naist-nlp/zeshel huggingface dataset:
Sheng Ming Sheng Ming was the Shi ' s most accomplished scientist , head of the Xeno and Botany programs . Her experiments with plants created a species of vine that could safely absorb radiation . She also canceled the FEV program on the behalf of the recently - deceased Dr . Wang . Behind the scenes . Her name " Sheng Ming " refer to the word 生命 in Chinese , which means life or living being . Appearances . Sheng Ming is mentioned only in " Fallout 2 " .
North End The North End is a district of Boston in the Commonwealth in 2287 . Background . The North End was settled in the 1630s , as one of the oldest neighborhoods in the Boston area . The district is part of the Freedom Trail , played a large role in the American Revolutionary War , and is also home to several significant landmarks such as the Paul Revere house and Old North Church . In the years before the Great War , the residential neighborhood was controlled by Italian crime families and crime lord Sal Barsconi . His crime family attempted to improve relations with Edward Winter ' s gang in South Boston by sending Johnny Montrano , Sr . as a lookout on a job . Following Montrano ' s failure to alert the crew of a police presence , Winter ordered his assassination . North - South relations quickly deteriorated . After the bombs fell , the population of the North End was nearly wiped out , and the district remains largely lawless and uncontrolled . A serial killer known as Pickman operates in the Pickman Gallery , slaughtering raiders and creating sculptures from their corpses and paintings from their blood . An organization known as the Railroad also set up in the catacombs under the Old North Church following a raid on their previous base of operations . Their objective was to free sentient synth s from the control of their creators , the Institute . Layout . The North End is situated in the north - east portion of Boston . It borders Beacon Hill , the Financial District , and Boston Harbor . It contains the following locations : Appearances . North End appears only in " Fallout 4 " . Behind the scenes . The North End is based on the real - world neighborhood of Boston , located in the approximate same location .
Train car The train car is an unmarked location in the Commonwealth in 2287 . Location . The train car can be entered via a hatch entrance at a ruined train yard to the south of Oberland station , and is directly southeast of relay tower 1DL - 109 . It can be located by following the distress signal that can be heard after the Sole Survivor extends the radio dish at the relay tower . The message is a request for aid by a woman and her son , who are running from something chasing them , and hid inside an old train car compartment . Keep heading southeast until the signal gets stronger ( there will be less static the closer you get ) , and a hatch can be found on the northern side of one of the blue train cars that has been derailed and tipped over . Layout . The interior consists of a single room with the skeleton of a woman next to a ham radio with a large amount of blood around her . There is also a suitcase suggesting that the woman was travelling when the bombs went off and the car was tipped over . The Sole Survivor may choose to turn off the ham radio in order to end the broadcast . Appearances . The train car only appears in " Fallout 4 " .
Slags The Slags are a faction held up at the Ghost Farm in " Fallout 2 " . Background . The Slags , led by Vegeir , are heavily mutated people from the Ghost Farm on the outskirts of Modoc . They are the descendants of a militia group that , when the Great War came , sealed themselves and their families underground for protection . This event came to be known to them as " the Sealing . " Since this sealing , the Slags have mutated . Few can bear to be on the surface because they are not used to having a black sea of nothingness above them . They also cannot stand the bright light of the sun , as living underground for so long has devolved their eyes to a form of intense permanent light sensitivity . The Slag population steadily increased since the Sealing . It soon became apparent that they could no longer survive underground without further supplies . So the Seal was broken , and they once again looked to the surface for survival , creating a small farm some years prior to 2241 , which to the people of Modoc looked as if the farm appeared out of nowhere . A group of Modoc ' s inhabitants were out hunting when they noticed the new farm . Soon after , some of them got together to visit their new neighbor , but they didn ' t find anyone there . After many months of trying to contact the owners with no success , it was decided that the farm must have been abandoned soon after it was built . So instead of letting the crops rot in the fields , young Karl moved in . To get rid of the intruder , the Slags , who were not a violent people by nature , came up with the ghost idea , smearing themselves with glowing fungus . After some time , Karl started to tell stories of seeing strange glowing figures tending the crops and feeding the animals at night . The other people of Modoc all laughed at him , thinking he was making up stories . Then one day Karl stopped coming into town . When the people of Modoc came looking for him , they found bodies , some crucified , while others were left to rot out in the sun . In reality , the bodies were merely props the Slags manufactured to scare off those who try to steal from them , mostly brahmin guts and dummies . While the inhabitants of Modoc believed Karl to be dead , he had only escaped to the Den . Unfortunately , this has been a little too effective . Around 2241 , the Slags were seeking to make contact with the surfacers , but no one came to the farm anymore for fear of the ghosts . The Chosen One can help the slags to contact Modoc . However , when delivering the Slag message to Jo , the player character sets a sort of timer , since Jo warns them that they have to find out what happened to Karl within 31 days . If the player character cannot manage to do so , Modoc ' s inhabitants will exterminate all the people in the Ghost Farm , including children . Appearances . The Ghost Farm and the Slags appear only in " Fallout 2 " .
