naist-nlp/zeshel huggingface dataset:
Circle Junction Circle Junction was a location created by Chris Avellone for Van Buren that never made it to development . The area was supposed to be an abandoned train depot . History . The Iron Rivers tribals were lead to Circle Junction by following the path of a " great roaring machine that disappeared " . Circle Junction was in 2253 surrounded and attacked by Caesar ' s Legion . Most of the tribals were killed or captured , but the ones that survived soon fled southeast , to their former hunting grounds . Notes . In the " " add - on " Lonesome Road " , Ulysses suggests that the Courier has been to Circle Junction .
Festive raider camp The festive raider camp is a small unmarked raider camp directly south of Dukov ' s place . Layout . The raider camp is a town square with a scrap fence around it . Set up by raiders , it is a fortification used to ambush passers - by and as a headquarters . On the way in , there is a sandbag fence . Inside is a tree strung with white Christmas lights and a dirty , green sofa next to it . Behind is a kitchen table with two green table chairs , two dirty yellow mats , and bunkbeds . The bunkbeds have a small round table between them . Notable loot . Duck and Cover ! in the round corner table between the two bunkbeds Notes . The raider compound is home to three raiders who respawn after a couple of in - game days . Appearances . The festive raider camp appears only in " Fallout 3 " .
Wild Card : You and What Army ? Wild Card : You and What Army is a in " " . Yes Man sends the Courier to the Fort to activate an army of dormant Securitron s . Detailed walkthrough . Wild Card : You and What Army ? is started by talking to Yes Man in the rear of Benny ' s presidential suite on the 13th floor of The Tops Casino . The bunker is inside the weather station at the Fort . To gain access , have Caesar give you an optional part of the quest : to find the bunker and destroy it . If you accept , he will let you enter , at which point you can either destroy the army or activate it ; Caesar will assume that the rumbling of the army activating was whatever you used to destroy it . Option 1 : Upgrade securitrons . Traverse the Securitron vault and enter the door labeled " SYSTEMS ROOM " . It can be found up the stairs in the hallway farthest west . Insert the platinum chip into the Securitron Operations Console . Option 2 : Disable reactors . To disable the reactors , simply fire two rounds into each of the 3 reactor modules . Behind the scenes . ' You and what army ? ' is a phrase used to respond to a threat by implying that the threat is a weak one .
Hunting shotgun The hunting shotgun is a in " " . Characteristics . The hunting shotgun was built for greater range and power over similar shotguns . Using the less common but more powerful , the hunting shotgun is designed to be the mid - to - end game shotgun class , only outclassed by the riot shotgun . It is pump - action , which means there is a slightly longer delay between shots . It also loads through the bottom , so expect longer reload times , even with the Rapid Reload . Due to the gun having a tubular magazine , it is reloaded by hand one shell at a time , as such it can be interrupted mid - way through reloading and fired if needed . Because of this , it gives the gun the advantage of being quickly available to fire again if only a single or few rounds are needed . However , it shares the common weakness of most shotguns and automatic weapons in " Fallout : New Vegas " , in that much of its theoretical power is negated by the Damage Threshold system . This weakness however , can be somewhat countered if the player has the Shotgun Surgeon perk and can become truly devastating when combined with . It is worth noting that with the choke modification installed , it is the most accurate shotgun in the game , making it effective in long range . Using slug rounds boosts its accuracy even further . The weapon also takes advantage from the And Stay Back perk . Durability . The hunting shotgun can fire a total of about 995 standard shells , the equivalent of 199 reloads , or 125 reloads when modified with a long tube magazine , from full before breaking .
