naist-nlp/zeshel huggingface dataset:
Klamath Klamath Falls is a town near the , located in southern Oregon . Background . Klamath is a small town not far from Arroyo . Gecko trappers come to Klamath to sell their catch and blow off a bit of steam in the local bars and the " bath " house . It is a small community of trappers that hunt the giant mutant lizards called little gecko s in the area . Highly prized for their pelts , especially golden gecko s , they are the lifeblood of this small community . Klamath is the stopping point for caravans on their way to the tiny tribal villages to the north like Arroyo and also serves as a place where members of those tribes can come and exchange information , goods , and news about the larger world . Around 2241 , the city was plagued by rat s ; Vic the trader , who lives in Klamath , has been captured by Metzger ; and an Enclave Vertibird crashed in Klamath Canyon due to a rotor malfunction . The Chosen One visited Klamath and made it a little more exciting for some time . By 2281 , Klamath was one of the states of the New California Republic . Location . Klamath can be found four squares east of Arroyo . Layout . Klamath is divided into four districts , one caves section , and one outside section : Klamath Downtown . Downtown is the eastern part of Klamath . It is a mix of agricultural , residential and commercial uses . Plenty of Klamath ' s citizens can be found wandering around or visiting the two pubs . Aldo will be ready to greet the Chosen when they arrive here . Trapper Town . Trapper Town is the western part of Klamath , where the gecko trappers reside . Slim Picket is the top dog in this town , although he doesn ' t really have much to say , other than asking for the Chosen One ' s help with a vermin problem . Underneath the Trapper Town stretch the infamous Rat Caves . Klamath Canyon . A Vertibird has burrowed its way into the dirt here . Its passengers are dead , and an evil spirit haunts the area . What the Chosen One believes is an evil spirit is actually just a malfunctioning Mister Handy , sustaining damage from the crash . Trapping Grounds . This area is found on the lower right of the entrance of Klamath . This is where Whiskey Bob ' s moonshine is , and the habitual hunting ground for gecko trappers , populated with a large number of golden and normal gecko s . Rat Caves . Under Klamath stretch eerie caves , filled with mole rats and a kind of rat god . The Rat Caves possess three sections . Grazing Grounds . The grazing grounds is a place next to Klamath , where Torr ' s brahmin usually graze . Toxic caves . The toxic caves are north of Klamath . It is a radioactive cave inhabited by geckos . Smiley , a trapper from Klamath , is waiting at the end of the second level for someone to save him . Appearances . Klamath appears in " Fallout 2 " . However , while not appearing in - game , Klamath is also mentioned by Klamath Bob , Daisy Whitman and Lily Bowen in " " .
My First Infirmary My First Infirmary is a housing improvement that the Lone Wanderer can buy for their Megaton house , or for their Tenpenny Tower suite . Its value is initially at 1 , 199 caps . It has three options : The My First Infirmary ' s first two options are already taken care of by the bed in either the house or suite ( the bed will also result in the Well Rested benefit ) . Its real value comes from its ability to reduce radiation levels to 0 on demand , without having to visit a doctor and pay the typical 100 caps , or use RadAway . As such , it proves to be a somewhat useful valuable commodity . The My First Infirmary also includes on top a scalpel , tweezers , and surgical tubing . It looks like a normal medical box encountered throughout the game .
Harris Smith Harris Smith ( colloquially Old Man Harris ) is a resident of Andale in 2277 . Background . The Smiths and Wilsons would prefer that the Lone Wanderer take no notice of this eldery kook , who lives in his rundown shack . He ' s obviously a lunatic , and reeks of cheap alcohol . Harris is a former cannibal and is part of the unmarked quest " Our Little Secret " . He asks the Lone Wanderer to leave and save themselves , stating things in Andale are not what they seem to be . Interactions with the player character . Effects of player ' s actions . If the player character discovers the secret of the town , by going into either the Wilsons ' shed or the Smiths ' basement and subsequently kills the residents , Old Man Harris will become the guardian of the children and speak more openly of his history . He is the one who tells the Lone Wanderer about the cannibalism , but the others tell them that he went mad ever since his wife died . Appearances . Harris Smith appears only in " Fallout 3 " .
