naist-nlp/zeshel huggingface dataset:
Iron and Stealing Iron and Stealing is an in " " . Walkthrough . The Boomer Jack located inside Nellis hangars , is always looking for more scrap metal . The player needs 50 to go from neutral to idolized with the Boomers . Some locations with scrap metal : Crafting scrap metal yourself : Notes . The hangar itself has some scrap metal , so a player willing to incur some karma loss could easily hide , steal the metal , and give it to Jack . Behind the scenes . The quest name is a play on the words ' iron and steel ' .
The Same Could Be Said of All Religious Weapons The Same Could Be Said of All Religious Weapons is a one - star ( ★ ) added in the " " " Gun Runners ' Arsenal " . Challenge requirements . The player must kill 15 s with Maria , Gehenna , or the Holy Frag Grenade s . Effects . Grants 250 XP . Notes . This challenge is not repeatable . Behind the scenes . The title of this challenge is a reference to a quote made by Dracula in " Castlevania : Symphony of the Night " . When accused by Richter Belmont of " stealing men ' s souls and making them his slaves " , Dracula responds by saying " perhaps the same could be said of all religions . " Another " Gun Runners ' Arsenal " challenge , You Don ' t Belong In This World ! , references this conversation as well .
Atomic Energy Commission The Atomic Energy Commission was a scientific team working in the Enclave Oil Rig in 2242 . Background . Led by Chairman Tom Murray , they worked inside of the power plant level of the rig , handling the upkeep of the rig ' s delicate nuclear reactor and power plant . Appearances . The Atomic Energy Commission appears only in " Fallout 2 " .
Shotgun ( Fallout ) The shotgun is a small gun in " Fallout " and " Fallout 2 " . Characteristics . The Winchester " Widowmaker " shotgun is a double - barreled 12 gauge shotgun with a mahogany grip . It also has a sawed - off variant in " Fallout 2 " . It is a common weapon used early in the game . Compared to the sawed - off version , this has a 2 - point - lower max damage , and requires both hands , but has doubled range . Behind the scenes . The shotgun ' s name , the Winchester " Widowmaker " , appears to be a reference to the real life shotgun that was nicknamed " the Widowmaker " due to a safety issue . Unlike the real shotgun , however , the " Widowmaker " in the games is a double - barrel shotgun instead of a single - barreled semi - automatic .
Aerotech suite 200 Aerotech suite 200 is a inside Aerotech Office Park . Layout . It is what used to be an office building , now littered with burned books and cans . It is also where , a junkie and Caravan player , lives with other junkies . Appearances . Aerotech suite 200 appears only in " " . Bugs . Inside the right hand side of the building is a door leading to a hallway , with a firehose box and three doors . The first room ( on the left ) contains a tin can hovering in mid - air in the center of the room .
Slave outfit The tattered outfits and worn slave outfits are pieces of clothing worn by Pitt slaves in the " Fallout 3 " add - on " The Pitt " . They can be repaired with other copies of themselves , or by obtaining one of the various wasteland outfits ( see infobox ) , in which they provide a Damage Resistance of 2 , as well as bonuses of 1 to Agility and Endurance . Variants . Tattered slave outfit . The tattered slave outfit can be obtained at the beginning of " The Pitt " , from a slave named Prosper . The add - on gives the choice of either obtaining it from a dead slave in the slave pen located at the train tunnel , or by requesting one from Prosper himself . If worn , when meeting Mex at The Pitt entrance , he will mistake the Lone Wanderer for a slave . Worn slave outfit . The worn slave outfit is identical to the tattered one , with the only difference being that is a dark brown color . Bugs . Sometimes when a black player character equips the outfit , they will have a white body , with only the head and neck being black .
Thomas Gage General Thomas Gage is a character vocalized by the tour bot near Swan ' s Pond during the early stages of Road to Freedom in " Fallout 4 " . The tour bot switches from his robotic speech to Gage ' s , and Colonel Smith ' s , when explaining the history of Boston Common . Background . Thomas Gage was a general in the British Army during the American Revolutionary War . On the night of April 17th , 1775 , Gage had called upon Lieutenant Colonel Smith to impart orders based on information he had received from the Earl of Dartmouth four days prior . He tasked Smith with gathering twenty - one companies of their best men and carry them with the utmost expedition and secrecy to Concord , where he was to seize and destroy all artillery , ammunition , provisions , tents , small arms and all military stores . While Smith had expressed concerns about about the well - being of the Colonists present in the area , Gage assured him that he and his men were not to plunder the inhabitants or damage any personal property , but that they can and must defang them . Appearances . General Gage is mentioned - only in " Fallout 4 " . Behind the scenes . was a real - world British general , best known for his long years of service in North America and his role as military commander in the early stages of the American Revolution .