All - American The All - American is a in " " . Characteristics . The All - American is the unique variant of the semi - automatic Marksman carbine with woodland camouflage , a magazine capacity of 24 and a higher magnification scope . It also bears the distinctive 82nd " " All - American " " Airborne division insignia . It is highly accurate , reliable and powerful with its fast rate of fire , making it one of the most versatile weapons in the game . This versatility includes the wide range of 5 . 56mm ammunition types ; characters should be sure to stock up on different 5 . 56mm variants to utilize this weapon to its full potential . Durability . The All - American can fire a total of about 1995 standard rounds , the equivalent of 84 reloads , from full before breaking . Location . It is located in Vault 34 ' s armory ( opened with the overseer ' s terminal ) , on an overturned table to the right side of the armory . If a human or ghoul is following when the armory is accessed , they may pick up the All - American . Also , the ghouls can kick around the , and explosions can send it flying , so if the gun isn ' t on the table or in a companion ' s inventory , make sure to search the armory thoroughly .
Resolve 215 Rail Line Gang Threat Resolve 215 Rail Line Gang Threat was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Background . Jackson , Boilermaker and their gang will attack one week after the Prisoner arrives in New Canaan . This is a big concern for many of the people in the community of New Canaan , and they are seriously worried about what is going to happen when the group arrives .
Macomb ( mission ) Macomb is the fourth or fifth mission in " " . Walkthrough . Primary Objective . Just as you arrive you get the Hummer , the first vehicle in the game . You can put equipment you don ' t want to carry by opening your inventory while piloting the vehicle . Though the town is attacking you and the vehicle for supplies , they won ' t actually " open " the vehicle and take anything you put in it . For this mission you will need long - range weaponry , as most of your enemies will sharpshoot from the roofs of the buildings . Including civilians who will throw molotov cocktails , darts , and rocks . Throughout the mission your path will be blocked by large metal gates , each with a switch somewhere nearby that forces you to leave the vehicle . At the second gate you will find a hungry raider who will ask for food in exchange for information about a key to the gate switch . Shortly after this he will become hostile and attack . Giving him food does not prevent this from happening . At the very end on the terrace of the very last building , there will be a raider with a rocket launcher . Better hope he misses , as it is nearly impossible to snipe him down before he shoots . You can sneak under his balcony , climb the ladder and shoot him in the back with a shotgun before he fires . Secondary Objective . Midway through the mission you will find Phillip Wilson , a librarian who has lost his spectacles . Towards the end of the mission there will be a trunk with glasses inside which you can trade ( give ) to him and he will give you a book in return .
Laurel Leaf Mother Laurel is the Elder of the Treeminders in Oasis , in the year 2277 . Background . The wife of Tree Father Birch and fellow leader of the people of Oasis , Leaf Mother Laurel spends much of her day wandering around Oasis , tending the plants and flowers , and speaking with the people of the village with her daughter Sapling Yew usually at her side or playing nearby . She believes it is her responsibility to tend to the spiritual and mental well - being of her fellow villagers . Not much else is known about Leaf Mother Laurel , other than her passion to let the whole Capital Wasteland experience Harold ' s " gift , " contrary to her husband ' s belief . Relationships . Tree Father Birch is her husband and Sapling Yew is her daughter . Daily schedule . Leaf Mother Laurel is always in Oasis . She can be found at the outdoor hut in the mornings , sitting on the middle log . She also wanders around in Oasis and maintains the vegetation . She spends her evenings usually sitting on a stump with her husband and sleeps in a secluded spot with both her husband and child . Appearances . Leaf Mother Laurel appears only in " Fallout 3 " . Behind the scenes . " Laurel " is the common name for " " , a type of tree . All of the human residents in Oasis have horticultural names .