Fix the Vault 13 computer Detailed walkthrough . This is a fairly easy quest . Talk to Gruthar and he is going to tell the Chosen One about the situation with the Vault 13 main computer , and how it does not respond to voice commands anymore . All the Chosen One need is a Vault - Tec voice recognition module . It can be found in two places ; either bought from Eldridge for $ 3000 in New Reno by asking him for " something special " , or found in storage in Vault 8 , found in Vault City . Simply use the access terminal at the computer and install the module . Notes . If the Chosen One has not taken the Garden of Eden Creation Kit from Vault 13 , the deathclaws will give it to him .
A Pair of Dead Desperados , II A Pair of Dead Desperados , II is an in " " . Detailed walkthrough . Talking at some length to Sammy and Pauline Wins inside a shack near Westside will unravel the story that the duo looted the Vikki and Vance Casino back in Primm . They will confess to the Courier of their ambitious plan to rob one or maybe even all of the casinos on the Strip and , at this point , the Courier can either tell them that that ' s the worst plan they ' ve ever heard , or pass a Speech check of 55 to assure them that their plan is great . Failing the speech challenge or bluntly replying that their plan has fatal flaws , will lead to nothing but a cold farewell . Passing the speech challenge will cause Pauline to have second thoughts about their plan and Sammy will eventually reveal the combination to open the safe containing Vance ' s 9mm submachine gun . Alternatively , the player can simply gun them down for some unique hats , but will however have to break into the safe with a lockpick skill of 100 . Behind the scenes . The code to the safe Sammy Wins gives you , 05 - 23 - 34 , is a reference to the date the real Bonnie and Clyde were shot in Louisiana . Bugs . Talking to Sammy directly before talking to Primm Slim may cause Primm Slim to lose dialogue options .
215 Sniper 215 snipers are two members of the 215 Rail Line Powder Gang in 2253 . They hang back with Jackson and blow away people at long distance . They make a lot of arm and leg shots to disable people . Appearances . 215 Snipers were going to appear in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios .
Wazer Wifle ( Fallout Shelter ) The Wazer Wifle is a weapon that appears in " Fallout Shelter " . Background . A Legendary laser rifle , Labeled as the Wazer Wifle , It originally belonged to a boy from The Capital Wasteland named Biwwy who had a speech impediment , causing him to refer to the gun as his Wazer Wifle . It fires a laser with a damage potential equal to that of a Gauss rifle . Characteristics . The Wazer Wifle is a laser gun featured in " Fallout Shelter " that uses microfusion cells to produce ammunition . Dealing a minimum of 12 damage per attack , it has the second lowest damage output for an energy rifle in the game . Crafting . A high Perception statistic is needed to effectively create the Wazer Wifle . Behind the scenes . The Wazer Wifle is a reference to the Wazer Wifle from " Fallout 3 " .
Parsons Creamery The Parsons Creamery is a location in the Commonwealth in 2287 . Background . Before the Great War , this creamery was providing milk for the Medford area of Boston and was part of the Little Cobb Creamery collective . Layout . From the road south of the building climb the hill to the creamery and follow the flat bed trailer to the warehouse ' s main doors . Upon entering the building , there is a basketball hoop , with a gangster cutout behind it and a basketball on the ground , next to the fire . There is nothing notable on the northern side of the room , but if one takes the short steps up the left hand side , there is an Advanced locked safe in the office on the left . Proceeding up the stairs the first floor , there are a couple of crates and barrels on the left . Turning around from here , one can see some planks set parallel to the stairwell leading to where the main pipe feeds out of the building . Follow the planks and climb over the pipe to the platform on the eastern wall . Here one will find several toys , a mattress and a skeleton as well as an ammo box and a tool case in the southeast corner . Turning south from here , there is a gap in the wall leading out onto the roof . There is a row boat directly in front of the Sole Survivor . In the bow of the boat there are three fragmentation grenades , a fishing rod , two milk bottle s and a cooler . Turn west and follow the edge of the building round to the north roof , where a Novice locked wooden crate can be found with a leveled rifle set on top . Appearances . The Parsons Creamery only appears in " Fallout 4 " .