Tesla cannon ( Fallout 3 ) The Tesla cannon is a weapon in the " Fallout 3 " add - on " Broken Steel " . Characteristics . The Tesla cannon is a shoulder - mounted energy weapon that fires powerful blasts of electricity , powered by electron charge pack s . It can be fired only once before reloading . The quest line of " Broken Steel " includes having to find a Tesla coil for this weapon in order to help the Brotherhood of Steel build it . Durability . The Tesla cannon can fire a total of about 563 shots from full before breaking . Locations . There are a total of 13 Tesla cannons , or 14 if one counts the Beta Tesla cannon , but only a maximum of 11 ( 12 with Beta Tesla cannon ) can be obtained in one play - through .
Robobrain ( Fallout 3 ) The robobrain is a type of robot found in the Capital Wasteland in 2277 . Characteristics . Gameplay attributes . Robobrains are a fairly common sight in the Capital Wasteland . They can be found in many abandoned buildings , in use by groups such as the Enclave and the Brotherhood Outcasts , or even simply wandering the wastes . There are three variants of the robobrain . The first , and most common , is the military variant used by the U . S . Army . It is painted green and bears a serial number . They are more commonly used by various factions . Less common is the gray - colored civilian model , seen wandering the wasteland at random . The " Point Lookout " add - on introduces the final variant , the robobrain sentry , which is identical to the civilian model but with significantly more health . Robobrains are substantially more durable , accurate , and dangerous than the more commonly encountered protectron . Armed with a pair of integrated lasers each roughly equal in power to a laser pistol , the robobrain is a moderate threat , though easy to damage due to its size and extreme vulnerability to head shots . Every robobrain has a combat inhibitor on its back , and if the inhibitor is crippled , the robobrain will frenzy and attack indiscriminately . Robobrains also possess a built - in Mesmetron . This attack does not cause much damage , but it may instantly cripple the head of the player character ( dealing 1000 damage to the body part ) and inflict the concussion status effect , resulting in blurred vision , hindered accuracy , and - 4 base Perception . This is used to discourage melee and close - ranged attacks , where the robobrain is weakest . Variants . Robobrain . The standard robobrain variant . Usually found roaming the wasteland or in some pre - War buildings , they are often hostile to the player . A few non - hostile robobrains are also found in Vault 112 . U . S . Army robobrain . This variant of robobrain is often found in former U . S . Army buildings , such as Fort Constantine and the National Guard depot , but are also encountered wandering the Wasteland . Enclave robobrain . A variant of robobrain used by Enclave forces . Usually roaming the wasteland with an Enclave patrol or in specific Enclave related areas . Robobrain sentry ( Point Lookout ) . A unique variant of robobrain found in the St . Aubin medical facility , where they guard and maintain Professor Calvert and defend his facility from intruders . Outcast robobrain . This robobrain variant may be encountered patrolling the Capital Wasteland , but are most commonly found in the area between of the National Guard depot and the Scrapyard , accompanied by a few Brotherhood outcast s . Brotherhood of Steel robobrain . There are textures for a unique Brotherhood of Steel robobrain in the game ' s files , although there are no matching robots in the G . E . C . K . . Appearances . Robobrains appear in " Fallout 3 " .
