naist-nlp/zeshel huggingface dataset:
Reilly ' s Rangers Reilly ' s Rangers is a mercenary faction in the Capital Wasteland , based at the Ranger compound near Seward Square . There are currently four members of Reilly ' s Rangers . Reilly herself gives out quests involving mapping the wastes and helping other rangers in need . Background . While a mercenary force , Reilly ' s Rangers are somewhat altruistic and operate according to a strict set of morals , like the Desert Rangers and the New California Republic Rangers . They hold little more than contempt for Talon Company , a mercenary group with no such convictions , which they have had run - ins before . Luck seems to be a major theme with regards to Reilly ' s Rangers . The group ' s emblem prominently features a four - leaf clover and luck is often mentioned in the various conversations you can have with the group ' s members ( i . e . Butcher , Donovan , and Brick all credit their survival against the super mutant army at the Statesman Hotel as mostly due to luck ) . In addition , their unique armor , Ranger battle armor , grants a + 1 stat boost to Luck . Appearances . Reilly ' s Rangers appear in " Fallout 3 " .
Vault City prisoner Vault City prisoners are characters from " Fallout 2 " . They are locked up in the Corrections Center in Vault City and in the holding center in the courtyard . Background . Vault City prisoners are citizens of Vault City who comitted crimes that aren ' t severe enough to get their citizenship revoked . They are kept in forcefield - locked cells with spartan furnishings , usually for felonies such as drunkenness in public , destruction of property or resisting arrest . Vault City prisoners can be found in their cells at the Corrections Center . The courtyard prisoners are being detained within a normal fenced gate . Appearances . Vault City prisoners appear only in " Fallout 2 " .
Short barrel The short barrel is a weapon mod for the 10mm pistol , the alien blaster pistol , the assault rifle , the combat rifle , the combat shotgun , the Deliverer , the double - barrel shotgun , the hunting rifle , the Institute laser , the Junk Jet , the laser gun , the laser musket , the pipe bolt - action pistol , the pipe gun , the pipe revolver , the plasma gun , the railway rifle and the Syringer in " Fallout 4 " . It does not require any perks to craft . Effects . The short barrel is the standard barrel for a variety of weapons . Because effects are measured relative to the standard receiver , it has no notable effects on the modded weapon . Production . The recipe for this weapon mod varies depending on the weapon for which it is made : Locations . A short barrel requires a weapons workbench and the proper materials to create , no perks .
Suave gambler hat The suave gambler hat is a piece of in " " . Characteristics . It does not provide any Damage Threshold , but provides a bonus of 1 to Perception and can be repaired with pre - War hats . The female version is a " pillbox " hat with large black feathers in front ; the male version resembles the , but of a different style intended to resemble Indiana Jones ' signature Fedora . The suave gambler hat can be repaired with s , and as of the , it can be repaired with all cowboy hat s and Ranger hats . Locations . Found in the Indiana Jones Wild Wasteland encounter . The hat lies in a refrigerator ( left to the road when walking from Goodsprings ) that is located southwest of Goodsprings Cave . Follow the road from Goodsprings southeast towards Jean Sky Diving . Behind the scenes . The hat and its related Wild Wasteland event are a reference to an infamous scene in " Indiana Jones and the Kingdom of the Crystal Skull " , in which the titular character survives a nuclear blast by locking himself inside of a lead refrigerator .
Protectron ' s Gaze ( Fallout 3 ) Protectron ' s Gaze is a unique laser pistol in " Fallout 3 " . Characteristics . Protectron ' s Gaze is a mini laser shotgun which fires a fairly tight spread of five laser beams while expending only one energy cell . This makes it similar to the Metal Blaster , a laser shotgun which can be obtained in " The Pitt " add - on by turning in 50 steel ingot s to Everett . It has a slightly slower rate of fire and a significantly smaller magazine ( 20 as opposed to 30 ) than the standard laser pistol . Durability . Protectron ' s Gaze can fire a total of 520 shots , or 26 full cells , from full before breaking . Location . It is awarded after handing the AntAgonizer ' s armor to the Mechanist . The Mechanist states that the weapon is crafted from the parts of his loyal robot assistant that was killed by the AntAgonizer , the event that inspired him to become a superhero . The weapon cannot be obtained by killing him .
