naist-nlp/zeshel huggingface dataset:
Get Control of Bear ' s C4 Heart Bomb Get Control of Bear ' s C4 Heart Bomb was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It was located in Bloomfield Space Center . Walkthrough . If the player is somewhat stealthy and is pretty good at stealing things , he can try to steal the radio signal jammer for Bear ' s C4 heart bomb . Kyle has the radio trigger on a secret item on his person . The player will have to figure out that the item in question is Kyle ' s gaudy watch which has never worked in telling time ( first clue ) . The player can then try to steal Kyle ' s watch while he sleeps , which would take quite a bit of high sneaking ability . However , the player could try to get Kyle very drunk and then try to steal the watch after he passes out , thus lowering the risk of getting caught considerably . Either way , when the player has control of the trigger , it ' s up to him if he wants to free Bear from the device , or take control of Bear .
Sparky ( character ) Sparky is a scavenger in Burham Springs in 2253 . Background . Sparky is a short man with an average build in his mid - 30s . He is a former railway worker who blasted away rocks with powerful explosives who earned his name from the arc welder he carried around to light fuses . Sparky joined a powder gang after the railway operations shut down . He did well in the group , making plenty of raw explosive traps for their use . However , that all ended when the 5th Engineering Company blew the Burham Mines . Sparky survived , but only barely . His hearing was almost entirely destroyed , and his mind was shaken pretty badly , resulting in a dramatically reduced hearing range , an inability to talk well , and stuttering a lot . He more than a little frazzled , often unable to think about what he ' s saying . Despite this , he ' s clear - headed enough to work with Phil and to recognize Frank , but not much else . He doesn ' t look like he ' d be much of a threat in combat , but he is pretty handy with his arc welder and with his thrown explosives . Sparky was , and is once again , Phil ' s companion . Phil tracked him down after the NCR shut down the railway operation and they went their separate ways . Notes . Sparky is a twitchy guy , but usually only responds to Phil or to very loud noises such as shouting right next to him or a shotgun blast near him , which can cause him to become extremely agitated and attack erratically at the source . Appearances . Sparky was to appear only in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios .
Jeff Strayer Jeff Strayer was the father of Ted Strayer , a young man who lives in Rivet City at the time of " Fallout 3 " . Background . Along with Mister Crowley , Dave , Dukov and Tara Fields he was a member of a failed expedition Allistair Tenpenny sent to Fort Constantine to retrieve a rare weapon . Strayer had one of the keys needed to gain access to the Weapons R & D laboratory in Fort Constantine , location of a suit of T - 51b power armor . After he passed away , his son inherited the key . Appearances . Jeff Strayer does not appear in any game but he is mentioned in " Fallout 3 " .
Help Lara attack Tyler ' s gang Help Lara attack Tyler ' s gang is a quest in " Fallout 2 " . Walkthrough . After finding a weakness in Tyler ' s gang , Lara will refuse to pay the Chosen One unless he joins them in the attack . The gang at the church consist of five NPCs , one armed with a sledgehammer and four armed with 10mm pistol s . Stick around long enough to watch Lara ' s gang cut down Marc , the doorman . The Chosen One can then talk to Lara to receive the payment . If the Chosen One steps inside the church during combat or after Marc is dead , he will have to fight the other four guards , as they will go hostile . It is important to not hit any members of Lara ' s gang ! An alternative to the solution suggested in the quest title does exist . When Lara first gives the Chosen One the quest , telling her about needing to prepare , then quickly shooting over to Tyler and informing him about Lara ' s cunning plan will make Tyler request for the Chosen One to follow Lara to the church as normal , but turn on her when the battle begins . Doing so will net the same 1000 Experience Points , but - 30 Karma . Bear in mind that if the door was being closed prior to accepting the quest it will become locked when the assault happens . This gives the benefit of the guards being locked inside and therefore not being able to immediately come out and fight . The drawback is that it would require lockpicking or destroying the door to complete the quest , as it will not be finished until all of Tyler ' s men are dead . Bugs . After the quest is complete , Lara ' s gang is still considered allied to the Chosen One in combat mode and will help them in a further fight on the map ( e . g . with the slavers ) if the battle gets close enough to them .