Alien blaster pistol The alien blaster pistol is a weapon in " Fallout 4 " . Characteristics . The gun is very futuristic in appearance , with a chrome and red paint job . It fires blue bolts of energy and deals 50 damage without any pistol perks . With maximum levels in Science ! this weapon can be modified to run using fusion cells . This reduces the damage by two points , but extends the battery size and allows for continued use of the weapon once its standard ammo cells are depleted . The downside to this weapon is its large shot size and slow projectile speed - these can lead to shots missing or clipping cover where a normal round would have gone through . The game treats this gun as if it is silenced for detection , but does not confer the skill based boosts to damage for a silenced weapon from Mister Sandman or other sources . The alien blaster pistol however , is not a bad weapon to use in V . A . T . S . and close range combat , due to its low AP cost , good accuracy , good DPS and great range ( with the perk Gunslinger applied for the latter two ) . Locations . It can be looted off an alien , who is found inside a cave next to a UFO that crashes from the sky . The cave is just northeast of the crash site and can easily be found by following the green splats on the ground and on the rocks . The event may be mentioned by any follower besides Dogmeat , who may comment on seeing something crashing from out of the sky . The event is fairly loud , and a crash is heard . Go east of Oberland station , northwest of Chestnut Hillock Reservoir or north of Vault 81 , to find the crash site . One can also use the " garbled radio beacon " radio signal to find the crash site . There should be fire around the crash site , making it easily spotted at night . Follow the green blood splatters to an unmarked cave , where a live alien has the blaster . The alien itself is low - leveled and easily killed , but will drop the alien blaster pistol along with a very large amount of ammo for it . Behind the scenes . The default magazine capacity of the alien blaster pistol is 42 , which may be a reference to Douglas Adams ' " Hitchhiker ' s Guide to the Galaxy , " where 42 is seen as the answer to ' the ultimate question ' : " The answer to life , the universe , and everything . "
Companion Companions or followers are the allies of player character s who accompany and aid them during their adventures . Their equivalent in " " are called recruits . Mechanics . " Fallout " and " Fallout 2 " . Controls . Companions cannot be controlled directly . Instead , one can change some settings for their AI . In " Fallout " , the controls are rudimentary at best while " Fallout 2 " is a substantial improvement . Level up . Companions don ' t level up by gaining experience as the protagonist does . In " Fallout " , companions do not level up at all . In " Fallout 2 " , each companion has a fixed number ( typically , 4 - 6 ) of predefined levels called " stages " in the form of multiple alternative models for them with different statistics . Each time the player character gains a level , every current companion has a chance to go up a stage i . e . change to a more powerful model . A companion starts with a base model , then advances to stage 1 , 2 etc . Using fixed models also means that a companion cannot permanently gain stats in any other way , e . g . by reading skill book s . Due to a design bug , companions who have 6 stages cannot ever reach Stage 6 . That ' s because the developer who was programing the party . txt load apparently thought that Stage 1 was the initial model and only allocated 5 slots for additional model data . Usable weapons . The kinds of weapons a companion can use is not determined by the weapon ' s type but rather by the in - game model the weapon utilizes when used . A companion can use weapons that their character model has animation sprites for . The types of weapon models are : It ' s due to this mechanic that a companion ' s model doesn ' t change from wearing different types of armor — changing the model would change their qualifications as well . The added benefit here is making it easier to distinguish the companion from regular NPCs wearing the same type of armor . Active skills . In " Fallout 2 " , if a companion has a higher active tag skill than the protagonist , whenever the player uses that skill on something , the companion lends them a hand by running in and using the corresponding skill on the object themselves . This way , a skill check will be done against their skill level , which allows the protagonist to do things they would otherwise be not qualified to . This doesn ' t , however , extend to other interactions like skill checks in normal dialogue and during regular object use ( e . g . it ' s not possible to use a strong companion to open jammed doors in Vault 8 ) , or when using items that act the same as an active skill ( e . g . a doctor ' s bag ) . This severely limits companions ' usefulness as specialists , as they can ' t really save the protagonist from having to train all the needed skills and stats themselves .
