs and counts his scripts. Man, I wish I had it that easy! But I better stop talking about him behind his back, or the Nightkin might hear.}"The Vault Dweller: "{207}{}{What's he preaching about?}"Zark: "{229}{}{You gotta be joking. Talk to the zombies, man!}"(Zark's dialogue) However, there were rumors of both the ghouls and their origins circulating prior to 2161.The Vault Dweller: "{127}{}{What do you know about Necropolis?}"Patrick the Celt: "{140}{}{Necropolis is the city of the dead. It's inhabited by ghouls, the descendants of humans who sought shelter in a Vault there. Story goes that the Vault failed somehow, so now the only inhabitants are carrion-eating monsters.}"(Patrick the Celt's dialogue) The character description of Slummer, a reveler at the Cathedral, refers to him as simply "a zombie,"Slummer's character description: "{100}{}{You see a zombie. }"(Slummer's dialogue) and the player has many opportunities to call him one. However, he rejects this label. He mentions that he once belonged to a gang called the Fighting Flesh. The raving cultist Dane asserts that zombies are a disgrace to God. In Fallout 2, the Chosen One can call Wooz a zombie, which appears to deeply offend him.The Chosen One: "{195}{}{On second thought, I must have a hole in my head for wanting to buy drinks for a bunch of rotting zombies.}"Wooz: "{320}{}{Zombies? Fuck you! We’re ghouls. Zombies are a type of undead with no free will. Although we share certain physical characteristics -- most notably, the rotting flesh and characteristic morbidity -- we are creatures of free will. Allow me to demonstrate.}"The Chosen One: "{330}{}{I am demonstrating my free will by telling you to GET OUT! Damn smoothskin bigot. Go back to Vault City, where you belong.}"Wooz: "{331}{}{Ghouls, zombies, who cares? You’re all freaks.}"(Wooz's dialogue)The Chosen One: "{441}{}{Before the war? But that was a long time ago.}"Wooz: "{460}{}{It sure was a long time ago. How do you think ghouls are made? You think some of us just got up one fine day and said to ourselves: "Gee, I wonder what it’d be like to have my flesh rotting off my fucking body?"}"The Chosen One: "{461}{}{Well, no, I didn’t. Say, how do you make a ghoul?}"Wooz: "{490}{}{With silver-bells and cockleshells and… Boy, you are dumb, aren’t you? Severe radiation. That’s how. How do you think? You know, many bombs go boom, flash of light and heat, flesh burns off, but you don’t-quite-die-type severe radiation?}"(Wooz's dialogue) If Lenny is an active companion in San Francisco children will run in fear.Child: "{119}{}{Eeeek! A zombie!}"('s dialogue) In Fallout 3, most ghouls are very offended by the term.The Lone Wanderer: "I know what a Ghoul is. Now get away from me, zombie."Gob: ""(Gob's dialogue)The Lone Wanderer: "She your new toy, zombie?"Barrows: "That kind of talk is uncalled for. I was, am and always will be a doctor of medicine. I don't care if she was a Super Mutant. I'd still help her. If they hauled your sorry, shot-up body into my clinic, I'd try and save you too."(Barrows' dialogue)The Lone Wanderer: "Yeah sure, I'm here for everything you got. Hand it over, zombie!"Murphy: "No! No way! You're not taking the formula from me!"(Murphy's dialogue)The Lone Wanderer: "Stop trying to talk your way out of this, zombie!"Murphy: "What the hell is your problem? Fine! You're gonna be like that..."(Murphy's dialogue) It is commonly used by the bigots who live at Tenpenny Tower, especially the chief of security, Gustavo, who uses the disparaging term prolifically.The Lone Wanderer: "What the hell's a Ghoul anyway? Some kind of diseased human?"Gustavo: "The radiation slowly eats away their brain, then they go zombie on you. It's better for everyone to kill them before all that, if you ask me."