naist-nlp/zeshel huggingface dataset:
Skylanes Flight 1981 The Skylanes Flight 1981 is a location in the Commonwealth . In 2287 , it is a completely smashed jet airliner . Background . The aircraft was a flying wing design with a vertical stabilizer on each wing . There was a glass dome at the tail cone . The fuselage also housed seating as well as a cargo bay above and beneath the cabin floor . Its wingspan is so enormous that the wings themselves contain seats . The plane appears to have been powered by giant engine clusters with 4 turbojet intakes , the outer intake was for the plane ' s airconditioning . This airliner was approaching Boston Airport from the west on the morning of the Great War . When Boston was struck by a nuclear bomb , the shockwave of the blast critically damaged the plane and caused a complete engine failure . In desperation , the captain and first officer attempted to land the plane on the nearby highway . It instead collided with the overpass and crashed hundreds of feet away . Since the crash , the wreckage has been picked over by generations of raiders and scavengers . Layout . The main body of the aircraft is in a gulch between two rocky bluffs . The plane seems to have broken apart into 5 main pieces : The two wings and three fuselage sections . The cockpit section ' s lower area consists of cargo and baggage areas . The cockpit section is accessible by some debris on the left side through a hole in the hull , the Sole Survivor can gain access to the passenger compartment . The left and right wing of the plane are entirely snapped off . If the miscellaneous quest " Meet Ness at the Crash Site " is active , this is the site of the secret compartment Ness wishes to liberate from raiders . This area may spawn two random opposing factions , which may attack the player character if they have a negative standing with any of them . Although , this area may also spawn hostile scavengers , raiders , super mutants and Children of Atom . The factions will respawn randomly every few days , as will the loot containers . A Gunner outpost can be found on the collapsed highway southwest of the crash site . Appearances . The Skylanes Flight 1981 appears only in " Fallout 4 " .
YCS / 186 The YCS / 186 is a unique in " " . Characteristics . The YCS / 186 is a unique variant of the . It looks like a standard Gauss rifle , but with a sandy or rusted texture along the barrel and main body , and it sports black stripes on the wooden stock . It has 4 more coils around the barrel , possibly explaining the greater weight and damage , while remaining the same length . The lens of the scope is tinted an unusual shade of red . The YCS / 186 uses 4 s per shot , instead of the normal 5 of a standard Gauss rifle . It is slightly more accurate and has 20 more item HP than the standard variety . Its only drawback over the base model is a slightly increased weight , at 8 pounds instead of 7 . Like the standard Gauss rifle , it boasts several advantages over the anti - materiel rifle . In addition to its increased damage output , it tends to cripple limbs on a direct hit , providing it does not kill the enemy immediately . When using max charge microfusion cells , this weapon can deal a devastating 210 base damage . With all related , this can be increased to 247 . 8 per shot . Durability . The YCS / 186 can fire a total of about 495 times using standard cells from full before breaking . Location . The YCS / 186 Gauss rifle is found at the mercenary camp east of Brooks Tumbleweed Ranch . A hostile mercenary with reinforced combat armor or reinforced combat armor mark 2 is carrying this weapon and will attack the player character on sight . If the player has the Wild Wasteland , the mercenaries are replaced with s who have the instead , making the YCS / 186 unobtainable during gameplay . Behind the scenes . The YCS / 186 is a reference to the now - defunct " Your Console Sucks " section of the The Something Awful Forums . Additionally , 186 was the forum ID number of YCS .