Eliminate the Scaven - picker pests Eliminate the Scaven - picker pests was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It is located at Reservation . Background . The Scaven Pickers are a major sore in the sides of the Reservation ghoul s . Measles will explain to the player that half the time the Scaven - pickers show up in the trading post , something , or a bunch of things wind up missing . This doesn ' t sit well with Measles . Normally he ' d just waste the ones that come into the Trading Post , but once wind of the slaughter hit the rest of the Scaven - pickers , Measles and crew could expect major retaliation . In addition , Measles has no idea how many Scaven - pickers there are , so he is afraid of " waking a sleeping giant . " Walkthrough . Measles will take a chance on the player and hire him to find a way to get rid of the Scaven - pickers . Measles does not care how the player goes about this ; he just wants it done , as long as there is no connection to himself and the Reservation . Accepting this quest will get the player access to the Town and Sub - Levels 1 and 2 . Measles ' thinking is that the player is working for him and he ( the player ) should have access to the ghouls ' best equipment . Measles will also remind the player that he will be watched 24 / 7 , so no funny business . Of course , the player can blow everyone away at the Reservation and gain access that way , or sneak through the town gate , following the herded slave s , but that ' s a different quest .
Minigun ( Fallout 4 ) The minigun is a weapon in " Fallout 4 " . Characteristics . The minigun is a motorized Gatling - style rapid - fire weapon commonly employed by the military , or other lesser factions that managed to acquire such a weapon . Miniguns can be found as mounted door guns on Vertibirds or as a hand - held heavy assault and support weapon . It uses 5mm rounds as ammo . It requires a moment to spin up before it actually starts firing , but makes up for the delay with an incredibly high rate of fire and large ammunition capacity . As can be expected from a motorized rotary cannon , it burns through ammo reserves at an alarming rate , even more so when equipped with accelerated barrels . This and the fact that only a select few enemies wield miniguns makes it difficult to keep the weapon supplied without spending a lot of caps at arms dealers . Investing points in the Scrounger perk and installing the tri - barrel modification helps to alleviate this issue to some extent . The latter significantly increases the minigun ' s per - shot damage , range and accuracy at the cost of a sharp drop in firing rate , all of which make the weapon a lot more cost - efficient and effective at mid to long range . The downside is that this mod requires heavy investment in the Gun Nut perk and won ' t be available until the player reaches a fairly high level , a point where the minigun will most likely find itself outclassed in most respects by the Gatling laser . Due to the minigun dishing out huge volumes of low - damage shots with noticeable spread , it is best used for crowd - controlling large numbers of weak or lightly armored foes , like most types of animals , feral ghouls or raiders . Deploying it against heavily armored adversaries like power armor - clad Brotherhood of Steel soldiers is ill - advised , as their level of protection will negate almost any damage the minigun is potentially capable of dealing , regardless of modifications and related perks . When fired continuously , the minigun ' s barrel cluster glows ever hotter , eventually reaching a bright yellow color . While in real life the barrels would be close to melting at this point , rendering the weapon inoperable , in - game the minigun remains functional but suffers a serious drop in its already low accuracy unless upgraded with the tri - barrel mod . A minigun can easily be obtained at low levels by completing the quest When Freedom Calls as the Sole Survivor must utilize it to defend the Museum of Freedom from raiders and a deathclaw .
Turing Turing is a destroyed Mister Handy located in the Commonwealth in 2287 . Background . Turing was a member of Jackson ' s caravan along with Ada , Hurtz , Liza , Shades , and Zoe . His purpose was to help the caravan navigate through the wasteland , eventually bringing the group to the Commonwealth . He was destroyed in the robot attack that claimed the lives of his fellow caravan members . Appearances . Turing appears only in the " Automatron add - on " . Behind the scenes . Turing is named after , who is widely considered to be the father of computer science .
Glass Glass is a crafting component in " Fallout 4 " . Characteristics . A hard , brittle , transparent material used for crafting various items , including weapon modifications as well as settlement objects . Notes . In Survival mode , the player can fill empty glass containers with dirty or purified water depending if the source is exposed to the open air or if it is a water pump or water fountain . The affected glass containers are all the empty bottle variants .