Brotherhood outcast A Brotherhood outcast is a member of the Capital Wasteland Brotherhood of Steel splinter faction known collectively as Brotherhood Outcasts . They operate in the Capital Wasteland in the year 2277 . Background . Brotherhood outcasts are equal to their Capital Wasteland Brotherhood of Steel counterparts in terms of equipment and combat skill , making them some of the deadliest combatants in the Capital Wasteland , second only to the soldiers of the Enclave . Their armor is in marginally worse condition than that of their Brotherhood counterparts , but not to an extent that makes any practical difference . Brotherhood outcasts come in 3 different unofficial skill ranks , each equivalent to the Initiate , Knight , and Paladin ranks of the main Brotherhood of Steel . They are neutral to the player character and other non - hostile wastelander s , albeit very rude and condescending . They will engage in combat against hostile Wasteland creatures , raider s , and Enclave soldier s . As an elitist group , the Brotherhood Outcasts are unable to increase their numbers with local recruits , unlike the Brotherhood itself . To compensate , they often supplement their squads with reprogrammed combat robots , such as robobrain s or sentry bot s . Outcast patrols in the Capital Wasteland typically consist of 3 Brotherhood outcasts , or 2 outcasts and a combat robot . Locations . Outcasts can be found at their main base of operations , Fort Independence , which is manned by the main contingent of Brotherhood outcast soldiers . There is an Outcast detachment occupying an outpost in Bailey ' s Crossroads . Also , a moderate Outcast presence can be found in the vicinity of Fort Constantine and the SatCom Array NN - 03d . Three outcasts will always be found outside Fort Constantine patrolling a rising path just off the road leading to the facility ( in addition to any Outcasts that may spawn periodically near the main gate ) . Two pairs of outcast soldiers are always found near the SatCom Array ; one pair patrols to its southwest near the remains of a metal shack , while another pair patrols northwest of the first , between the array and the fort . Brotherhood outcast squads can be found patrolling the Capital Wasteland in various areas . These squads usually consist of three soldiers or two soldiers and a robot escort , and spawn as either part of ' Type B ' random encounters or at preset patrol spawn points . Outcast patrols . Outcast patrols will spawn near the listed locations at preset spawn points and are not random encounters . The ' wait ' function can be used to force spawn patrol members if the patrol has left the area . Patrols members that are killed will not spawn again for 72 hours . The patrol members that appear at these preset points are the same ones as those that in the random encounter for ' Brotherhood Outcast Patrol ( unique characters ) ' . Additionally , any member of a patrol that is injured will retain those injuries when spawned elsewhere . Appearances . The Brotherhood outcasts appear in " Fallout 3 " and its add - on " " .
Roxie Roxie is a temporary in " Old World Blues " that can be created in the X - 8 research center in 2281 . Background . Roxie is a cyberdog which can be made at the X - 8 research center through splicing a dog and a robot . Unlike other companions , it is possible for Roxie to die , even when not playing on Hardcore mode . However , she can be revived by creating her again at the X - 8 splicing facility ( you will have to use the " clear the splicing area " command even if nothing is on the actual platform before you can splice anything else ) . The holotape to splice dogs and robots is found on a large table downstairs near the institutional test facility door in X - 8 . To create Roxie , enter the X - 8 splicing facility , which is found down a hallway to the left of the entrance of the X - 8 facility . Once you go through the door in the left hallway there will be a terminal in which you can use the splicing holotapes . Roxie does not use the companion wheel , you must talk to her to have her follow you or to make her leave . Roxie only follows you around the X - 8 facility and will not follow you outside of the facility . If you leave the area , Roxie will stay near the entrance inside the X - 8 facility . Appearances . Roxie appears only in " " add - on " Old World Blues " .