All - n - One Store The All - n - One Store is a general store owned by Mitch in 2161 . It is located in the Hub ' s Downtown area next to Mrs . Stapleton ' s library , the Friendly Lending Company and Beth ' s Weapon Shop . The store sells general supplies . Various useful supplies can be bought here such as a geiger counter and a radio . Layout . The store is a single square room with several desks and shelves . Appearances . The All - n - One Store appears only in " Fallout " .
Immobile Immobile is a condition in " " and " Fallout 4 " . Suffering from multiple crippled limbs can induce immobility . Causes . There are several ways to become immobile , such as having two injured legs or being knocked over by a Critical Hit or explosive . Having inventory weight exceed the Carry Weight capacity can also cause immobility . Cure . The cure for immobility depends on the cause . If one has two injured legs , using the Doctor skill to heal one of them will cure this condition . If one was knocked over by a strong hit , one will stand up after a period of time . If overencumberance is the cause , dropping some items from inventory or passing them to another squad - mate should help .
Pablo Pablo is a drug smuggler in New Canaan town in 2253 . Background . Being an " outsider " to the community , this Hispanic man from New Reno is a very skilled agriculturalist . He came to New Canaan several years ago while fleeing from the Mordino crime family , for whom he grew crops for Jet - producing brahmin . Even though that family has since been wiped out , Pablo has decided to remain in New Canaan as a farmer . He converted to Mormonism to get the townies off of his back , but he really isn ' t a believer . He ' s also addicted to Mentats which he gets smuggled into New Canaan through the pump house from Jericho . Appearances . Pablo was to appear only in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios .
Squirrel bits Squirrel bits are a consumable item in " Fallout 4 " . Characteristics . Squirrel bits are a minor irradiated food item , most often found in the possessions of dead humans such as raiders . They can be used in several cooking recipes , such as squirrel stew and crispy squirrel bits .
Free Ghoul prisoner Free Ghoul prisoner is an unmarked quest in " Fallout " . Detailed walkthrough . In the buildings of the Watershed area of Necropolis , the Vault Dweller will find some prison cells just down from the water pump . One of the cells contains a ghoul prisoner . The Vault Dweller can unlock the cell and ask the inhabitant about where the water chip would be kept . Conveniently , the entrance to the vault where it resides is right next to the ghoul ' s cell . Experience is gained as soon as he is spoken to . Notes . Killing the prisoner after letting him escape results in - 1 Karma . Bugs . If you talk to the ghoul prisoner before killing the super mutants and then leave the area without freeing him , he will only say " Thank you again . " if you return even if you have not unlocked the cell yet , making the side quest impossible to beat .
