naist-nlp/zeshel huggingface dataset:
Find Laboratory Key Find Laboratory Key is a in " " . It is located in the Secret Vault gardens . Quick walkthrough . After the auxiliary vents are opened , the Initiate returns to Patty with the good news and the dwellers start leaving the vault through them in order to escape the mutants . Patty is afraid the mutants will use the labs to construct new weapons , so the Initiate needs a way to get into the Secret Vault - Laboratories . The only key to it is in the hands of , a vault scientist . However , he is lost somewhere in the ruins and needs to be found . Patty gives the ruins keycard which opens the Ruins section . From the Gardens , the Ruins One area is entered . Here , mostly normal and baby deathclaws are encountered and the area is a relatively easy pass . Pick up ' s gold ring and return to Mary first , as soon it won ' t be possible to give it to her anymore . Ruins Two contains much more fearsome deathclaws ; in the center room very large , pinkcolored deathclaws keep spawning . Bang the power box and shoot the switch through the glass window to open the room next to it . Progress your way to Ruins Three while picking up your first Bawls bottles . Ruins Three is infested with large deathclaws and heavy duty weapons are needed to hold them off . Make a U - turn while picking up valuable weapons and ammunition like dual laser pistols , a and heavy energy cell s . After slaying a last group a pink deathclaws , enter the caves and meet with Dubois . He fears for his life from a mother deathclaw . Unfortunately , he is but all too right , the deathclaw knocks the Initiate unconscious and devours Dubois , with the key . Obviously , she won ' t give up the keycard freely , so enter the boss fight with her . During the fight , she will retreat to goo puddles to heal if she ' s hurt badly . Once killed , the laboratory keycard drops on the ground . Take it back to the Gardens , which will now be a totally different sight . Mutants have taken over , with dwellers running and Ching Tsun making a final stand . Patty and Mary are also gone .
Villa Police Station The Villa Police Station is a in the Villa in the Sierra Madre . Background . Before the Great War , the building was the headquarters for the Sierra Madre Casino ' s police and security personnel . The terminal entries on the police chief ' s personal terminal prove that corruption was present among either all or part of the casino ' s security detail . Layout . The station contains all that a once - bustling police station in a high end area would need : several cells for individual prisoners and a larger cell for people who have committed less dangerous infractions . The larger cell contains Dog . The police station does boast some amenities , such as a usable bed and a reloading bench , that can be found in the third room to the right of Dog ' s cage . The police station can be a bit tricky to traverse , as there are four radios on the upper floor - - several in one room - - and another in the basement , any of which could potentially detonate the Courier ' s collar . All of these radios , however , can be switched off manually or destroyed with weaponry . The contraband room is located immediately left of the main entrance to the police station , but to access the room , the Police Chief ' s terminal ( hard difficulty ) must be hacked . Reading the " " Prohibited Items " " entry on the terminal will count towards the History ' s Sake . Inside the contraband room are various weapons , ammunition and other miscellaneous items . The basement consists of five rooms . The radio signal in the first room comes " through the grille " from the back room . This radio can still be disabled if the Courier is willing to toss a grenade into the room , or it can be bypassed by moving quickly through the first room . There are various containers and lockers with random miscellaneous loot in each basement room , including Sierra Madre chip s . The first room has a terminal with some background information and a step ladder that leads to a Milsurp Review , Tæles of Chivalrie and Fixer on top of the tall wooden boxes . A janitor ' s closet , to the right upon entering the second room , has some liquor and a bottle of Buffout in open containers , and a copy of lying on the floor . The final room contains the Dog command tape sitting next to the radio . Notes . If Dean Domino is a companion , when nearing the police station , he is reluctant to get any closer for fear of the ghost people there , stating that the ghost people use the area to hunt in . However , in reality , there is only a single one outside the station and none inside . Appearances . The Villa Police Station appears only in the " " " Dead Money " . Bugs . If , upon entering the basement , the Courier moves swiftly through the rooms to turn off the radio manually , God ' s voiceovers will play on top of each other .