Kenneth Collins Dr . Kenneth Collins is a Vault - Tec scientist previously in the secret laboratory section of Vault 81 and is mentioned only in Vault 81 terminal entries . Background . Dr . Collins was one of only three Vault - Tec scientists who made it into the secret , hermetically - sealed research area of Vault 81 on the day of the Great War before the doors were sealed . This was despite the efforts of the overseer , Dr . Olivette to sabotage the call list in an effort to prevent the planned experiments on the unsuspecting vault dwellers of the main vault . The other two who made it in were Dr . Jim Flint and the younger Dr . Burrow . Despite being understaffed , the scientists began the initial phases of their work . Before the Phase III human testing could begin , however , the vault ' s overseer , Dr . Olivette , had never intended to allow the experiment to come to fruition . She deactivated the disease / cure distribution system and sealed the secret vault ' s exits , ensuring the residents ' safety but condemning the scientists to a certain death , including Dr . Collins . Dr . Collins modified the " Contagions Vulnerability Robotic Infirmary Engineer " , a Miss Nanny based lab assistant , to take on greater responsibilities due to the staff shortage . He gave it some custom personality settings , giving it the personality of Liza someone close to Dr . Collins , and his " grad school fling from Versailles back in ' 46 " , and naming it Curie ( the same as the model name and probably as a nod to the scientist Marie Curie also , some of whose work was loaded into it ' s databank ) Notes . In the initial Research Comm terminal dialogue between Dr . Collins and the overseer Dr . Olivette she refers to him as " Kenneth " , however in the next entry on the day of the Great war , she refers to him as " Kevin " . He is otherwise recorded as K . Collins in the terminal entries and only as Doctor Collins by Curie . Given that " Kenneth " was the first forename used and that " Kevin " was used on the day of the Great war with all the panic and confusion , it may be considered that the first name is the more probable . Appearances . Dr . Collins is mentioned only in Vault 81 terminal entries and features in " Fallout 4 " .
Servant Allocation Center The Servant Allocation Center is a building in Vault City Downtown . Background . The hub of all Servant - related matters , the allocation center is run by Barkus , yet another uptight Vault City official . Here , fresh servants " in spe " are kept , be they criminals , refugees or just unlucky sods who were at the wrong place , at the wrong time . They are stored behind forcefields and should any resist , a hefty blow from a club or tranquilizer shot will quickly put them down . To break anyone out is difficult - violence is right out , but gold money or silver tongues can work wonders with the corrupt administrator . Layout . Vault City prison , with three cells and an administrator ' s office . Appearances . The Servant Allocation Center appears only in " Fallout 2 " .
Harden your Power Armor Harden your Power Armor is an unmarked quest in " Fallout " . Detailed walkthrough . Once the Vault Dweller has repaired the hydroponic farms in Adytum , Miles will offer to harden their power armor . After finding one of these rare suits and returning to Adytum , Miles will send the Vault Dweller to the Hub to retrieve a set of chemistry journals . Ask Mrs . Stapleton ( who works in the library located in the Hub Downtown ) for the books and then return to Adytum and give Miles the chemistry journals . Miles will then harden the power armor , making it more resistant to all types of damage .
Barrows Doctor Barrows is a ghoul and the resident doctor in The Chop Shop in Underworld in the year 2277 . Background . Doctor Barrows runs Underworld ' s Chop Shop and has a disturbing sense of humor . He hangs around the Chop Shop most of the time , often looking in on Reilly , the human female he ' s treating . At night , he leaves to eat dinner at Carol ' s Place for a few hours , and then returns to the clinic . He sleeps for a couple of hours on site . Doctor Barrows is also mayor of Underworld , although , because of the small nature of the town , his civic duties take a backseat . He claims to be the foremost authority on the ghoul condition and he has managed to contain a pair of live glowing one s ( named Meat and Ethyl ) in an ( inaccessible ) observation cell . His business is mainly centered around the medical treatment of Underworld , but he and his assistant , Nurse Graves , are busily ( but discreetly ) studying a way to slow the advancement of the ghoul condition , and maybe someday reverse it . He is eager to get his hands on live samples from un - ghoulified humans . Daily schedule . Doctor Barrows can be found at The Chop Shop in Underworld or at Carol ' s Place eating . Notes . Barrows remains in the game files of " " , and he can still cure addictions and heal you . However , the quest option to wake Reilly is not present since the quest and Reilly are not in the game files . Appearances . Doctor Barrows appears only in " Fallout 3 " . Behind the scenes . The word " Barrow " means burial mound , keeping in line with the morbid theme of Underworld .