(Gustavo's dialogue) Calling Roy Phillips or Mister Crowley a zombie may lead them to attack. Mister Crowley will hire the Lone Wanderer to kill supposed ghoul bigots by shooting them in the head like they do in old zombie movies.The Lone Wanderer: "Milk sucking? You shuffle stepping, brain eating, grave loving zombie!"Crowley: "Another human bigot. It figures. Go mate with a Super Mutant."(Crowley's dialogue)The Lone Wanderer: "Maybe. I don't know if I trust you."Crowley: "The feeling's mutual, smoothskin. But that never stopped a business deal. A lot of you humans are bigots. You don't like Ghouls and treat us like zombies, calling us brain eaters and shufflers. Well, they're going to pay. Uh...before I get into the details, you don't have anything against killing do you?"(Crowley's dialogue)The Lone Wanderer: "Okay. What's the plan?"Crowley: "Not everyone is as sympathetic to Ghouls as you are. In fact some humans are downright bigots. They treat us like zombies, calling us brain eaters and shufflers. Well, I'm going to make them pay. Uh...before I get into the details, you don't have anything against killing do you?"(Crowley's dialogue)The Lone Wanderer: "What can you tell me about Mister Crowley?"Greta: "He's an odd one. Why just a few months ago he decided he didn't like people calling us zombies. No Ghoul likes to be called a zombie, but Crowley was going up to humans and almost daring them to do it."(Greta's dialogue) In Fallout: New Vegas, the term zombie isn't used as frequently as in Fallout 3, but the player character does use the term to insult and threaten Grecks into paying back caps owed to Francine Garret,The Courier: ""Grecks: "[FAILED] Hey, I'm tapped out, man. I've got nothing left but the clothes on my back."(Grecks' dialogue)The Courier: "Thanks for the caps, now enjoy the zombie afterlife."Grecks: "Oh God! Help! Help!"(Grecks' dialogue)The Courier: "Seriously zombie, are you looking at me or someone off that direction?!"Grecks: "That's it! No one insults the eye!"(Grecks' dialogue) and Raul Tejada uses the word zombie when referring to a nickname of his.The Courier: "Where'd you get that Vaquero outfit?"Raul Tejada: "I found it in a costume shop. It was sort of my calling card, you know? "Raul the Ghoul, the zombie vaquero of Mexico City."(Raul Tejada's dialogue) See also - Smoothskin - Servitor References ru:Зомби zh:僵尸
Zombie (Wastelad)
Zombies are enemies in the Wastelad holotape minigame. Biology A walking corpse reanimated by radiation, zombies are one of the most horrifying sights to see in the wasteland. With a ratty set of clothes on their emaciated frame, they could almost pass as human. But the giveaway is the face. Sunken and hollow, their faces are almost skull-like. Inset with beady black eyes and topped with matted hair, their face is a sight to behold, and not in the good way. They also possess a sharp row of fangs in place of normal teeth, and large claws on their hands. They leak a dark liquid from their mouth and various other damaged parts of their body. Sometimes, they can be found in the horde of zombies encounter, alongside irradiated zombies, although these can be avoided. The horde of zombies is the easiest encounter in the game. Notes - Each zombie variant image uses the same torso and legs as its basis. Appearances Zombies appear only in Wastelad.
Zombie Stomp
"Zombie Stomp" is a rockabilly instrumental song written by Danny Farrant, Gez Gerrard and Paul Rawson. It is used in the trailer for the Test Your Metal update for Fallout 76. The song was included as part of Mixtape: Rockabilly (XMT190), a 2013 release of rock'n'roll library music under license to Extreme Music, for use in movies/TV/games.Mixtape: Rockabilly at extrememusic.com Lyrics It is an instrumental piece, and thus has no lyrics. References
Zombies (gang)