Knick Knack Nicholas " Knick Knack " ( born 2263 ) runs the general store in Little Lamplight in 2277 . Background . Knick Knack and his twin sister , Knock Knock , are 14 years old and dedicated to the town . While his sister collects terrible jokes , Knick Knack collects anything of value . He organizes the settlement ' s store of goods , mostly to keep them in good shape for anyone who needs them , but also because he has a fondness for working with items and making sure everything is " just so . " His name was originally Nick ( or Nicholas ) and he eventually changed his name to Knick Knack to reflect his habit of collecting odds and ends ( knick - knacks ) . Daily schedule . He is in his store behind the counter until night when he ' s in his bed . Appearances . Knick Knack appears only in " Fallout 3 " and is mentioned in " Fallout 4 " .
Leading by Example Leading by Example is a Brotherhood of Steel radiant quest in " Fallout 4 " . Detailed walkthrough . The Sole Survivor must cleanse a location of super mutants , feral ghouls , Children of Atom , mutated animals or synth s with a Brotherhood squire accompanying .
Jul Jul is one of the intelligent deathclaw s from Vault 13 . Background . Jul acts as a guard of Vault 13 but is not a good speaker . His particular duty in the Vault is to guard the deathclaw hatchery and the mother . Interactions with the player character . Other interactions . The Chosen One can insult him about his speaking or encourage him to keep up with his education . These seem to not affect Karma , though . Note . When threatened , Jul returns it to " rip [ the Chosen One ' s ] head off and make watch me crap down throat " , a subtle reference to 1987 movie " " and later in 1989 " " . The quote is later used as one of Duke Nukem ' s taunts in . Appearances . Jul appears only in " Fallout 2 " .
Vault 114 Vault 114 is an unfinished Vault - Tec vault located in the Commonwealth , accessed by going through Park Street station . By the year 2287 , Vault 114 is controlled by the Triggermen and is used as their base of operations . Background . Vault 114 was primarily built and intended for housing Boston ' s upper class and their families . Only high ranking members of local and state government , local luminaries and business people were accepted as part of the social experiment . Future members of the vault were also made aware that they would be cohabiting solely with others of similar wealth and power . Even though the initial residents were of upper social class status , the " luxury " aspect of the vault was highly exaggerated to the future residents . Multiple families , chosen randomly , were to live and sleep in single - room apartments . Dining and bathing would be in shared quarters and the amenities would be minimal . The Vault 114 personnel were interviewing individuals for the overseer position . The vault personnel ' s goal was to find someone with no supervisory or government experience and a strong anti - authority bias . Human Resources told them that the interview process vetted many viable candidates for the position . An overseer was chosen when the interview process dredged up a man known only as " Soup Can Harry . " He refused to provide his legal name ( which he referred to as a " rank and number " branded by the government ) and believed that the government used taxes to fund " illuminati free mason sex parties " . Soup Can was presumably homeless , as he implied that he slept in dumpsters . He also appears to have eaten Abraxo cleaner before , as he is heard to say " I seen the back of them Abraxo boxes . ' Not for consumption ' ? Don ' t you tell me what to do , I ' ll eat what I want ! " As Soup Can so perfectly exemplified what Vault - Tec desired in an overseer for this vault , his interviewer offered him the position on the spot . Soup Can accepted , but cautioned that he " ain ' t wearing no goddamn tie . . . or pants " . Vault 114 personnel were also told by Vault - Tec Management not to " undermine the new Overseer ' s authority at all during the experiment , even ( and especially ) if it may cause physical discomfort , embarrassment , or harm to residents . " By taking away the luxury and authority these groups saw in surface life , while simultaneously subjecting them to the whims of a dangerously incompetent overseer , they hoped to study the residents ' reactions in stressful situations . Appearances . Vault 114 appears only in " Fallout 4 " . Behind the scenes . In the depot , there is an open safe containing 1 gold watch , 1 gold plated flip lighter , stacks of pre - War money and a pack of cigarettes . This is a reference to the movie " " . Bugs . While accessing the vault door control panel to open the vault door , V . A . T . S may suddently break . In order to fix this , you must load a previous save and attempt to open the door again .