Tarberry Tarberry is a consumable item in " Fallout 4 " . Characteristics . Tarberries are small , purple berries of the tarberry plant , itself a water - grown crop ostensibly similar to cranberries . It is used in the Lock Joint syringe , the Berry Mentats , mirelurk jerky and in Fancy Lads Snack Cakes . Berry Mentats . Tarberries are a required component of Berry Mentats , which give a substantial + 5 boost to Intelligence , and thus earned experience . Under normal circumstances , this works out to about a 16 . 666 % bonus . This is likely the reason that tarberries are one of the rarer crops in the Commonwealth . Farming : The Slog . Tarberries can only be farmed at the Slog . A swimming pool containing nine farmed tarberry plants , which can normally be harvested once a day . The player character is not required to have the Slog as a settlement to harvest the berries , but the settlers must be alive . Additionally if one does control the settlement , settlers must be assigned to farm them like typical crops . Most companions will comment on the ingenuity of farming tarberry in a former swimming pool , alluding to the general Commonwealth knowledge that tarberries are rare and difficult to cultivate commercially . The ghouls at the Slog say that they have the best tarberries in the Commonwealth , but truthfully , they have the only cultivated tarberries in the Commonwealth . Locations . Tarberries cannot be planted , and can only be found growing in ponds , swimming pools , and on any surface of still water . General goods vendors ( i . e . Myrna and Trashcan Carla ) occasionally carry 1 - 3 tarberries for sale . Locations notable for quantities of renewable tarberries : Behind the scenes . Massachusetts is known for its cranberry bogs at Cape Cod , southeast of Boston . The tarberry is riff on that , as cranberries only grow in water and are similar in shape and size to the tarberry image . Also , the fact that they only grow in water would explain why they can ' t be planted elsewhere .
Experimental Rho ID The Experimental Rho ID ( or R76 - H3 - 0 chip , Rho chip ) is a chip card worn by Enclave officer s deployed to the Camp RHO experiment . The Rho chip sends out a short range signal that will allow the wearer to freely wander the particular ( and only this ) camp under the protection of the provided armaments ( Mark VI turret s ) . The defense systems will only recognize the person in possession of the RHO Chip , and thus will attack every enemy of the Enclave . Camp RHO is located southwest of Canterbury Commons and northwest of Vault 108 . The ID respawns with the inventory of the officer . Effects . While wearing the ID , the turrets will become friendly to the Lone Wanderer and any permanent companion ( not tested with temporary companions ) and fire upon any threats that are within range . They will not fire upon Enclave personnel nor eyebots . Reverse pickpocketing these cards onto caravan merchant s , and caravan guards will not protect them from the turrets .
Twin Mothers Mystery Caves The Twin Mother Mystery Caves is a location in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Background . This cave winds its way into the side of a mountain . Its passages are dark , damp , and foreboding . The main passage branches into several side passages that end in rooms . Some of these rooms are used as lairs for various monsters while others are simply dead ends . The mystery caves can only be discovered in one of two ways . First , the player can track the creature s that have been invading the fields of the Twin Mothers tribe . Second , the player can be given directions here by either a guard in the fields or by the male chieftain of the tribe . Layout . Immediately upon entering the cave the main passage branches to the right and opens into a larger rock strewn cavern . The secondary passage leads to a small room scattered with litter and debris . The large cavern is the lair of several giant slug s . A second cavern to the left of the lair appears to have collapsed . At the rear of the slug lair is an exit that leads further into the mountain . Soon this passage branches into three rooms . The first is a room scattered with debris and the remains of dead animals , the second is the lair of a colony of giant albino ant s , and the third is the queen ant ' s chamber . The ants will attack anyone entering their domain . Related quests . This area was intended to be nothing more than a combat area . Providing an opportunity to kill for " fun , sport , and experience " . Appearances . The Twin Mothers Mystery Caves did not appear in any of the published games . It was to appear only in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It is not certain if it will appear in any future Fallout game
Clear out critters in Scum Pits for possible hydroponics lab Clear out critters in Scum Pits for possible hydroponics lab was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Background . Farmer Dave has been ordered by Dodge to produce more wheat and corn for consumption as well as trade . The problem is , even with the new , hardier version of wheat and corn that the scribe s were able to create ; there just is not enough room on top of the generator buildings to grow more . The only solution is to build a hydroponics farm in the area known as the Scum Pits . The big problem there is that the Scum Pits are filled with all kinds of nasty critters . And if the critters are exterminated , then there is the problem of covering the toxic holes where the generators used to be and just building the farm . Dodge trying sending some of his men to clear out the critters , but the men never returned . And at this point , Dodge refuses to send any more of his men . Walkthrough . So , the player must do a few things here . The first is to clear out the critters in the Scum Pits , but to do that the player needs to do something for Billy - Bob in Baseline – he ' s the one who will unlock the access ports . The next is to find building materials that can be used to safely cover up the toxic holes and build out the hydroponics far . The materials can be caravanned from Denver once a working trade negotiation can be had , but the elimination of the critters is all up to the player ' s combat prowess . This quest is optional only .