Crippled Limbs Crippled Limbs are caused by excessive damage to the left arm , right arm , left leg , right leg , and in " Fallout 3 " : the torso , or head . In " Fallout " , " Fallout 2 " and " " , the eyes can get damaged as well . " Fallout " , " Fallout 2 " and " Fallout Tactics " . In " Fallout " and " Fallout 2 " , crippled limbs are a serious problem . Having arms crippled lowers hand - to - hand damage and accuracy with all weapons ; with both arms crippled , weapons cannot be used at all . Crippled legs lower mobility , increasing the amount of Action Points required to move during battle . If either or both eyes are damaged , the accuracy with every weapon drops substantially . In order to heal crippled limbs a decent Doctor skill and a first aid kit or doctor ' s bag is required , or finding a doctor that can heal crippled limbs . In " Fallout " , the doctor in Vault 13 can do this . The Ripper is a very effective weapon to use when attempting to cripple an enemy ' s limbs . " Fallout 3 " . In " Fallout 3 " , the head and torso can be crippled as well as arms and legs , though the Crippled Eye is gone , there is a similar effect with a crippled head . When the head is crippled , a concussion is received , constantly blurring the vision and making sounds like ringing in one ' s ears making it difficult to see or hear what is happening ; a - 4 reduction to Perception is also taken . Having the torso crippled affects Endurance , increasing sensitivity to being hit and potentially disrupting actions . Having crippled arms has the same effect as in " Fallout " and " Fallout 2 " , lower damage with melee and lower accuracy , and crippled legs lowers overall speed . Having any crippled limbs in " Fallout 3 " means either a stimpak can be used , a doctor be found , or even sleeping for about an hour . Eating food or drinking water does not regenerate limbs . After completing the optional method of completing " Contract Radiation Sickness " in Chapter 1 of the " Wasteland Survival Guide " Quest , Moira will remove the 600 rads of radiation from the Lone Wanderer and cause a mutation , granting a new perk ; " Rad Regeneration " , which allows regenerating crippled limbs while experiencing advanced radiation poisoning . " Fallout : New Vegas " . In normal play , a or sleeping will heal all crippling . s can be used to heal individual limbs . In Hardcore mode , stimpaks will not heal limbs and doctor ' s bags will work on one limb at a time or used generally to increase the health of all limbs slightly . Sleep ing will only heal crippling if it is in an " owned " bed . Additionally , daturana , healing poultice , and the weapon binding ritual all apply minor healing to all limbs , enough to remove the crippled status from any crippled limbs . " Fallout 4 " . In " Fallout 4 " , limbs auto - heal to 1 health after battle . They can also be healed during combat with a stimpak . Appearances . Crippled limbs have appeared in " Fallout " , " Fallout 2 " , " Fallout 3 " , " Fallout 4 " , " " , " " and the " Van Buren " tech demo .
Bess ( Fallout 4 ) Bess is a brahmin found dead at the Chestnut Hillock Reservoir . Background . Bess was Edwin ' s brahmin , he had spent some time away from the house beside the reservoir travelling with Bess . They first arrived on the evening of 9 / 7 / 2287 , by the 12th Edwin noted Bess was settling in well . Soon after , bloatflies began harassing Bess ; Edwin chased them off and made a bug zapper to keep them away but it wasn ' t enough to hold back the more resilient insects that spooked Bess . By the time the Sole Survivor arrives it is apparent she could not withstand or escape the attacks . Notes . Two bloodbug s will be feeding on Bess ' s corpse upon arrival at the reservoir . Appearances . Bess appears only in " Fallout 4 " .
Destroyer ' s armor Destroyer ' s armor is a unique set of armor in " Fallout 4 " . Characteristics . Destroyer ' s armor is an obtainable set of combat armor that has various legendary armor effects for each piece . Stats . Destroyer ' s chest piece . Reduces damage from humans by 15 % Destroyer ' s helmet . + 1 Charisma , + 1 Intelligence Destroyer ' s right leg . Increases wearer ' s movement speed by 10 % Destroyer ' s left leg . Increases wearer ' s movement speed by 10 % Destroyer ' s left arm . The Destroyer ' s left arm is a combat armor left arm with the Cavalier effect , which reduces the damage taken by the Sole Survivor while they are blocking or sprinting by 15 % . It comes with the Reinforced and Braced modifications and affords 2 more Damage Resistance and Energy Resistance than a similarly modified combat armor left arm piece would .
County sewer mainline The County sewer mainline is a sewage tunnel which can be accessed from either inside the sewer waystation or a sewage grate along the Potomac , just north of a raider camp under the west point of the Arlington Memorial bridge . It goes under Grayditch and Arlington Cemetery , but has no access points there . Layout . It is the home of Gallo , as well a number of feral ghoul s and radroach es , and contains a large number of workbench items . Gallo ' s home . Nearby the waystation access point ( the right path after entering via the waystation ) is a hostile ghoul named Gallo , whose room is located past several traps in the northwest region of the sewers . In Gallo ' s footlocker his storage key can be found which is used to access a storage closet nearby . Gallo ' s room also contains a small Nuka - Cola collection , a safe , as well as a pen of radroaches . There is a bed here too , and quite a few shelves . If Gallo is killed , it can be used as player housing ( though the Lone Wanderer cannot " technically " own it ) . Gallo ' s storage closet contains the following workbench items : It also contains 40 railway spikes and a Stealth Boy hidden in a box on a bottom shelf , along with some chems and ammunition . Sewer management main room . The sewer management main room is located in the central region of the mainline . It is occupied by a number of radroaches and feral ghouls . The storage closet can be accessed from a terminal behind a locked gate nearby . A number of chems , ammunition and workbench items can be found inside . Sewage tunnels . The sewage tunnels that compose most of the mainline are littered with the remains of dead mercenaries and wastelander s . These are often marked by the presence of feral ghouls nearby . Boxes of ammunition can be found near ( or under ) many of the remains . Also in the tunnel between the sewer management main room and Gallo , there ' s a strange skull with glowing eyes stuck on a metal rod , with two smaller rods crossed just under it . This is a subtle reference to the Khans from " Fallout " and " Fallout 2 " . Appearances . The county sewer mainline appears only in " Fallout 3 " . Bugs . In a small room with a staircase near the exit to the Capital Wasteland , the player might find themselves swimming down the staircase rather than walking , having an oxygen meter displayed and the ability to " drown " .