Terminals & holotapes , o my ! Terminals & holotapes , o my ! is an unused cell in the game files of " Fallout 4 " . It is marked as such in the local map . Layout . After arriving at the location through the use of the console command , the player can choose to go forward into the dead - end subway room , containing only a skeleton with a hard hat . Going backwards leads to the skeleton of a soldier , and some stairs leading down into a hallway . On the left in the corridor , Griswold ' s poetry collection and Griswold ' s terminal can be found . Continuing along the hall , the player will come to a door on the left and right . The right door goes into a room with pipes , a terminal to open the door on the left , a safe containing the turret _ override . exe holotape , and the RobCo defragmenter holotape . Opening the door on the left in the corridor proceeds to an open space with raiders and turrets . A second turret _ override . exe holotape can be found next to the stairs . The stairs lead to a final room , with Sue ' s terminal , a Cooking station , and other generic loot . Appearances . Terminals & holotapes , o my ! appears in the game files of " Fallout 4 " as a test cell .
Whitfield ( female ) Mrs . Whitfield is a pre - War resident of Sanctuary Hills in 2077 that got to Vault 111 in time . Background . Mrs . Whitfield , along with her husband , was one of the citizens of Sanctuary Hills to be elected as Vault 111 ' s resident . She made it in time to enter the vault before the nuclear bomb exploded . She died of asphyxiation within the cryo - chamber , pod B3 ( C10 floor paint ) . Appearances . Mrs . Whitfield appears only in " Fallout 4 " .
Wint Wint is a ghoul found in Old Olney underground in the year 2277 . Background . Wint was part of a group of likeminded ghouls who decided to forge ahead into unexplored territories under the leadership of Sanders , and set up a new ghoul settlement to rival Underworld . One of only two remaining survivors , Wint isn ' t staying around to watch any more of his friends die . He considers the whole plan an absolute disaster , and would have throttled Sanders himself if the deathclaws hadn ' t got to him first . Appearances . Wint appears only in the " Fallout 3 " add - on " Broken Steel " . Behind the scenes . His name is a reference to Mr . Wint , a character in Ian Fleming ' s novel and similarly titled James Bond film , " " " " who also has a partner named Mr . Kidd .
Westside west entrance The Westside west entrance is a in the Mojave Wasteland . Layout . The western entrance to Westside is directly to the east of The Thorn . A makeshift fence has been fashioned out of wooden fence posts , concrete barriers and scrap sheet metal to deter enemies . Guards regularly patrol this area as an extra countermeasure . Appearances . The Westside west entrance appears only in " " .
Children of Atom Children of Atom is a building in Megaton and the home to the Church of the Children of Atom . Layout . The church is located at the bottom of the crater , next to the live atomic bomb ( " Atom " ) around which the town of Megaton was built . The building is two stories high with ramps and walkways all around it and a large , ramshackle sculpture of an atom adorning the roof . These believers pray for Atom to split their atoms , in order to create a new universe for each split atom , each containing life , as per their beliefs . You can find out more by speaking to Confessor Cromwell ( usually standing by the bomb ) or alternately Mother Maya ( usually inside the church ) may offer some information if asked . The player can donate to the church and ask more about this religion and the local residents . Cromwell has a key on him , but it ' s only useful for entering the church at night . Appearances . The Children of Atom building appears in " Fallout 3 " .
Club ( Fallout ) A club is a melee weapon in " Fallout " and " Fallout 2 " . Characteristics . The club is a pre - war military or police baton that has survived the years of the Post - Great War . This weapon is by no means powerful , and a player will most likely have a greater use of their guns or another melee weapon . It shares the same low damage amount as the knife , but has a cheaper value , weighs more and needs one more Strength necessary to be wielded . Notes . The club ' s description was a bludgeoning weapon in the " Fallout demo " and was changed to military / police baton in the actual game .
Bottle cap ( Fallout 2 ) Bottle caps are a miscellaneous item in " Fallout 2 " . Characteristics . Since the introduction of minted coinage by the NCR , bottle caps have been rendered useless as legal tender . Locations . They can only be found in Broken Hills by discovering Typhon ' s " " treasure " " in a well with the help of the treasure hunter Micky . The Chosen One will uncover a bag of 10000 caps .