Dunbar Dunbar is a ghoul found dead in the Old Olney underground in 2277 . Background . Dunbar was a perennial joker , and always chuckled about the problems these " smoothskin s " were having coping with radioactive dust . He found it ironic that ghouls , who have evolved to ignore the radiation blighting the landscape , are holed up in a building well away from the Wasteland . Dunbar soon came to realize he wanted more from life than to sit and pine quietly for Tulip , so he joined a group of ghouls intent on establishing a settlement in a new and exciting locale . Perhaps too exciting since the place was infested with deathclaw s . Appearances . Dunbar appears only in the " Fallout 3 " add - on , " Broken Steel " .
Tato A tato is a consumable in " Fallout 4 " . Characteristics . The player character can plant and harvest tatos at settlements to provide a food source for settlers . Crafting . Tatos are one of the four ingredients for making vegetable starch which creates adhesive . 3 tatos are required for each recipe . Notes . Tatos are excellent for making caps because of their planting size and value . A tato is worth 5 caps for a character with 10 charisma and wearing charisma boosting clothes and using chems increases its value . A tato farm with 150 + tatos close together in neat rows will allow for quick harvesting and the crop regrows quickly . Fast traveling from one end of the map to the other twice or so will allow the crops to regrow and can be harvested repeatedly and quickly .
Vault security Vault security are security guards in Vault 81 in 2287 . Background . The Vault 81 security are residents of Vault 81 whose role is to enforce security in the vault and defend it from potential threats . Like their Vault 111 counterparts , their gear is comprised of a Vault 81 jumpsuit along with armor and a matching helmet . Like most residents , they have Pip - Boy s . Appearances . Vault security appears only in " Fallout 4 " .
Fisherman ' s son The fisherman ' s son is a character fishing with his father around 2161 . Background . He ' s the son of the fisherman . He wants to kill more radscorpions and to join the Brotherhood of Steel . Suprisingly , he knows that the Brotherhood was founded by Roger Maxson . Appearances . Fisherman ' s son appears only in " Fallout " .
John Levis John Levis is the mayor of Junction City in 2197 . Background . John Levis asks the Warrior to defeat the Reavers in exchange for the head of a robot that came into their town some time ago . He is that stereotypical wild west mayor who wants to keep his town independent from everyone , including the Reavers and the Brotherhood of Steel . Appearances . John Levis appears only in " " .
NCR Embassy The NCR Embassy is a on the New Vegas Strip . Background . Under the terms of the New Vegas treaty , the New California Republic ( NCR ) was able to establish an embassy on the Strip to resolve and negotiate issues with Mr . House . It is located at the end of the strip , within a rundown building ( which is due to Mr . House ' s dislike of the NCR ) . The embassy has had 3 Ambassadors since its creation : Layout . The NCR Embassy compound consists of two buildings : the embassy itself ; and the NCR Military Police Headquarters . During the day , Crocker can be found in his office ( at the end of the hall ) within the embassy , one of few rooms to the left of the reception desk ( or as the receptionist will inform you , at her right ) . On your right ( her left ) there are several supply rooms , a barracks room , a dining hall , and Marie Pappas ' office . Appearances . NCR Embassy appears only in " " .
End Boss knife The End Boss knife is one of two personal weapons of Frank Horrigan . Characteristics . The End Boss knife is a large futuristic curved knife and almost larger than a normal human . It is also one of the best melee weapons in the game , doing high damage and weighing only one pound . Though the mega power fist surpasses it in damage , the End Boss knife does not require small energy cells . Locations . The knife is nigh impossible to obtain without an inventory editor , but it can be done by having anyone of Granite ' s team close or inside Horrigan ' s body to be able to loot it .
Vault101Demo The Vault101Demo ( named Vault 101 on the local map ) is a test cell in the game files of " Fallout 3 " . Layout . The cell is a demo version of Vault 101 . The player character is spawned in a separate room , and the console must be used to explore the whole area . Some of the rooms are incomplete . The only inhabitant is a barely interactive Mister Handy . There is also a copy of " Tales of a Junktown Jerky Vendor " in the equivalent of James ' s office , along with a large pile of pre - War books . Since the book was placed here , whoever was responsible for allocating skill books to the game world only added 24 copies of the book to areas accessible in - game . They may have mistaken the Vault101Demo with the accessible Vault 101 . Appearances . The Vault101Demo appears in the game files of " Fallout 3 " but should not be considered canon because it is a test cell .