Minuteman Minutemen as the name implies , are members of the Commonwealth Minutemen , operating in the Commonwealth in 2287 . Their motto is to " protect the people at a minute ' s notice . " Background . Members of the Minutemen are mostly volunteers , coming from the farms and towns of the Commonwealth . They give up their more peaceful lives of farming in favor of traveling around the region to " protect the people at a minute ' s notice . " Though their numbers have dropped dramatically since the Quincy Massacre , small knots of minutemen can still be seen throughout the Commonwealth today , shepherding traders and travelers through dangerous country . While their kit can vary widely , they are almost always seen wearing their distinctive Tri - fold hats and button - down uniform , armed with their weapon of choice , the laser musket . Interactions with the player character . Effects of player ' s actions . Should the Sole Survivor choose to complete the main questline in favor of the Minutemen , patrols across the Commonwealth will be a much more common sight , and with more numbers per patrol . Some patrols may have attack dogs . Appearances . Minutemen appear only in " Fallout 4 " .
Irradiated outhouse The irradiated outhouse is an unmarked location in the Capital Wasteland , and is located south of the Chaste Acres Dairy Farm . Layout . It is an outhouse under four cars , which together create a porta - shelter . Next to the outhouse is a bathtub and two boxes of ammunition . This landmark is on an irradiated pool of toxic waste . Notes . Enemies such as radscorpion s , yao guai , and deathclaw s can spawn here at higher levels . Appearances . The irradiated outhouse appears only in " Fallout 3 " .
All My Friends Have Off Switches All My Friends Have Off Switches is a in the " " " Old World Blues " . After completing the quest , the player will be awarded with the Making Friends . Detailed walkthrough . After receiving the for the Sink Central Intelligence Unit from Dr . Klein in the Think Tank , the Courier should proceed to The Sink , activate the Central Circular Structure , and then install the Central Intelligence Unit ' s personality holotape . The quest Influencing People , in which the Courier must track down the extra functions for each utility , may then be initiated to activate the other Sink utilities . If so desired , the other personality modules can be shut down from the Sink Central Intelligence Unit at a later time , but the first step is to track them down . The Courier may then locate modules for the Sink ' s other utilities to reactivate them . The holotapes may be found in any order , while optionally doing other quests in the Big MT , but the quest ' s objectives to find them are listed in the following order :
Fallout intro The Fallout intro begins with the song " Maybe " by The Ink Spots and a screen of a Radiation King television set showing a Vault - Tec ad for Vault 13 , featuring the Vault Boy watering plants and waving at the camera as the Vault blast door closes , followed by the " " Vault of the Future " " picture . Next , a Galaxy News Network ( GNN ) program starts , stating that " " Our dedicated boys keep the peace in newly annexed Canada " " and showing two American soldiers in power armor executing a Canadian insurgent and waving at the camera . Then a power armored soldier is shown in front of the American flag with 13 stars and a war bond ad . Next , ads for Chryslus Corvega and Mister Handy appear . The TV shuts down and the music fades , as the camera shows us ruins of a city . The city happens to be the futuristic Bakersfield now Necropolis as evidenced by the outro movie ' s picture of Necropolis . Narration . After the cinematic intro , a series of still photographs with a narration by Ron Perlman follows . Analysis . The juxtaposition of the short - lived television feed containing echoes of pre - War programming and the ruined Bakersfield serve as a storytelling device , introducing Ron Perlman ' s subsequent narration . The short CGI sequence speaks volumes of the Fallout world . The Vault - Tec advertisement introduces nuclear war and indicates that citizens were not only aware of the looming threat , but were also encouraged to secure their future underground , should the holocaust come . The next scene provides context - the GNN newscast and the tone it ' s kept in portray a drastically different American society from the one we know . The average US citizen watching GNN is a fiercely nationalist xenophobe , who doesn ' t particularly care about the welfare of other countries or their citizens , long as his country ' s best interests are protected . The patriotic image of a T - 51b trooper in front of a flag and the following PSA about war bonds serve a dual purpose : they establish that not only is the American citizen different , but the country is too , instead of 50 states , there are 13 Commonwealths , and that USA is not only occupying annexed Canada , but it ' s also engaged in a war with another country . Coupled with the Vault ad , this short sequence establishes that it was America ' s aggressive war mongering that brought nuclear devastation upon itself , and it certainly wasn ' t disappointed . The last two advertisements also introduce the player to the retro - futuristic aesthetic and the technological level of the world of Fallout , where electronics are rare and bulky , but nonetheless , great advances were made . Finally , the TV cutting off in the finale as Bakersfield comes into view is a simple , but powerful message - the world and society as we know it has come to an end ; pre - War America is not coming back . Then the narration takes place , which is a straightforward storytelling device that glues together what was presented in the introductory animation , and completes the immersion of the player into the world of Fallout .