Auto - cannon ( Fallout 2 ) The auto - cannon is an automated defense system that appears in " Fallout 2 " in New California in the year of 2241 . Characteristics . Specifications . The auto - cannon is an autonomous defense turret equipped with twin minigun cannons and relatively heavily armored . They are usually part of an automated defense system . Despite their fearsome armaments , someone loaded up on Psycho can survive longer ranged attacks . Gameplay attributes . Auto - cannons are indeed fearsome adversaries , and are ever - watchful of their domain . Their dual miniguns spell doom for unwary player characters - especially those with low levels DT . There is hope , however , as auto - cannons are vulnerable - just like most other robots - to electro - magnetic pulses . Variants . Auto - cannon . They can be found at military installations like Sierra Army Depot , armed with heavy dual miniguns loaded with 800 5mm jacketed hollow point rounds and the Enclave Oil Rig , outfitted with heavy dual miniguns loaded with 800 . 223 FMJ rounds . Appearances . Auto - cannons appear in " Fallout 2 " .
Talon Company recon camp The Talon Company recon camp is an unmarked location in the Capital Wasteland , located south of Arlington Library . Layout . The outpost is located southeast of the Arlington Library . The outpost has three outdoor floors . On the bottom floor there are two shelves with numerous amounts of loot with a locked first aid kit ( 25 Lockpick ) . Next to the shelves is a workbench with a bottlecap mine sitting on top of it . Below the workbench is a locked safe ( 50 Lockpick ) . Next is three ammunition box es . One of them is locked ( 50 Lockpick ) . They contain various amounts and types of ammo . On the 2nd floor , the first platform is just a desk that contains various types of loot . Walking back to the road and turning left and turning left again a little further down the road will lead to a walkway . This is the 2nd floor ' s second platform . The room has a pool table with various loot . Behind the pillar when walking in is a locked ( 50 Lockpick ) gun case . It contains various loot . On the top floor , walking all the way down will lead to three ammunition boxes can be found . One of which is locked ( 50 Lockpick ) . They contain various ammo types and amounts . Inhabitants . The outpost is occupied by around 3 - 10 Talon Company merc s who have been seen to have a sentry bot , or robobrain , various heavy weapons and misc small arms . One of the mercenaries usually patrols just south of the library usually carrying a missile launcher . A sentry turret can be found on the second floor , also a Talon company merc is found higher up sniping . Appearances . The Talon Company recon camp appears only in " Fallout 3 " .
Abbey The Abbey was a location for " Fallout 2 " that was eventually cut from the game . It was a monastery located north of Gecko , in which monks preserved technical knowledge in the form of books , blueprints and items . Interestingly , the monks did not actually understand the technical knowledge in the books they preserved in any practical sense . Instead , they treated them like holy materials ; they were read , copied and cared for , but none of the knowledge was used as originally intended . Although not a single preserved item at the Abbey functioned , it was open to anyone as long as they did not damage anything . This is very unlike the Brotherhood of Steel , for instance , who hoard knowledge and technology so that they remain superior to other factions . Appearances . The Abbey was to appear in " Fallout 2 " but was eventually cut from the final game . More mentioned in " Fallout Bible " . Behind the scenes . The book " " by was the inspiration for the abbey . After a nuclear apocalypse remembered as the Fire Deluge , the monks in the abbey preserve the Ante - Diluvian world ' s knowledge , called the Memorabilia , by taking care of them as best as possible and recopying when necessary . None of them truly comprehend the contents of the books , but they hope that soon in the future will come an Integrator to synthesize the fragments of knowledge into a solid framework to rebuild upon .
Pipboy ( special encounter ) Pipboy is a special encounter in " " . In this special encounter you find the famous Vault Boy , called Pipboy here , wandering around a radioactive playground . He speaks in a strange 50 ' s style and carries an FN FAL . If you have a full squad , he wanders away when you talk to him . If you have less than that , he joins you . Behind the scenes . As explained in this article , the " Vault - Boy " is incorrectly called " Pip - Boy " in this encounter - " Vault - Boy " being the name given by its creator , Leonard Boyarsky . It is a common misconception , as the character was never given a name in - game , only referred to in interviews . The " Pip - Boy " is the red haired , pointy - eared character that appeared on the Pip - Boy 2000 in " Fallout " and " Fallout 2 " . Bugs . He may not join you if your squad has more than two characters .