Elder ( Shady Sands ) The Elder is a resident of Shady Sands in 2161 . Background . Not much is known about the current elder of Shady Sands as of the events of " Fallout " . He is one of the oldest residents of Shady Sands , and has been living in Shady Sands for a long time , possibly back to when Aradesh first founded the town . Notes . The Elder as a talking head can be seen only in pre - release " Fallout " materials , and certain merchandise or packaging ( see below ) and does not appear as a complete set of images , only a single frame . He does appear to be motional in the 1996 preview , but not shown talking . Morpheus ' head looks identical to his . Appearances . The Elder was to appear in " Fallout " , but was cut from the final version of the game . Though his dialogue file can still be found in the MASTER . DAT , it is unused . He also appears in the 1996 Vault 13 preview .
Coffin Willie Coffin Willie was a particularly foul smelling ghoul and the father of Lenny . Background . He was visiting the city of New Reno for drinks and girls , but unfortunately , the citizens of New Reno did not tolerate ghouls . Willie was taken to Golgotha and buried alive , with a headstone calling him " the dumbest son of a bitch ever to set foot in New Reno . " . Appearances . Coffin Willie appears only in " Fallout 2 " .
Rushing Rushing is a mechanic found in " Fallout Shelter " . It can be done at anytime to speed up the production of a room . However , there is always a chance to fail , which will trigger an incident . An initial rush ' s odds of success are derived from the assigned dwellers ' SPECIAL stats which affects that specific room and their luck . For example , the odds of success for rushing a power generator or a nuclear reactor would be affected by the assigned dwellers ' Strength . After attempting a rush the room ' s production timer will reset , regardless if the rush passed or failed . A successful rush will gradually increase the assigned dwellers ' Happiness by 10 % , while a failed rush will decrease it by 10 % within 1 minute - unless the dwellers are reassigned before the 10 % are reached . The chance of a rush failing will increase after each rush attempt by 10 % each time , and will not reset until the game has been exited or a moderate length of time has been passed . Before rushing , be sure to equip dwellers with weapons in case of an incident occurring . Only production rooms may be rushed , training cannot be rushed and neither can the storage room , the living quarters , the vault door or any elevator . It was possible to reach 0 % incident risk when rushing with dwellers with very high SPECIAL . However , a new update makes it impossible to reach 0 % incident risk regardless of high SPECIAL .
Hoarder ' s apartment The apartment ( aka " Hoarder ' s apartment " ) is an unmarked location in North End in 2287 . It can be found on the rooftops directly northeast of Cabot House . The easiest way to reach this location is by going up the ramps outside of Pickman Gallery and traversing the rooftops , heading towards Cabot House . Layout . A one room apartment ( possibly more rooms that are now inaccessible due to structural collapse ) littered with junk items and many cardboard boxes and file boxes typical to a hoarders home . Appearances . The apartment appears only in " Fallout 4 " .