Mop The mop is a junk item in " Fallout 4 " . Characteristics . A simple squeeze mop with a wooden handle and clutch head . Crafting . The mop can be broken down into its individual components for use in crafting : Locations . Mops can be found throughout the Commonwealth , often near enamel bucket s . Clean mops are found in non - compromised vaults such as Vault 81 .
Festering spear The festering spear is a throwing and melee weapon in " " . Characteristics . The blade of this spear has been exposed to poisonous substances and bacteria found in animal remains . The result of an attack from this weapon is an undetermined amount of poisoning damage . Its damage is on par with a standard spear , and what it lacks in reliability for damage is made up in the debilitating poisoning effect . It can be used for normal melee attacks or as a thrown weapon . Locations . This kind of spear is carried by members of the Whachutu tribe in Peoria .
Badger ( creature ) Badgers are creatures found in the Nursery Repository in 2253 . Characteristics . These badgers are tenacious fighters , latching onto people and damaging them throughout their combat round . Faster than a Grizzly bear , deadlier than a dog . The Prisoner can get one of these oddities as a temporary follower in the area around Vault 29 . Appearances . Badgers were to appear in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . They are also mentioned in " Fallout 2 " by Dave who tells the Chosen One his sister was killed by them .
Smith Casey ' s garage Smith Casey ' s garage is an abandoned automotive service garage in " Fallout 3 " . It also houses the entrance to Vault 112 , which is accessible through a door in the floor of the main garage area . Layout . Exterior . The exterior looks very similar to any other abandoned business . There is a door out front and a garage door on the same side . The garage is surrounded by fallen trees and bramble . A Mister Gutsy or a sentry bot can sometimes be found outside the garage , near the military checkpoint . Interior . The room opens into a average sized room with a counter on the right side . Behind the counter there is an open safe and a mattress with a skeleton that can be used for sleeping . Through the door near the counter is a switch that allows you to open the trap door that leads to the entrance to Vault 112 . Multiple mole rat s and radroaches can be found inside . Appearances . Smith Casey ' s Garage appears only in " Fallout 3 " .
Four Score Four Score is a dog who accompanies the slaves from the Temple of the Union . Background . Four Score is Hannibal ' s faithful dog companion . The literal meaning of its name is " 80 , " and is also the first two words of Lincoln ' s Gettysburg Address . Appearances . Four Score appears in " Fallout 3 " and also makes an appearance in " Fallout Shelter " as a legendary cattle dog .