The Zombies were a gang in Necropolis around 2161, hoping to gain the favor of Set and join his guards, with all the benefits that entails.Ganger: "{101}{}{What are you doing here? Answer wisely - this could be your only chance . . .}"The Vault Dweller: "{102}{}{I'm looking for the boss.}"Ganger: "{110}{}{You gots some mental problems to work out. Set's not gonna let some loser like you take 'em down. He's got the guards and he's got the guns.}"The Vault Dweller: "{111}{}{How many guards?}"Ganger: "{113}{}{Set keeps at least two guards around him at all times, but he can call on more then ten if he needs it. And when he's in his throne room, those ten guards are seconds away.}"The Vault Dweller: "{120}{}{Why do you want to be one of his guards?}"Ganger: "{122}{}{I said dat's all I'm gonna tell ya'. Now git.}"(GANGER.MSG)The Vault Dweller: "{114}{}{So what are you doing here?}"Ganger: "{116}{}{I'm supposed to make sure no one goes by. Dis is Zombie house.}"The Vault Dweller: "{117}{}{What's a Zombie?}"Ganger: "{119}{}{Not a what . . . A WHO. We are the Zombies. If we do good, Set'll make us one of his guards. Now that's all I'm gonna tell you.}"The Vault Dweller: "{124}{}{Nah, I want to go in.}"Ganger: "{126}{}{I don't think so. Get out before I call the boyz over and dance on your face.}"The Vault Dweller: "{127}{}{Is that a threat?}"Ganger: "{129}{}{It was. Now it's a fact. ZOMBIES!}"Ganger: "{131}{}{HEY, ZOMBIES, WE GOT US A PUNCHIN' BAG!}"(GANGER.MSG) Appearances The Zombies appear only in Fallout. References ru:Зомби (банда) zh:僵尸 (帮派)
Zorbo
Dr. Zorbo is an antagonist in The Adventures of Captain Cosmos media franchise. Background Appearances Dr. Zorbo is mentioned, as well as the accompanying seventh in-game season, Zorbo's Revenge. He first appeared alongside Captain Cosmos and Jangles the Moon Monkey in The Legendary Run board game, where the goal was to arrive at the finish line before Zorbo does, and as a main character in the Zorbo's Revenge radio play. He was added in 2023 at one of the Nuka-World campaigns. Behind the scenes Zorbo is voiced by Neil Kaplan in the Zorbo's Revenge radio play, added to the game on Pirate Radio with the Night of the Moth update. Gallery FO76LR The Legendary Run Board Cropped.png FO76 The Legendary Run Board.png FO76LR The Legendary Run Leaflet.png|Legendary Run leaflet Score s7 apparel outfit zorbo l.webp|Zorbo's outfit Score s7 apparel headwear zorbo l.webp|Zorbo's head Atx playericon score 39 l.webp|Icon References es:Zorbo fr:Zorbo ru:Доктор Зорбо
Zorbo's Revenge
- Radio play -- Zorbo's Revenge (radio play), the radio drama for Zorbo's Revenge (season). - Scoreboard -- Zorbo's Revenge (season), the seventh season for Fallout 76.
Zorbo's Revenge (radio play)
Zorbo's Revenge is a pre-War radio play, broadcast on Pirate Radio in Fallout 76. It is associated with Zorbo's Revenge, the seventh season. Background The radio play provides background information and story elements regarding the accompanying board game of the same name. A sequel to the Legendary Run, Dr. Zorbo gathers his forces and prepares a doomsday weapon in a quest to retake control of the universe. He is joined by six villains including Baron von Longneck, Floating Face Farah, General Confusion, Octosaw, Opus and Obra and Skellscream, banding together to enact revenge on their common foe, Captain Cosmos. Part 1 Transcript Fallout 76 – Radio Play Part 1- Dr. Zorbo’s Revenge Part 2 Transcript Fallout 76 – Radio Play Part 2- Dr. Zorbo’s Revenge Part 3 Transcript Fallout 76 – Radio Play Part 3- Dr. Zorbo’s Revenge Appearances The Zorbo's Revenge radio play appears . Behind the scenes - The radio play was directed by voice actor Elias Toufexis, who previously provided voiceover for the Fallout 4 add-on Far Harbor and directed the Escape from the 42nd Century radio play.Elias Toufexis on Twitter: "Another hilarious #Fallout76 in game Radio Play I directed!" - Voice actors for the radio play include: -- The narrator (all parts) is voiced by Dave Fennoy. -- Dr. Zorbo (all parts) is voiced by Neil Kaplan. References