Old World Blues endings This page lists all available ending cutscenes for the " " " Old World Blues " . Endings . Ending Start . " Narrated by Doctor Mobius . " Crater . " Narrated by Sink Central Intelligence Unit . " Doctor Mobius . " Narrated by Doctor Mobius . " The Sink . " Narrated by Sink Central Intelligence Unit . " Biological Research Station . " These ending slides appear if the Biological research station was installed and are narrated by the Biological Research Station " Book Chute . " These ending slides appear if the Book Chute was installed and are narrated by the Book Chute " Light Switches . " Narrated by the Sink Central Intelligence Unit , Light Switch 01 and Light Switch 02 . " Sink . " These ending slides appear if Sink was installed and are narrated by the Sink . " Toaster . " These ending slides appear if Toaster was installed and are narrated by the Toaster . " Muggy . " These ending slides appear if Muggy was installed and are narrated by Muggy . " Blind Diode Jefferson . " These ending slides appear if Blind Diode Jefferson was installed and are narrated by Blind Diode Jefferson . " Sink Auto - Doc . " These ending slides appear if Sink Auto - Doc was installed and are narrated by Sink Auto - Doc . " X - 8 research center . " Narrated by Doctor Borous . " X - 13 research facility . " Narrated by Doctor O . " Roxie . " " Narrated " by Roxie , barking instead of speaking . " < section begin = " Roxie " / > < section end = " Rex2 " / > < section end = " Roxie " / > Courier ' s Brain . " Narrated by the Courier ' s brain . " Think Tank . " Narrated by Doctor Dala . " Finale . " Narrated by Doctor Mobius , Doctor Klein , Doctor Dala , Doctor O , the Courier ' s Brain and Sink Central Intelligence Unit . " Cut ending . The information below was cut from the final verson of the add - on , but the slide images could still be found in the game file , and the text for the intended narration was later released by Chris Avellone :
Standard receiver The standard receiver is a weapon mod for the . 44 pistol , the 10mm pistol , the assault rifle , the combat rifle , the combat shotgun , the Deliverer , the double - barrel shotgun , the hunting rifle , the pipe bolt - action pistol , the pipe gun , the pipe revolver and the submachine gun in " Fallout 4 " . It does not require any perks to craft . Effects . The standard receiver is the standard receiver 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 : Location . Crafted at a weapons workbench .
Biker goggles ( Fallout 3 ) Biker goggles is a piece of eyewear in " Fallout 3 " . Characteristics . Biker goggles are made up of two clear glass lenses and are kept over the eyes with a leather strap . Notes . Biker goggles is the only item can be worn with the spacesuit .
Colt 45 The Colt M1911 A1 , or simply the Colt 45 , is a small gun in " " . Characteristics . A good pistol with solid damage and range . However , ammunition is not common or cheap . After the two shotguns it ' s your best non - automatic weapon for close quarters shooting in the early game . Notes . A similar weapon , the . 45 Auto pistol , appears in the " " " " " Honest Hearts " . Appearances . The Colt 45 appeared first in " Fallout " , on the cover of the " Guns and Bullets " magazine . Chris Taylor desired to include it as a usable firearm , but failed to do so in order to limit the types of ammunition . It was not until " Fallout Tactics " that it became a usable weapon .
Electrification module An electrification module is a muzzle weapon mod in " Fallout 4 " . Effects . The Electrification module is a unique modification to the Junk Jet which grants lobbed projectiles an Energy damage bonus . This largely acts as a damage bonus to the lobbed junk , and makes the Junk Jet similar to plasma weaponry as they deal both physical and energy damage .