Beta wave emitter The beta wave emitter is a constructible item that was added to " Fallout 4 " by the " Wasteland Workshop " add - on . Characteristics . Beta wave emitters are meant to control wasteland creatures and animals captured in cages . Any released creature under the influence of an active emitter will refrain from attacking the Sole Survivor , their companions , and any resident settlers , however they can still occasionally attack other tamed creatures that are not of their own species . Any survivors will then prowl the area and defend it against outside aggressors , adding a race - specific value to the settlement ' s defense rating without taking up a settler slot . The creatures can therefore be used as a mobile defense force of varying power . It is important to note that hosting captured non - domesticated creatures of any kind in a settlement will make that settlement the target of regular attacks by other members of the captured species or faction . Crafting . A beta wave emitter requires 1 unit of power to work , and is effective throughout the settlement in which it was built . Creature defense ratings . These numbers are independent from the respective creatures ' subtypes ; a mythic deathclaw adds the same value to a settlement ' s defense rating as a standard deathclaw , but will of course be much more powerful in actual combat . Radstag variants " yearling " and " doe " give no defense rating , however , " standard " , " albino " , " rabid " , and " glowing " variants add 2 defense . Note that these values ' comparability to those of turrets is somewhat debatable . A heavy laser turret for instance provides a defence rating of 12 but will have serious trouble with taking down most mid to high - level attackers on its own , especially during the later game stages . A powerful levelled deathclaw variant on the other hand can wipe out an entire raiding party of the same level single - handedly in no time despite boasting a lower defence rating than the turret . Other predator species might not entirely play in the same league as deathclaws but can devastate groups of hostiles regardless - a lone Deathskull Radscorpion or Dusky Yao Guai is more than capable of holding its own against anything short of roaming deathclaw packs . Even some feral ghouls can prove themselves a nasty roadblock for many would - be attackers . Conversely , creatures like mutant hounds and even most mirelurks usually won ' t make it very far despite their good ratings , which is somewhat irritating in the case of the latter considering how difficult it can be for the player to shoot down a charging mirelurk .
Aradesh Aradesh is the leader of Shady Sands in 2161 , and has remained so since its founding in 2142 . He is the father of Tandi , the founder and first President of the New California Republic . Background . Aradesh is a good man who ' s genuinely concerned about his people and their problems . He may be a bit suspicious of the Vault Dweller at first , and can seem a bit paranoid , but that ' s because he distrusts all outsiders , and it is possible to earn his trust . Vault 15 . Aradesh was originally a Vault 15 dweller , a sister vault of Vault 13 . His multicultural accent and appearance are attributed to living in Vault 15 , which housed the social experiment of incorporating people of diverse cultural backgrounds . However , Aradesh left the vault with the other dwellers following a disastrous attack by raiders . Along with a few other exiled inhabitants of the vault , he ventured out into the wastes , looking for a place to begin anew . New Frontiers . Soon after the attack , Aradesh founded the humble community of Shady Sands using a G . E . C . K . in 2142 . He then led the community with a steady , guiding hand , reinforcing the slightly xenophobic attitudes of the townsfolk , aiming to make it a completely self - sufficient community , and keep it that way . Initially , he greeted the Vault Dweller with reserve , but after he removed the radscorpion threat and later saved his daughter from the Khans , he welcomed him openly in the community . Broad horizons were opening up for the small town . Founding NCR . Aradesh ( along with Seth and Tandi ) , would later start laying the foundations for the New California Republic , with him being elected as its first president . Soon after , inspired by the Vault Dweller ' s legacy , Aradesh and Seth began searching for Vault 13 . However , during one of their expeditions they disappeared and were proclaimed dead . Afterwards , his daughter took her father ' s position of President , guiding the NCR to a brighter , safer future . Interactions with the player character . Other interactions . He is likely to be among the first non - player character s with a talking head that are encountered . It will be learned quickly that he does not tolerate being lied to . Should the Vault Dweller act rash , refuse to answer questions , or lie about their origins in Vault 13 ( excusing the fact that with a high Speech skill it is possible to lie one ' s way in ) , Aradesh has no qualms about leading them back to the town borders . This has no real effect on further interactions in the town , as one can return and re - initiate dialogue with Aradesh without negative repercussions . Appearances . Aradesh appears in " Fallout " as a talking head . He is mentioned by Tandi in " Fallout 2 " , and appears on the NCR five dollar bill in " " . He is also mentioned briefly in " Fallout 4 " during Conrad Kellogg ' s memories .
Lobster trap helmet A lobster trap helmet is a piece of headgear that can be obtained in the " Fallout 4 " add - on " Far Harbor " . Characteristics . The lobster trap helmet is a lobster trap that is modified to be wearable . Locations . Lobster trap helmets can be dropped by trappers .