Far Harbor ( location ) Far Harbor is a harbor town on the Island . It is home to the harbormen and women , a settlement well defended against the Island ' s wild creatures and one of the last not consumed by the Fog . Background . It is implied by many residents that the town of Far Harbor had been a prominent settlement for many , many years , with the Fog only recently having become a problem . Most of the people live at the docks as harbormen and women , with their primary defensive capabilities being meat hook s , harpoon gun s and lever - action rifles . The settlement was originally inhabited by , and technically is " owned " by the Mariner . At first , there were not many people to speak of on the docks . But , as the Fog became more dangerous , it forced many people off their own lands and into the town of Far Harbor , increasing the population , and dissent among the residents . In 2287 , Far Harbor is led by Captain Avery , a stubborn , strong - willed woman . Layout . The docks make up this settlement . The marketplace consists of three merchants , Allen Lee , the gunsmith ; Brooks , the general merchant and a synth ; and Teddy Wright , the physician . The Last Plank is at the very end of the town , and serves as its only bar . Just outside the Last Plank is what appears to be a very large boiling pot containing a dead mirelurk . This is presumably the settlement ' s main food source . The town is enclosed by the Hull , a wall maintained by The Mariner . The hull can be upgraded through the optional missions for the Mariner by providing her with power tools , securing the hull of the MS Azalea , and obtaining three mirelurk carapaces . The town ' s water supply comes from a trio of water purifiers in a pond south of the town . Appearances . Far Harbor appears only in the " Fallout 4 " add - on " Far Harbor " . Behind the scenes . Far Harbor is based on the town of on , the largest island off the coast of Maine . This can also be seen by examining , the billboard saying " Welcome to Far Harbor " , which should read " Welcome to Bar Harbor , " but part of the billboard is worn away , making the " B " appear as an " F " instead , as well as in terminals found at various points of the Island such as Beaver Creek Lanes where the town ' s real name is displayed . This is similar to Novac ( No vacancies ) in " " and Arefu ( careful ) in " Fallout 3 " . Additionally , pre - War signs around the town also refer to the location as " Bar Harbor . "
South Boston South Boston is a ruined pre - War district of Boston in 2287 . Background . Before the Great War , South Boston was a neighborhood serviced by Andrew station and patrolled by the Boston Police Department from the South Boston precinct . The district appears to have been very industrial , as evidenced by several factories and plants . It was also the primary area of operation for notorious crime boss , Edward Winter . One of the oldest buildings in the area is The Castle , formerly known as Fort Independence , which predated the American Revolutionary War . After the bombs fell , the Commonwealth Minutemen adopted the Castle as their headquarters , before being driven out by mirelurks in 2240 . Marowski , a post - War drug kingpin , also operates a chem lab in the Four Leaf fishpacking plant . The area is now home to bands of raiders , super mutants , and mirelurks . Layout . The exhaustive list of South Boston places and buildings is the following : Appearances . South Boston only appears in " Fallout 4 " .
Wayne Gorski Wayne Gorski is a ghoulified survivalist and self - taught bomb maker , now turned feral . He continues to reside in the root cellar underneath his cabin in 2287 . Background . Gorski was a self - taught explosives expert , patriot and survivalist that owned a property in the wilderness south of Concord pre - War . Following the recent installation of an innocuous electrical pylon tower , this outdoorsman accused the federal government of building the installation to house a " mind control device " designed to manipulate the free - thinking people of the United States . Mr . Gorski took it upon himself to destroy this eyesore , located right outside the front porch of his home . He used his knowledge of explosives to attempt to construct a homemade atomic bomb using parts from a mini nuke and barrels of nuclear waste he had somehow acquired . It would appear Gorski ' s plan to create a bomb never came to fruition , as the bombs had already fallen before he could enact his plan . Before he went feral , the survivalist left a single entry on the terminal in his underground workshop , so that anyone who happens to find it would learn of his intent , should he ever be taken in custody by federal authorities . Appearances . Wayne Gorski appears only in " Fallout 4 " . Behind the scenes . He might be based upon , a known anarchist who also created handmade bombs , living in a remote cabin .
7 . 62mm ( Fallout 2 ) 7 . 62mm is a type of ammunition in " Fallout " and " Fallout 2 " . Characteristics . 7 . 62mm rounds are not likely to see much use , fitting only the FN FAL , its upgrades , and the rare M60 . While slightly superior to . 45 caliber , 7 . 62mm still lags with the bonuses of 5mm JHP , 4 . 7mm caseless , or 2mm EC , perhaps making its late game usefulness questionable . However , the FN FAL night sight can be of use early on , when darkness can hamper shooting skills .