Dorothy Dorothy is the " tomboy " city engineer of New California Republic in 2241 . Background . Dorothy is a young woman , very much a tomboy , dressed in work overalls . Her role is to oversee the town ' s power plant and although somewhat skilled , she is by no means a genius at repairing broken electronic or mechanical equipment and this can cause problems and results in her requesting others to fix the power generator if Mira ' s deranged ex - husband , Jack , blows himself up . She is very fond of her robot companion , Toto , and they seemingly go everywhere together . It assists her in her daily chores around the plant . Appearances . Dorothy appears only in " Fallout 2 " . Behind the scenes . Her name , and her barking robot called Toto , are references to the novel " " .
Prosper Prosper is a slave in the " Fallout 3 " add - on " The Pitt " , located in the Capital Wasteland at the train tunnel in 2277 . Background . Paranoid , nervous , and usually careful , Prosper was a smuggler , ferrying several large cargos of ingots from the steelyard of The Pitt to outlying areas . His operation was soon compromised and his crew mostly butchered . The survivors were sold to slavers heading toward Paradise Falls . Appearances . Prosper appears only in the " Fallout 3 " add - on " The Pitt " .
Nuka - Free Nuka - Free is a soft drink featured in the " Fallout 4 " add - on " Nuka - World " . Characteristics . Nuka - Free is a Nuka - Cola drink produced by mixing Nuka - Cola and dirty water together at a Nuka - mixer station . This mixture restores 130 Hit Points when consumed . Its effects can be increased by chilling the drink by using Buddy , producing ice cold Nuka - Free .
Plasma grenades A plasma grenade is a thrown weapon that appears in all of the " Fallout " games . Plasma grenades release a burst of ionized plasma gas when detonated , rather than the typical explosion propelling fragments of normal hand grenades . This intense cloud of super - heated plasma can reduce targets to a puddle of green goo . Models . Plasma grenade . Plasma grenades , as their name suggests , emit a powerful burst of plasma energy when detonated , as opposed to using chemical explosives like those in a frag grenade . Nuka - grenade . A Nuka - grenade is a craftable custom weapon in " Fallout 3 " and " Fallout : New Vegas " , which exploits the explosive properties of Nuka - Cola Quantum when mixed with some common household chemicals . It does more damage than a standard frag grenade , and explodes in a colorful periwinkle fireball . Oddly enough it makes the sound a Nuka - Cola makes when dropped , equipped , etc . MFC grenade . An improvised grenade using the power of a microfusion cell to release a blast of plasma similar to a plasma grenade . This grenade is craftable at a work bench from 3 microfusion cells , or can be recovered individually from a placed MFC cluster .
Brent V . Friedman Brent V . Friedman is movie and video game writer and producer who wrote the for a " Fallout movie " in 1998 for Interplay Films , a division of Interplay . Eventually the division was disbanded and the movie was canceled . The full treatment was later released at The Vault . His film and TV writing credits include " Necronomicon : Book of the Dead " , " Dark Skies " , " Star Trek : Enterprise " and " Mortal Kombat : Annihilation " . He was also a writer on the game " Command & Conquer 3 : Tiberium Wars " . Friedman is a founding partner in Electric Farm Entertainment , a digital media company . He created , wrote and produced EFE ’ s web series " Afterworld " and " Gemini Division " . He is serving as producer on EFE ' s recent webseries , " Woke Up Dead " and " Valemont " .