Plik ' s Safari Plik ' s Safari is a " Fallout 3 " quest which is added to the game with the " Point Lookout " add - on . Walkthrough . When first entering the Coastal Grotto , there is small room on the right which contains Plik ' s journal ( on the desk ) , and some minor loot . Reading it awards the Ghoul Ecology perk , which gives a 5 point damage bonus when fighting ghoul s . Plik is located further down the hallway , and offers a chance to join his small hunting club , but only if paid the entry fee of 1 , 000 caps . Pay the fee , and ask to join in the next safari . Join the safari . Enter the door behind Plik , and meet the other contestants for this hunting excursion , Jacob Humboldt and Rip Smithy . After preparations have been been made to begin the hunt , flip the switch on the block in the center of the room . Survive Plik ' s Safari . Several waves of leveled feral ghoul s , ranging from swamp ghouls to glowing one s will begin swarming the platform and immediate area . Jacob and Rip are hardly worthy allies , and will usually perish during the onslaught if not heavily supported . Wearing the ghoul mask does have an effect on the quest . Initially , the ghouls will not be hostile towards any of the contestants . However , upon attacking one ghoul , all ghouls will become immediately hostile to everyone , including the one wearing the ghoul mask . There is no Karma penalty to killing the non - player character battle mates as they are able to be killed in the hunt , as well . Reward . The Dismemberer and 100 XP . After the last feral ghoul stops breathing , the safari is over . Walk out , and talk to Plik to receive the reward : The Dismemberer , a unique axe Plik pilfered from one of his club members who " won ' t be needing it anymore . "
Ghoul ( Fallout Tactics ) Ghouls or necrotic post - humans are decrepit , rotting , zombie - like mutants . They are victims of heavy radiation poisoning which results in their skin decaying and , paradoxically , greatly extends their individual lifetime . They are found throughout post - War America , including the Midwest in 2197 . Characteristics . Biology / Specifications . Ghouls , or necrotic post - humans , are decrepit , rotting , zombie - like mutants . They are victims of heavy radiation poisoning which results in their skin decaying and , paradoxically , greatly extends their individual lifetime . Exposure to radiation for an extended period of time sometimes causes humans with an unknown genetic characteristic to transform into ghouls , although rare cases , such as the one of Camp Searchlight , show that faster transformations are not unheard of . Exposure to radiation typically results in sickness followed by death for the average human being ; however , the genetic x - factor that will lead to mutation into a ghoul upon exposure , instead of the typical deadly outcome , remains unknown . Ghouls are highly resistant to radiation because of their long exposure to it . Gameplay attributes . There are numerous ghouls in the Midwest , most notably a nuclear weapon - worshipping cult in Kansas City . Both Quincy and Springfield also have at least some ghoul occupants . Ghouls in " " are usually found in random encounters and are mostly hostile . Due to their physical weakness , they only are able to use a number of light weapons such as axe handle s , broken bottle s , hunting rifles , shotguns , and grenades . They get a bonus to Poison Resistance . Appearances . Ghouls appear in " " .
Ernest Roe Ernest " Uncle " Roe is the mayor of Canterbury Commons in 2277 . Background . Ernest Roe was born in 2238 . He is 39 and was raised on a trade caravan . By the time he was 12 , he could turn 5 caps into 50 with just a few clever trades . When he was 20 , he set out to make his mark , using his sizable investments to found the the trading post of Canterbury Commons with his sister Daisy . Nowadays , the Commons have become a regular stop for caravans in the Capital Wasteland . " Uncle Roe " makes sure that everyone gets enough from the caravans to get a good meal every night . He ' s lost his sister , but he cares for his nephew as well as he can . With a bit of luck and a whole lot of caps , he hopes to eventually turn Canterbury Commons into a settlement to rival Rivet City . Notes . Ernest Roe appears in ending slides . Appearances . Ernest Roe appears only in " Fallout 3 " . Bugs . Sometimes , Ernest ' s marker might lead you out of the map ( e . g . , north past Republic of Dave ) , thus making it impossible to finish the quest .
Guns and Bullets ( Fallout 4 ) Guns and Bullets is a perk magazine in " Fallout 4 " that gives the player ranks of the Guns and Bullets perk . Background . Guns and Bullets is an annual pre - War magazine that makes no apologies or excuses for what it really is . It presents itself as : " a magazine devoted to the practical use of firearms , and the occasional biased review . " Characteristics . Grants the Guns and Bullets perk for each issue read . The perk makes ballistic weapons do + 5 % critical damage , stacking for each issue read . A total of + 50 % critical damage is done if all ten issues are collected .