Zorbo's Revenge (season)
Zorbo's Revenge was the seventh season . It began on December 8, 2021, with the release of the Night of the Moth update, and concluded on February 28, 2022. It was preceded by The Unstoppables! vs The Diabolicals and was followed by A Better Life Underground. Background The season follows the narrative of The Legendary Run. It focuses on the character of Dr. Zorbo seeking revenge after his defeat by Captain Cosmos. It is based on a radio play of the same name. Rewards Notes Xerxo's gamma ray gun was originally the reward for rank 2, with ammunition for it being the reward for ranks 3 and 23. Due to issues with the weapon level (fixed to spawn at level 15, rather than adjusting to the player's level), the gun and ammo were removed on December 9, 2021. The gun is scheduled to return with an adjusted weapon level at some point in the future.CM Valseek on Bethesda Game Studios Discord (archived): "We're aware of an issue causing Xerxo's Gamma Gun, the Rank 2 reward for Season 7, to only spawn as a level 15 item instead of scaling to match your character's level. Currently, we feel that too few players would find this weapon useful in combat, and we have decided to replace it and Gamma Round rewards on the Scoreboard. Instead, upon reaching Rank 2, you will be able to claim a reward of 10 Legendary Modules. Ranks 3 and 23 now award Carry Weight Boosters and Basic Repair Kits, respectively, rather than Gamma Rounds. Don't worry if you've already claimed Xerxo's Gamma Gun or the Gamma Rounds--You can revisit the Season 7 Scoreboard to reclaim Ranks 2, 3, and 23 to receive your Modules, Carry Weight Boosters, and Repair Kits. In a future update, we're planning to re-release a fixed version of Xerxo's Gamma Gun for free for all players that will better match their characters' current levels. We apologize for the inconvenience, and we hope the Legendary Modules help you craft some more legendary gear for your arsenał in the meantime." Gallery Fallout76 Season7 Community-Calendar-EN-01.jpg|Season 7 community calendar FO76 itv season7 katherine.webp|Ally: Katherine Swan FO76 itv season7 xerxo.png|Ally: Xerxo FO76 itv season7 wvslotmachine.png|West Virginia slot machine FO76 itv season7 skellscream.png|Skellscream power armor Video Fallout 76 – Season 7- Dr. Zorbo’s Revenge External links - Fallout 76: Inside the Vault – Season 7 Scoreboard, Rewards & Community Calendar (Archived) - Fallout 76 – Season 7: Dr. Zorbo’s Revenge (Archived) References Non-game de:Zorbos Rache ru:Месть Зорбо
Zorbo's Revenge (video game)
Zorbo's Revenge is a Pip-Boy operable video game. A part of The Adventures of Captain Cosmos multimedia franchise, it was distributed with an issue of RobCo Fun.Fallout 76 loading screen Appearances Zorbo's Revenge is mentioned in the Fallout 76 update Zorbo's Revenge. Behind the scenes The game appears to be a reference to "Candy Land" with the board game design and the obstructions for the player. Gallery FO76 season07 scoreboard.webp|Fallout 76 loading screen References
Zorbo (disambiguation)
- Dr. Zorbo, an antagonist in The Adventures of Captain Cosmos media franchise, mentioned in Fallout 76. - Zorbo's Revenge, the seventh season in Fallout 76. - Zorbo's Revenge, a pre-War radio play, broadcast on Pirate Radio, introduced in the Fallout 76 update Night of the Moth. - Zorbo's Revenge, a unique alien blaster, introduced in the Fallout 76 update Night of the Moth. - Zorbo's Revenge, an overview of other uses of the term. - Dr. Zorbo robes and Dr. Zorbo helmet, an outfit set, introduced in the Fallout 76 update Night of the Moth. - Zorbo's Revenge, a video game whos RobCo Fun mention was cut from Fallout 4, and appears as mentioned in the Zorbo's Revenge season board game background chart. - Zorbo paint, a power armor Atomic Shop skin introduced in the Fallout 76 update Invaders from Beyond.