Ice Ice is a recruit in " " . Background . Ice is cool and collected and not easy to upset . She won ' t flirt , and won ' t mess around with the boys . Most think she is simply stand - offish , but Ice has simply honed her warrior spirit so well that she feels little need to interact with the outside world . Ice went through Initiate training with Jo , where they became close friends , but the pair have drifted apart ever since the " Rage incident " . Availability . Ice becomes available after the Warrior reaches the rank of Senior Initiate . Appearances . Ice appears only in " " .
Purified water ( Fallout 3 ) Purified water is a drink in " Fallout 3 " . Characteristics . Purified water is water that is completely free of radiation , and as such can be safely consumed without harming the player . In addition , it also heals far more than dirty water does . It ' s relatively rare in the wastes , but can be requested from Wadsworth or Godfrey inside My Megaton house or Tenpenny Tower suite respectively , at a maximum of 5 per week . Purified water can be given to Micky outside Megaton , Carlos outside of Rivet City , or Willy in front of Tenpenny Tower for positive Karma . This introduces the possibility of infinite good Karma , as they will never stop asking for more water . Similarly , purified water can also be given to Ben Canning as part of a random encounter . Unlike the beggars however , he will also take dirty water for the same reward . In fact , the game will prioritize giving him dirty water over purified water . Behind the scenes . Each bottle of purified water appears to feature the text " " ' H²O " " hand written on the label on the side of the bottle . This format is incorrect ( at least according to IUPAC nomenclature ) , as chemical formula numbers are written in subscript ( X ) and not in superscript ( X ) .
Citizenship test A citizenship test is a test that may allow a non - citizen to gain citizenship of Vault City . The test challenges the applicant ' s Perception , Intelligence and also , a certain amount of pure blind Luck is required to pass it . A thorough medical examination disqualifies those with any visible mutations or physical defects . At the time of " Fallout 2 " , Proconsul Gregory carries out the tests in Vault City Council Hall . Thomas Moore is the only non - citizen thus far to pass the test . The Chosen One needs at least 9 PE , 9 IN , and 9 LK to pass .
Tesla cannon ( Beta ) The Tesla cannon is a cut content weapon in " Fallout 3 " . Characteristics . This Tesla cannon is a developer test weapon , presumably an early developmental version of the Tesla cannon . It is aesthetically identical to a missile launcher and uses missile s as its ammunition source . It can be obtained via a glitch or console commands . As already mentioned the weapon is both identical to and uses the same ammunition as ordinary missile launchers , but still fires the same blast of electricity as the normal Tesla cannon . This Tesla cannon ( it is just called " Tesla cannon " in the game ) delivers less damage than the actual cannon , and uses up more A . P . per shot , but it can actually be repaired by ordinary missile launchers ( but not vice versa ) . This means that unlike the regular Tesla cannon , the test version can be repaired to 100 % indefinitely ( assuming the player ' s repair skill is high enough ) . Durability . The Tesla cannon ( Beta ) can fire a total of about 83 times from full before breaking . Location . One copy of this weapon can be found outside the map boundaries at satellite relay station . It is obtainable via some rather tricky jumping , building an ammunition staircase , using Dogmeat , or console commands . Using Dogmeat . Using Dogmeat ' s weapon finding command , then waiting a few game hours , this should glitch him to where the weapon is outside of the map , allowing it to be retrieved from him . This process can be sped up by already standing close to where the weapon is outside the map . Video . Obtaining the Tesla cannon ( Beta ) on Xbox 360 and PS3
Nephi Nephi is a in Juab County , Utah . Background . A small town in central Utah , approximately 80 miles south of Salt Lake City . It was hit by the bombs during the war . Randall Clark passed by it on his journey back from Salt Lake City in 2084 . Appearances . Nephi is only mentioned in " Honest Hearts " .