Marshall Marshall is one of the salvagers in Denver in 2253 . Background . Wears a fireman ' s hat . Grim but a good guy , just broken and tired . He gave up on NCR long ago . He doesn ' t trust Porter ' s judgment , doesn ' t trust Lowery ' s change of heart , and thinks Reilly is an idiot . Interactions with the player character . Other interactions . Despite not appearing too glad to see the Prisoner , Marshall will watch out for him and his companions and provide them with information , if he trusts them . Appearances . Marshall was to appear only in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios .
Become a Porn Star Become a Porn Star is an unmarked quest in " Fallout 2 " . After talking to the Corsican Brothers at Golden Globes and passing an audition , the player has the option of starring in a pornographic film . Detailed walkthrough . To pass the audition you will need at least 9 Charisma , being a Made Man or a prizefighter works also . After the audition , the Corsican Brothers will turn down the player for the role if either Agility or Endurance is under 8 . Having the proper experience is needed as well , and the Kama Sutra Master perk or the trait Sex Appeal will help with this . After passing everything the player can finally star in the film and will become a full fledged Porn Star , and will get to choose their own porn name . If they did not pass all the checks , they can still become a fluffer for some money . Behind the scenes . Most ( all ? ) options for the stage name reference real and fictional people and other show industry names ( the list is by their order in Newr1 . msg ) :
Potted meat Potted meat is a consumable item in " Fallout 4 " . Background . Potted meat , or Longneck Lukowski ' s canned meat , is made by Theodore Collins . At first he planned on using meat bought from traders , but when the first trader delivered too early , the meat that was delivered became spoiled . Theodore came up with the idea to mix it with mole rat meat and did . He had a high demand for the product and traders were not able to quickly deliver him new meat . So , Theodore started using more and more mole rat meat until he couldn ' t keep up with the demand . He decided to use the meat of other wasteland creatures , including mongrel s , radroaches , radstag s , yao guai , brahmin , bloodbug s and eventually feral ghouls , including a glowing one . Eating this dirty meat eventually caused sickness , and Collins tried to hide it from his customers . For example , a wastelander can be encountered in a random encounter that says to tell Longneck Lukowski he hopes he " dies in a goddamn fire " and Collins says it may have " been a bad batch . " Characteristics . A small can made of tin . The can is stuffed with meat from many different wasteland creatures .
Psyker A psyker is a person who possesses a certain paranormal power either from FEV like the Master ' s experiments and Melchior , Radiation like the Beastlords , natural selection like Hakunin or 200 years of seclusion in a glass jar like Professor Calvert . " Fallout " . After being dipped in FEV vats , absorbing some other people and being connected to the LA Vault computer , the Master gained some psychic powers the extent of which is unknown . He was able to attack humans mentally , although his attacks could be repelled with proper training . The Master was able to somehow bring forth psychic abilities in certain humans after they were injected with FEV ( usually the pineal gland , but also the Amygdalae or Medulla ) , but most of the experiments were failures ( resulting in insanity ) or used to line the Corridor of Revulsion . There were four psykers in the Master ' s lair : All four of them died when the Cathedral was vaporized in nuclear fire . Additionally , Chuck in Adytum appears to have some psychic powers . Player abilities . The ability to resist the Master ' s psychic attacks is represented in the SPECIAL system by the Mental Block perk . " Fallout Tactics " . A group of tribal s known as the Beastlords had a kind of psychic control over animals . This power was caused by decades of exposure to an unknown special form of radiation present within Mardin ' s underground caves . " Fallout Online " . " Sykers " were confirmed within the Bethesda Softworks LLC v . Interplay Entertainment Corporation court case to be present within the design wiki for " Fallout Online " . It is not known if the difference in spelling is attributable to a stenographer ' s error . Appearances . Some kind of psychic powers appears in every " Fallout " game , although believes it creates narrative difficulties for the " Fallout " writers , as stated in " Fallout Bible 3 " . Avellone says : Behind the scenes . The term " psyker " is often attributed to the Warhammer 40 , 000 tabletop games that likely coined it ; differing in Warhammer 40k is that Psykers don ' t have psychic powers as such , but rather a connection to the raw potential that makes up an alternative dimension , called the Warp , which they can manipulate through spells and mental commands .