Zorbo paint
Zorbo paint is a paint scheme . Characteristics Blue with green, purple, and yellow accents, and a yellow circle with a "Z" serving as an insignia Available on Power armor - Excavator power armor - T-45 power armor - T-51b power armor - T-60 power armor - T-65 power armor - Ultracite power armor - X-01 power armor Location All paints were available through progression in Season 7, Zorbo's Revenge. Gallery File:Score s7 skin powerarmor paint excavator zorbo l.webp File:Score s7 skin powerarmor paint x01 zorbo l.webp File:Score s7 skin powerarmor paint t60 zorbo l.webp File:Score s7 skin powerarmor paint t51 zorbo l.webp File:Score s7 skin powerarmor paint t45 zorbo l.webp File:Score s7 skin powerarmor paint t65 zorbo l.webp
Zoë Bell
Zoë Bell is an actress who voiced Melissa, Diane, Linda Schuler, Alice Hostetler and various additional characters in Fallout: New Vegas. Career Bell is a stuntwoman and actress from New Zealand. She was a stunt double for Lucy Lawless on Xena: Warrior Princess and for Uma Thurman in the Kill Bill movies. She has appeared on both television and in feature films as an actress. Credits Fallout series Other work ru:Зои Белл uk:Зої Белл
ZsDrvCar.msg
Message box for the Highwayman. {{Transcript|text= {100}{}{This car doesn't appear to be functional. Still, it looks to be in better shape than the other cars in the area. Maybe this one can be fixed.} {101}{}{Currently, this car doesn't appear to be functional, it needs a fuel cell controller.} {200}{}{You successfully repair the car with the fuel cell controller.} {210}{}{You fail to repair the car. You fail to repair the car with the fuel cell controller.} {300}{}{You fail to repair the car. Maybe with the fuel cell controller that Smitty was talking about it could be repaired.} {400}{}{It would be too noisy to pop open the hood and work on the car.} }} ru:ZsDrvCar.msg uk:ZsDrvCar.msg
Zsade Fleming
Zsade Fleming is a developer who works at Bethesda Softworks on Fallout 76 in art outsourcing, as well as a quality assurance tester. Work on the Fallout series Fleming started out work on Fallout 76 as a quality assurance tester. In 2022, Fleming began being credited on the game in art outsourcing. Fleming worked on asset creation and integration for several CAMP objects, as well as texture variants for objects.ArtStation portfolio Employment history Credits Fallout series Other works References
Zsu
Zsu is a member of the Disciples in 2287. Background Zsu left a message on the Disciples public terminal, asking for help with upgrading her knife, as she did not "know jack about metal." In exchange, she offered trade and/or caps, though she attempted to ward off any "jokers" that would respond to the post.Fizztop Mountain terminal entries; Disciples terminal, To Bailey Appearances Zsu is mentioned only in the Fallout 4 add-on Nuka-World. References
Zswsign.msg
Message box for a generic Wanted Sign {{Transcript|text= {100}{}{A wanted poster with a crude charcoal sketch of a wanted person. The person on the poster looks familiar.} {101}{}{The caption reads.} {102}{}{Wanted Dead or Alive for Child Killing and being a Rat Bastard. Reward $10,000 Dead or $5,000 Alive.} {103}{}{Wanted Dead or Alive for Child Killing. Reward $10,000 Dead or $5,000 Alive.} {104}{}{Wanted Dead or Alive for Being a Rat Bastard. Reward $10,000 Dead or $5,000 Alive.} }} ru:Zswsign.msg uk:Zswsign.msg
Zubrowski
Zubrowski was a member of the Pitt raiders in 2277. Background Other raiders contemplated asking Zubrowski or Diehl for a card game to relieve their boredom.PittRaiderTalk3: "Maybe I'll talk to Zubrowski or Diehl, get a card game going. Not exactly exciting, but it beats sitting around with our thumbs up our asses, right?" Appearances Zubrowski is mentioned only in the Fallout 3 add-on The Pitt. References de:Zubrowski ru:Зубровски uk:Зубровський
Zurak
Zurak is a martial artist in Chinatown in 2241. Background The Dragon wants the Chosen One to prove himself against his students, before he may enter martial combat with the Dragon's arch-enemy, Lo Pan. Six of his followers have to be defeated. Zurak is the first one. Interactions with the player character Interactions overview Quests - The Dragon wants you to take out Lo Pan - hand to hand: Zurak is the first of six fighters to take on before being allowed to face Lo Pan. Inventory Appearances Zurak appears only . ru:Ученик Дракона uk:Учень Дракона
Zwicky
Mister Zwicky is the teacher in charge of Diamond City's schoolhouse in 2287. Background Mister Zwicky is a teacher at the schoolhouse in Diamond City. He and his robot companion Miss Edna run the schoolhouse 24/7. He has a house cat named Toro. Interactions with the player character Interactions overview Quests Wedding Day: If the Sole Survivor speaks with Miss Edna and responds to her questions by promoting the importance of "love," Miss Edna will ask them if it's possible for two very different people to experience love towards one another. If the player character agrees that it is in fact possible, Miss Edna will thank them for their insight. Later, upon a subsequent return to Diamond City, one can witness Pastor Clements wedding Miss Edna and Mister Zwicky in front of the All Faiths Chapel. Inventory Appearances Mister Zwicky appears only . es:Señor Zwicky ru:Мистер Цвикки uk:Містер Цвікки
¡La Fantoma!