Forbidden Zone dome entrance The Forbidden Zone dome , known as the X - 42 robo - warfare facility before the exile of Mobius , is a in the north - east of Big MT . It was originally named the X - 42 robo - warfare facility , but was changed by Dr . Mobius after he left the Think Tank . The door to this facility is locked until the player character has spoken to Dr . Klein as part of the quest Old World Blues . Layout . Workshop . The workshop area is comprised of a single , vast room that appears to occupy most of the inner volume of the building ' s dome . In the center is a large cargo elevator , on which resides the X - 42 giant robo - scorpion . Around the perimeter of the room are several staircases leading to raised walkways and observation rooms ; some containing terminals with information on the giant robo - scorpion . This information can be used to damage or disable the scorpion . One terminal in particular , located on the highest catwalks in the room , says that it can be used to shut down the giant robo - scorpion remotely , but actually resets the giant robo - scorpion to no longer be hostile . Methods of assisting in attacking the giant robo - scoprion include : activating turrets to fire upon it from a terminal , and starting up target drones to keep it occupied from a terminal . Dome . The Forbidden Zone ' s dome is similar to The Think Tank ' s , but is in significantly worse condition : the lighting is sickly green , the equipment is rusted , broken , or otherwise mostly unusable , and Dr . Mobius has covered most of the surface in the main room with intricate scrawls of notes and formulas . In the six smaller rooms located off the upper tier , stored office furniture containing random loot can be found , along with what appears to be Dr . Mobius ' private stash of . Located at the top of the main staircase , in a storage tank , is the Courier ' s brain . Unlike the Think Tank ' s dome , however , instead of five lights located on the front platform , there is only one . Appearances . The Forbidden Zone dome appears only in the " " " Old World Blues " . Behind the scenes . The name of the facility is a reference to the 1956 science fiction film " . " Dr . Mobius himself was partially inspired by the movie ' s main antagonist , Dr . Edward Morbius .
Raider ( Fallout Shelter ) Raiders are hostile characters found in " Fallout Shelter " . Characteristics . Raiders will randomly attack the vault while wearing raider armor and armed with various weapons . Once they have opened the door by shooting at it they will move through the rooms and briefly combat any vault dwellers they encounter . During their time in the vault they will drain some resources , which will flash red to indicate they are being stolen . They can also be encountered during quests . Their leader can be identified as a man / woman wearing a painted metal armor and facial markings . They are also equipped with grenades that inflict damage to the dwellers in the battle .
Richard Rubin Richard Rubin was the overseer of Vault 92 . Background . Rubin and Professor Malleus began Vault 92 ' s secret experimental program by piping white noise containing subliminal combat messages into the recording studios used by the musicians who were the Vault ' s primary residents , while they were listening to their recorded performances . Rubin stepped up the experiment according to Vault - Tec ' s instructions without informing Malleus , however , and the two of them argued about the situation . Rubin decided he would be better off having Malleus killed to get him out of the way . Appearances . Richard Rubin is mentioned in " Fallout 3 " but does not actually appear in the game . Behind the scenes . This character is most likely named after music producer .
Rip Smithy Rip Smithy is one of the inhabitants of Point Lookout . He is a member of Plik ' s hunting club , and accompanies the Lone Wanderer during Plik ' s Safari in the year 2277 . Background . A merchant , hired - gun , and part - time smuggler , Rip Smithy recently made a boatload of caps selling a pair of child slaves named Sammy and Squirrel to Eulogy Jones over at Paradise Falls . Interactions with the player character . Effects of player ' s actions . If one puts on the ghoul mask before fighting in Plik ' s Safari , the ghouls won ' t attack the player character unless they are attacked . Rip Smithy and Jacob Humboldt also won ' t be attacked by ghouls nor attack them . Notes . If the player character leaves the area before Rip or Jacob , they will appear and participate in the next safari . Appearances . Rip Smithy appears only in the " Fallout 3 " add - on " Point Lookout " . Bugs . Due to a bug , it is likely that his face will appear much paler than the rest of his body .