Night - vision goggles Night - vision goggles are a piece of cut headwear in " Fallout 3 " , " " and " " and were to appear in " Van Buren " and " " . " Van Buren " . General Colridge , Captain Davidson , Captain Pierce and Major Briggs all carry night - vision goggles . " Fallout 3 " . Meshes and an inventory icon for night - vision goggles appear in " Fallout 3 " ' s resource files but are unused . The goggles were meant to go along with the merc veteran outfit and have different models for male and female heads . The Peepers are another pair of night - vision goggles which were cut from " " . " Fallout : New Vegas " . The graphical assets from " Fallout 3 " for the night vision goggles do not remain in the " Fallout : New Vegas " art files ( except the inventory icon ) . However , the model folder contains . egm files ( used in Gamebryo engine games to modify equipment placement , i . e . , on male and female - shaped heads ) which were not present in " Fallout 3 " data . Some night vision functionality can be seen in the varmint rifle night scope and " Dead Money " ' s Ghost Sight . Also in the hazmat darklight cowl from " Old World Blues " . " Fallout Tactics " . Night - vision goggles were set to appear in " Fallout Tactics " , but were cut from the final release . " Fallout : Brotherhood of Steel 2 " . Wearing night - vision goggles creates a green filter over the screen and enemies will glow allowing the user to see them after sun down or in poorly lit areas .
US Army combat armor The US Army combat armor is a piece of in the " " " Lonesome Road " . Background . First created in 2051 , the military - grade combat armor was designed to protect key sections of the human body from ballistic trauma with hard armored plates made from complex polymers and ceramics , with a flexible body suit interwoven with thermal - dissipative membranes and bulletproof material . The earliest models of the combat armor were manufactured as specific plates mounted on combat webbing , although as the technology improved , body - enclosing suits of armor were created and entered active combat duty , though in limited quantities . The armor came with a matte - finish olive drab coloring by default , making it suitable for woodland and / or urban camouflage . Prior to the Great War , combat armor was nearly exclusively the property of military forces and special police units . Currently - available historical documentation shows users only in the North American continent , but allied nations were likely to posses identical or similar systems . Combat armor was the de facto armor of the United States military , issued to all combat soldiers not in the powered armor units . Additionally , at least one Canadian partisan was caught on camera wearing a suit of combat armor . Civilian ownership of combat armor was highly restricted . A special permit was required from the Bureau of Alcohol , Drugs , Tobacco , Firearms and Lasers for private ownership of the combat armor ( though it was marketed to US citizens without mentioning this fact ) . Characteristics . A suit of standard US Army combat armor , consisting of olive drab armor plates affixed to a light brown uniform . A single golden chevron is painted on each pauldron , denoting the owner as a private . The US Army combat armor offers a higher damage threshold than normal combat armor or reinforced combat armor , with only slightly less than combat armor , reinforced mark 2 . It also gives a bonus to the Guns and Survival skills , which are listed on the effects screen of your Pip - Boy as " Superior Training " . In addition to the pouches added to the armor , the shoulder plates are also shaped differently in comparison to other combat armors .
Computechtron Computechtron is a pre - War company mentioned on a terminal in an office building at the back of the Capitol building . Background . A division of Diamond Inc . , Computechtron developed the integrated human resources management system under contract from the District of Columbia Office of Software Management and the United States Office of Computational Organization . The project was completed in 2256 . Appearances . Computechtron is mentioned only in " Fallout 3 " .
Jackal gang leader ( Prospector ' s Den ) The Prospector ' s Den Jackal gang leader is the head of a group of Jackals occupying the interior of the said area . Background . She and the other members of her group massacred the inhabitants of the Prospector ' s Den and set up their own hideout inside area . Inventory . < nowiki > * < / nowiki > 15 % chance of spawning Appearances . The Prospector ' s Den Jackal gang leader appears only in " " .
" Take care of Officer Jack " for Mira " Take care of Officer Jack " for Mira is a quest intended for combative characters in " Fallout 2 " . It is the only option left if talking Jack down doesn ' t work . Detailed walkthrough . Talk to Mira with a stupid character and at least 7 Strength ; Merk will point the Chosen One in her direction if spoken to . She will tell the player character to climb a rope over the city wall . If it is nighttime when entering downtown , Jack will be in the police station . Wait until dawn and he will walk over to the power station and threaten to blow himself up , which is the best opportunity to waste him without annoying anyone ; one can actually let him blow himself up with the same result . When he ' s dead , head over to the bazaar and talk to Mira to claim the reward .