Massachusetts State House The Massachusetts State House is a location in the Commonwealth in 2287 . The first part contains mostly miscellaneous loot and a couple of dead raiders , further down there is a mirelurk den in which a mirelurk queen can be found , and beyond that a raider base is situated . Layout . The entrance area is a destroyed building full of mirelurks and mirelurk hatchlings . In the center of the building is a large atrium with a hole in the middle that leads down into the partially flooded basement area . Drop down into the hole and one will see a pair of locked doors as well as a hallway off to the side . The hallway leads into a few rooms full of shelving and radioactive barrels , then eventually to a room with a fusion generator and a terminal . Activate the door locks via the terminal and the locked doors across the cavern will open . When dropping back down to the central area with the pool of water ( or throw a grenade into the pool ) , a mirelurk queen will emerge . Before dropping down , grab the fusion core out of the generator . Through the doors is a room full of radiation and then a hallway . The right hall leads to a room with another terminal , while the left leads to a room with frag mines and a safe , then a raider base . Note that the left hall also spawns a unique mirelurk encounter , with the mirelurk busting up the floor until finally emerging at the end of the hall . Continuing past the room with the mines and safe , there is a ramp leading up into the raider base . The base consists of several floors with a raider in power armor in a room near the top . The key to the locked Master door can be found in a metal box in the enclosed area behind the turret ( around the corner from where the door is located ) . Through the locked door is a room containing one or more raiders , as well as a sniper rifle and some ammo . The hole in the wall leads to a walkway above the statehouse atrium with the hole down into the sewers . Across the walkway is a room with one or two raiders , a turret , a steamer trunk , and an attack dog . One of the raiders is likely wearing power armor . In the room with the turret , there is a bookshelf with a mini nuke on it . In the corner is an elevator that heads back down into the entrance area . In the building there is also a hidden room with a skeleton surrounded by three teddy bears . To get to the hidden room one must have a jet pack ( or use the command in console ( pc ) - walking on walls glitch will not work here ) . The hidden room is situated to the east , through a hole in the ceiling in the room leading onto the main area where the mirelurk queen spawns ( on the middle floor ) . The hole one must enter is above the sloped floor where the ceiling has fallen in . Approaching the skeleton will trigger a chilling piano note . Appearances . The Massachusetts State House appears only in " Fallout 4 " .
Rescue Chrissy Rescue Chrissy is a quest in " Fallout 2 " . Detailed walkthrough . The quest starts after the player character talks to Chrissy ' s mother in the Vault 15 squat . After exiting dialogue , follow the rocky path that leads to the green exit grid and talk to Dalia . Pass the Speech skill check or kill Dalia to get by her . Next encounter two raiders . One in front of the shack and another inside . Karla , the woman inside is equipped with a sniper . High Speech will enable Chrissy to be free without firing a bullet ; alternatively , gun the raiders down . Be warned though , as the door to the room holding Chrissy is trapped , while one of the raiders , Phil , holds a key to it . High Sneak and Lockpick skills make the way around the shack to back door without that key and dialogue with Phil . After Chrissy is free , talk to her in her mother ' s tent to be rewarded with the ability to speak to Zeke , the " leader " of the squatters , who will give you the keycard for Vault 15 . Notes . While speaking with Phill outside the building you can barter with him and take his weapon .