Vault 1 Vault 1 is one of the vault series of fallout shelters developed by the Vault - Tec Corporation , located somewhere in the Great Midwest Commonwealth . The vault ' s role in the experiment is unknown . Background . Vault 1 was constructed nearby a midwestern city , with an easy - to - access entrance in a cliffside close to the outlying streets of the town . It seems to have been the first vault commissioned within Vault - Tec ' s Project Safehouse , following the wild success of the Los Angeles Demonstration Vault . During the Great War , the military escorted residents to the vault , with Corporal Armstrong personally escorting one individual to the shelter . The vault was in a disastrous condition , with the overseer having not yet arrived , and an underseer named Frank temporarily taking his or her place . In addition , the life support systems were down , the generators were not being supplied with enough power , and the resident floating eye bot was damaged . A new resident fixed the broken systems and brought the vault into working order . Appearances . Vault 1 was to appear in the canceled " Van Buren " , but also appeared in the " Van Buren " tech demo .
Spikes Spikes are a weapon mod for the baseball bat , the board , the boxing glove , the knuckles , the lead pipe , the rolling pin and the walking cane in " Fallout 4 " . It does not require any perks to craft . Effects . Spikes pierce armor and provide better damage . Production . The recipe for this weapon mod varies depending on the weapon for which it is made :
Vault - Tec Calling Vault - Tec Calling is a quest in the " Fallout 4 " add - on " Vault - Tec Workshop " . Detailed walkthrough . This quest can be started after reaching level 20 , or by passing by the area around Quincy Quarries . The Pip - Boy will then receive a new radio signal , at any place in the Commonwealth , called the Vault 88 radio broadcast . Tuning in , the radio will direct the player character to find Vault 88 , and open its security lockdown . The entrance to the Vault can be found in the Quincy Quarries , through a door on the lower left side of the area , facing north . There , a small group of raiders are attempting to breach the same door . Clearing them out will allow the player character to contact the source of the broadcast , and enter the Vault . Notes . The name of the quest is likely referring to the greeting the Vault - Tec rep first used during the quest War Never Changes .
ZAX ( Boulder Dome ) ZAX is the outdated supercomputer machine intelligence in charge of The Great Calculation , the Boulder Dome installation , and research of the New Plague in 2253 . Background . This ZAX module was constructed somewhat erroneously two years before the discovery of the New Plague . Put simply , only two years after he was made , a better computer A . I . ( ODYSSEUS ) was created to outperform nearly all of the contemporary ZAX es . As of 2253 , the ZAX and ODYSSEUS had a competitive rivalry , where both were researching and making calculations about the New Plague . Of course , ZAX is way out of shape to even continue making the calculations he is , considering he doesn ' t remember why he even started them . ZAX even has had some of his security systems hacked by ODYSSEUS , and is fighting to protect himself from succumbing to memory cannibalization . Put Simply , the player would learn that ZAX has spent so long in the effort of fighting off ODYSSEUS and studying the New Plague that he has used almost all of his memory banks and is beginning to overwrite his old memory banks as he continues to try and solve the calculation problem . Interactions with the player character . Other interactions . Being extremely important to the Dome ' s survival , ZAX is most likely to task the Prisoner with finding new memory storage units for it . Holodisk s are one thing that the Dome scientists are willing to barter from you , but they are a weak , temporary fix , and not nearly enough for mass memory storage . When talked to , the ZAX can answer such questions as the origins of the plague , ULYSSES ' purpose ( also known as ODYSSEUS ) , and his calculation . Appearances . ZAX did not appear , nor was mentioned in any published games , but was going to appear in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It is unknown whether a similar NPC will be in any upcoming game .
Shocker glove Shocker glove is the name of a holodisk in " Fallout 3 " . It contains instructions for The Shocker . Location . The tape is found , with The Shocker , at the end of the flooded metro west of Arlington Library , opposite a large ruined traffic pile - up .
Mira Mira is the bartender of the Rawhide Saloon in 2241 . Background . Mira is a young , attractive greenhaired woman with a scowl on her face , taking crap from no one , emphasized by the spiked knuckles hanging on her neck . She runs the Rawhide Saloon , a tough place for tough customers . She is not a citizen of the NCR and finds the fact a little annoying , although she was able to coerce the Republic courts into giving her almost everything from her husband , Jack . Appearances . Mira appears only in " Fallout 2 " .