Fragmentation grenades A fragmentation grenade is a thrown weapon that appears in all of the " Fallout " games . Fragmentation grenades , or frag grenades , are small hand - thrown bombs . They contain a dense core of high explosives encased in a metallic body designed to fragment upon detonation . Wounding effects come from both the explosive blast and the propelled fragments . The metallic case of fragmentation grenades may be preformed into a matrix designed to break apart evenly . Fragmentation grenades may either be spherical shaped or attached to a throwing handle ( stick grenade ) and armed with contact or timed fuses . Models . Frag grenade . A generic fragmentation grenade . Containing a small amount of high explosives , the container itself forms most of the damaging fragments . Explodes on contact . Piggy bank grenade . Piggy bank grenades are improvised fragmentation grenades made out of bottle caps and a piggy bank . Roughly the hand - grenade equivalent to bottlecap mines . Tin grenade . Tin grenades are improvised fragmentation grenades made out of tin can s packed with pistol gunpowder . Roughly the hand - grenade equivalent to Powder charge mines . Home - made bomb . A home - made bomb is a crude grenade made out of household chemicals and old pipe - fittings , and typically filled with nails and other scrap for shrapnel . A relatively weak explosive . Pineapple fragment grenade . A typical fragmentation grenade , containing an explosive charge that breaks the pre - segmented outer case apart producing a small blast and wounding fragments . Armed with a contact fuse . Stick fragment grenade . A long - handled fragmentation grenade , containing an explosive charge that breaks the outer case apart producing a small blast and wounding fragments . Armed with a contact fuse and features a stick handle used to throw the grenade .
Jury St . tunnels terminal entries The Jury St . tunnels terminal entries are a series of terminal entries in " Fallout 3 " . The terminal entries describe Ryan Brigg ' s attempts in creating mole rat wonder meat while living in the Jury St . tunnels . Ryan Brigg ' s journal . Terminal is located is Ryan ' s room northeast on the local map . Ryan Brigg ' s logs . Terminal with these logs is located in Ryan ' s old room , in the outer southeast on the local map .
Enhanced 10mm pistol The enhanced 10mm pistol is a weapon that appears in " Fallout Shelter " . Characteristics . Improved version of the 10mm semi - automatic magazine loading handgun featured in " Fallout Shelter " . Dealing a minimum of 2 damage per attack , it has the second lowest minimum damage output for handguns in the game , just above the . 32 pistol and its variants . It deals up to 1 more point of damage than the 10mm pistol . Crafting . A high Agility statistic is needed to effectively create the enhanced 10mm pistoly .
Deathclaw warehouse The deathclaw warehouse is an old warehouse in the Boneyard which used to be the home of the Rippers gang ( as evidenced by the " Ripper ! " movie posters ) . Ever since deathclaw s occupied the area , it became a warzone , where the deadly lizards slaughtered any unwary wanderers . Layout . The entry is in the upper right corner of Boneyard Downtown . Warehouse . Three deathclaws can be found on the surface and will respawn one in - game hour after death , if the area is reentered . Rarely , one or two may respawn instead of three . A scavenger carrying repair parts to Adytum has fallen victim to the deathclaws ; his corpse ( or bloodstain , if enough time passes ) can be searched for the parts , which has the outward appearance of junk . Basement . In the dark of the basement , the player will find the more powerful mother deathclaw and her eggs . Players accustomed to " Fallout 2 " deathclaws will find the earlier versions can be approached up to a much shorter range before they notice and attack , while the Mother is more like what they are used to . Related quests . The Vault Dweller is tasked with obtaining parts to Fix the hydroponic farms in Adytum by Miles and Sammael mentions that a scavenger sent to get the parts never returned . Gabriel of the Gun Runners asks the Vault Dweller to exterminate the deathclaws . Appearances . The deathclaw warehouse appears only in " Fallout " .