Assassinate Boss Salvatore for Big Jesus Mordino Assassinate Boss Salvatore for Big Jesus Mordino is a side quest in " Fallout 2 " . Detailed walkthrough . Salvatore can be murdered in three different ways . The Chosen One can use a super stimpak on him , resulting in a heart attack . The other way is by stealing the oxygen tank that Salvatore ' s breathing is reliant on , and optionally replace it with the poison tank found in the Desperado Basement . Thirdly , they can simply attack him , having to deal with his bodyguards and employees . You ' ll need to be careful if you ' re taking the third option ; Mason and all of Salvatore ' s men are armed with Wattz 1000 laser pistol s , and the bartender has a shotgun . Using the Poison tank is the only " silent " kill option ( apparently , the poison tank ' s appearance has them fooled , and they cannot pin the boss ' death on you ) . All others make Salvatore ' s men hostile upon his death . If you stop to watch Salvatore die before you leave , you get - 5 to New Reno reputation for the evil pleasure . After cleaning out Salvatore ' s bar , head back to Big Jesus and accept your reward . You ' ll get some chips for your trouble unless you ' ve got Charisma 6 , in which case Big Jesus will offer you a loaded SMG and a suit of MKII leather armor . Remember to thank him , and he ' ll also make you a made man of the Mordinos . If you don ' t thank him , you can still get in with CH 9 . Note that this quest is not available if you ' ve killed Boss Salvatore prior to finishing Big Jesus ' other quests . Mordino ' s made man . If you complete this task you can become their made man , which however prevents you from completing other families ' tasks . If you want to end this last task without becoming their made man , talk to Big Jesus while sneaking . This will not trigger combat but will check the task as done . Alternatively , accept and return later to kill Big Jesus ( and his men ) when ready . OR OR And Rewards . With Charisma check : After politely accepting the Charisma reward or with Charisma 9 : Bugs . While the idea is to steal Salvatore ' s oxygen tank and replace it with Poison tank , the script erroneously checks the player ' s inventory instead of the mob boss ' for the Poison Tank after snatching the normal one from him to trigger the assassination sequence . To summarize , you have to steal the Oxygen Tank while also having the Poison Tank in your inventory .
Ballistic weave The ballistic weave is an armor mod that allows improved defensive stats to certain clothing items , including outfits , clothing that can be worn under armor and a small number of hats . This crafting ability can be learned from Tinker Tom after performing certain quests for the Railroad faction . Once this skill is learned , one can upgrade any applicable clothing item at an armor workbench . Obtaining the skill . Progress through the initial Railroad faction quests until P . A . M . offers a series of minor Jackpot missions to secure DIA caches . These only become available after completing Boston After Dark and Mercer Safehouse . After completing the first or second jackpot mission , Drummer Boy will tell the Sole Survivor that they need to speak to Tinker Tom , who will inform them about the ballistic fiber technology found in the DIA cache . At this point the Ballistic weave is unlocked at any armor workbench and Tom will sell some armored gear of his own . Upgradable clothing . The following is a list of all clothing that can be upgraded , and if the item can either be worn underneath armor pieces or as a hat .
Acquire the Ciphers ' enriched uranium Acquire the Ciphers ' enriched uranium was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Background . Some factions in the wasteland ( like the ghouls at the Reservation or the Brotherhood ) would love to get their hands on some weapons - grade uranium . The player can find out what the Ciphers have by speaking with the Nemonik and deducing that his ancestors were carrying uranium around , fixing the computer and accessing the old records , or by being thiefy and snooping around the uranium chamber . Walkthrough . There are three ways to get the Uranium . Journal entry . There were two proposed journal entries . One would be the regular entry , and the other would be a " Dumb Journal Entry " , presumably the one that would appear for a character with low Intelligence . The entry also shows the different ways of finishing the quest .
Billy ( Fallout 3 ) Billy is a wastelander mentioned in the wastelander note in 2277 . Background . Billy had 3 books , a " Grognak the Barbarian " , a " Guns and Bullets " , and a " " , stolen from him by his brother John . Appearances . Billy is only mentioned in " Fallout 3 " .
Fencebuster Fencebuster is a unique weapon featured in the " Fallout 4 " add - on " Far Harbor " . Characteristics . Fencebuster is a unique baseball bat with the Penetrating legendary effect , which ignores the target ' s resistances by 30 % . Location . Can be found in a corner of the atrium in Vault 118 during the quest Brain Dead .
Vincent Vincent is a super mutant in the Los Angeles Vault who guards the mad scientists in 2161 . Background . In addition to guarding the mad scientists , he transports the psyker s from the other room over to the mad scientists for more testing and examinations . He is apparently bored of watching the scientists day after day . Appearances . Vincent appears only in " Fallout " .