¡La Fantoma! is a skill magazine . Background A comic book that focuses on ¡La Fantoma!, a master stealth infiltrator.Fallout: The Roleplaying Game Rulebook p.172: "An issue of a pre-War comic book, detailing the adventures of ¡La Fantoma!, a master of stealth and infiltration." Characteristics Reading this magazine raises the player character's Sneak skill by 10 points (20 points with the Comprehension perk) for 60 seconds (180 seconds with Retention). Published by GP Comics, this particular issue of ¡La Fantoma! has two blurbs on the front reading "Ella acecha de noche" (she stalks at night) and "Como es que una chica tan hermosa obtuvo poderes tan especiales?" (How is it that such a lovely girl got such special powers?). Crafting This item can be crafted by the Courier. Creation requirements Locations Below is a list of all fixed locations of the ¡La Fantoma! skill magazines in Fallout: New Vegas and its add-ons. For an overview of magazines per location, see the main overview page. Behind the scenes - The image is a flipped and recolored version of the front cover of Adventure Comics 428, by DC Comics. It is the origin issue of the character Black Orchid; this character was a master of disguise and imitation, hence the link to sneaking. - ¡La Fantoma! translates as The Phantom!, which lends verisimilitude to the idea that the magazine would give the reader ideas about how to sneak more effectively. - The exclamation mark style points to the idea that this would be a Spanish phrase. La Fantoma, although sounding Hispanic, under closer inspection the phrase actually only translates to the desired phrase The Phantom! (as an outcome of direct translation) from Romanian - this makes the first exclamation mark redundant. In Spanish, it would actually be ¡La Fantasma! Gallery FNV loading magazines02.jpg|¡La Fantoma! in the loading screen La Fantoma BS recreation office.jpg|Bitter Springs recreation office Boxing Times and La Fantoma BCts.jpg|Boulder City train station La Fantoma BC ruins.jpg|Boulder City ruins Confiscated goods trunk.jpg|Camp McCarran terminal building La Fantoma and MR Camp McCarran.jpg|Camp McCarran, outside La Fantoma CCbarracks.jpg|Caravaneer barracks Followers safehouse magazines.jpg|Followers safehouse La Fantoma H&H Tools.jpg|H&H Tools factory Briefcase Lucky 38.jpg|Lucky 38 cocktail lounge Tales of Chivalrie NBM.jpg|Nellis Boomer museum LaFantomaPowderGangersWest.jpg|Near Powder Ganger camp west with other goodies La Fantoma PdS switching station.jpg|Puesta del Sol switching station LF, PC, MR and FWT ruined highway ic.jpg|Ruined highway interchange La Fantoma SMC lobby.jpg|Sierra Madre lobby La Fantoma CM kitchen1.jpg|Cantina Madrid La Fantoma CM kitchen2.jpg La Fantoma CM kitchen3.jpg La Fantoma CM kitchen4.jpg La Fantoma Tampico.jpg|The Tampico La Fantoma and MP ES.jpg|Executive suites La Fantoma and FT Zapps NS.jpg|Zapp's Neon Signs La Fantoma Villa ps.jpg|Villa police station La Fantoma X13 research facility.jpg|X-13 research facility La Fantoma X13 research facility2.jpg References Non-game de:¡La Fantoma! es:¡La Fantoma! ru:Фантом (Fallout: New Vegas)
Éliane Prégent
Éliane Prégent is a developer who worked at Behaviour Interactive on Fallout 4 as an additional technical artist. Employment history Credits Fallout series Other work
Épée
Lucy fencing with an épée The épée is a melee weapon appearing . Characteristics The modern épée is a type of thin thrusting sword used in the pre-War sport of fencing. In the TV series In "The End," Lucy MacLean is seen practicing fencing while living in Vault 33 as a member of the vault's Fencing Team C.