Caliente Caliente is a small town based in a volcanic basin lying north of the Mojave Wasteland , on Highway 93 . Background . It has a stable source of fresh water and a geothermal power station , making it a popular target for raiders , typically White Legs or the 80s . Stella used to be the town ' s sheriff . Notes . Caliente in Spanish means " hot , " and Stella makes a reference saying that the town lives up to the name . Appearances . is mentioned in " Honest Hearts " .
Guardian Peak Guardian Peak is a in the Mojave Wasteland . It can be found next to Camp Guardian , and south - southeast of Ranger Station Bravo . Background . A group of NCR soldiers were sent by a New California Republic survey team to clear the old hiking trails and establish an observation base . The soldiers were under the command of Sergeant Banner , who efficiently led the reclamation of the area . They immediately faced difficulties requisitioning a radio and proper supplies , such as Cateye . By the fifth day of this effort , a soldier named Jackson began to report strange noises like howling in the darkness . Banner dismissed these reports early on , blaming it on the wind , or even a pre - existing condition of Jackson ' s until he himself started hearing splashes down in the water . In their rock blasting to create the trails , they uncovered a cave which led straight into the mountain . The sergeant was not informed of any caves by the survey team , and blamed them for not catching this during the initial survey . A team was sent in , which included Private Halford , to explore the caves . Layout . The peak itself is devoid of NCR soldiers , but is populated with numerous and several . A sleeping mat is near the ham radio emitting the radio signal . However , the nearby cave system , Camp Guardian caves , contains the dead NCR troopers that were stationed at Camp Guardian and the unmarked quest " Help for Halford " . Appearances . Guardian Peak appears only in " " . Behind the scenes . Log page 20 blames someone named Burke from the original survey team for not having noticed the nearby caves that could contain dangerous creatures . This is an homage to the film " " , as the character Burke in the movie knew about the dangerous aliens on the planet , but sent the survey team anyway .
Greased Lightning ( GRA ) Greased Lightning is an added with the " " " Gun Runners ' Arsenal " . Background . Greased Lightning is a variant with an extra hydraulic shock . It is powered by a nuclear battery , using the emissions from a radioactive isotope to generate electricity that greatly enhances the execution speed of its mechanism . It appears to have a nickel black metal plating with a radiation symbol painted on the top , and three light copper colored pistons . On the fist ' s right side , there is a " Radiation risk " warning sign . On the left side , there are 33 tally marks . Characteristics . Greased Lightning has a lower damage ( DAM ) value than most higher - leveled Unarmed weapons in the game . Despite this , its extremely high attack speed gives it a higher damage per - second ( DPS ) than most , making up for the lack of damage output . Greased Lightning is also an improved holdout weapon , so it may be snuck into casinos . It cannot accept weapon modifications like the normal GRA variant . Durability . Greased Lightning can successfully strike about 995 times from full before breaking . Behind the scenes . " Faster than greased lightning " is an American idiom . The phrase was popular in the 50s and 60s , and refers to the weapon ' s high attack speed .