Dekker General Dekker became the commanding officer of the Brotherhood of Steel after his predecessor , Simon Barnaky , rushed into battle against Gammorin ' s Army to avenge Fang Squad in St . Louis in 2198 . Background . Before 2198 and his promotion to commanding officer by the Elders of the Brotherhood , he served under the command of Simon Barnaky until Barnaky was captured in St . Louis . Dekker claims that Barnaky was a fine General , one of the best , and he had been honored to serve under his command . Unlike his predecessor , who looks down on tribals and initially treated the Warrior with disdain , Dekker accepts anyone who fights for the Midwestern Brotherhood , regardless of their background . He has a romantic relationship with Paladin Klotz who works undercover in Cold Water to gather information on raider activity . General Dekker commanded Bunker Gamma , Bunker Delta and Bunker Epsilon during the battles against Gammorin ' s Army , the Reaver Movement , and finally the Calculator . Interactions with the player character . Other interactions . Dekker replaces Barnaky , making him the one who provides the Warrior with missions . Appearances . General Dekker appears only in " " .
I Want to Drink Your Blood I Want to Drink Your Blood refers to an unmarked and repeatable quest in " Fallout 3 " . Detailed walkthrough . After finishing Blood Ties , Vance will happily pay you 15 caps for every blood pack you bring him , even though you could have mentioned " donating " them in your conversation ( you also had the choice to have Arefu sell them ) . No Experience Points or Karma bonus is granted . In order to sell blood packs to Vance you simply need to have them in your inventory when talking to him after the main quest is over . An additional option to donate them should come up . Choose this and Vance will give you the appropriate value in caps in return . Behind the scenes . The quest is named after the common misquote of Bram Stoker ' s .
Button ' s wig Button ' s wig is a unique piece of headwear in " Fallout 3 " . In appearance , it resembles a powdered wig from the 17 - 18th centuries . Characteristics . At the expense of a - 1 to Perception , it grants bonuses of 1 to Intelligence , 5 to Barter and 10 to Speech skills . It also provides a Damage Resistance of 1 , but only can be repaired by merchants . Location . The wig is found on top of Button Gwinnett ' s cabinet in the National Archives , near the end of the Stealing Independence quest .
Grognak & the Ruby Ruins Grognak & the Ruby Ruins is a Pip - Boy game tape in " Fallout 4 " . It was published by Hubris Comics Game Studio in 2063 . Characteristics . Selectable as a playable game on the Pip - Boy 3000 Mark IV , in the Inventory , Misc tab . The game is a turn - based RPG drawing influence from classic CRPG games such as " , " " , " and " Wasteland " . The player starts in a bar to create their party , then sets off into the world in a conquest to defeat Grelok , one of many villains in the Grognak the Barbarian comics . The player ' s progress is saved on the holotape . The game can be played on both the Pip - Boy and terminals . Location . The tape can be found paired with an issue of RobCo Fun in the basement of the Memory Den in Goodneighbor . Gameplay . The player starts in the tavern as Grognak the Barbarian , seeking to form a band of adventurers to challenge Grelok and rid the world of his evil . The player may choose up to two companions of the available four , or for a true challenge one may attempt to go it alone . Along the path of adventure one explores dungeons , fight monsters , and collect equipment that enhance their stats . The game utilizes a turn - based system , each move the player makes , whether it be travelling the world map or making an action in combat progresses the game ; without input the game goes nowhere fast . Each character has four attributes in this system : Hit points , Attack , Initiative , and Focus . As one adventures across the map they will see many different types of terrain . Plains , grasslands , forests , mountains , swamps and tundras . Dotting the landscape are special structures that may be filled with monsters guarding treasure , or provide vital services like shops and Chapels of Resurrection . Shops will always provide one item to improve Hit Points , Attack , and Initiative ; as well as providing a chance to restore Focus . The Chapel of Resurrection allows one to recall the souls of their fallen party members to their corporeal forms . . . for a price , of course . In combat , one will face off against groups of monsters one at a time . Each monster will have a different amount of Hit Points , different Attack and Initiative , and their own unique Special Attack . Initiative is rolled every round of combat , with the highest roll going first . Their is a variety of actions available to the player on their turn . Notes . The only other mention made of Grelok by Hubris Comics is in the text - based Reign of Grelok .