naist-nlp/zeshel huggingface dataset:
Aaron Kimball President Aaron Kimball is the commander - in - chief of the New California Republic in 2281 . Background . Born in 2229 , Aaron Kimball joined the New California Republic Army at an unknown date . He rose to prominence during the early years of the Republic ' s entry into the Mojave Wasteland . His campaigns against the various tribes of the Mojave , pacifying them in order to facilitate NCR expansion , led to his rise to prominence in the military . As a general in the NCR Army , he was widely praised and gained popular support for his campaign against wasteland tribals who attacked NCR citizens , earning the nickname " Hero of the Mojave " . His fame and popularity led Kimball to leave the Army and enter politics , and he eventually launched a successful run for the presidency , taking office in 2273 . His first act of office was ordering the occupation of Hoover Dam , an act which proved immensely popular with the NCR ' s populace . Kimball was better liked as a general than as a politician , where his stiff , autocratic style of leadership was much more fitting . Additionally , his single - minded focus on the Mojave campaign has drained away public support for his administration . The people of the NCR , told going in that victory in the Mojave would be easy , have become war - weary of the campaign ' s long length and its high cost in human life and materiel . Nevertheless , Kimball has campaigned vigorously for further contributions , militarily and financially , to the Mojave campaign - so much so that the NCR ' s stake in Mojave has been viewed as " Kimball ' s war . " Personally , Aaron Kimball is a " war hawk . " Supported by Colonel Cassandra Moore and General Lee Oliver , President Kimball firmly believes in expanding the NCR and bringing new territories into the fold by any means necessary , be it Hoover Dam or Baja . This stance , as well as disregard for losses , is one of the greatest issues Chief Hanlon , architect of the first victory at the dam , has with the president . Appearances . Aaron Kimball appears only in " " . He is also mentioned in the " " " Dead Money " and " Lonesome Road " .
Daturana The daturana is a in the " " add - on " Honest Hearts " . Characteristics . While the sacred datura root is a poisonous flower that is consumed as part of initiation rituals by the White Legs , the root itself is completely safe to eat and has a restorative effect on the body , often used when poultices are in short supply . Daturana can be seen as part and part , since consuming daturana will heal about half of the health of crippled limbs as well as giving some health to the player , at the cost of a penalty to Agility for a moderate amount of time . It can be crafted at a campfire with a Survival skill of 65 . You will need flour , and sacred datura root . Daturana ' s effects scale with the Survival skill level . It shares the same in - game model of the . Crafting . This item can be by the player . Creation requirements
Bill ( Dead Money ) Bill was someone at the Sierra Madre Casino with access to security passcodes . He gave one to Sheila and hoped to meet up with her in an electrical closet on the day of the gala . Appearances . Bill is mentioned only in the " " " Dead Money " .
Save Trish Save Trish is an unmarked quest in " Fallout " . Detailed walkthrough . Go to the Skum Pitt between 4 and 6 o ' clock . After a chat with Neal , the Skum Pitt owner , one of the Skulz gang members will punch waitress Trish . Afterwards , Neal will shoot the attacking Skulz member and the rest of the Skulz inside walk away . Trish will scream Saul ' s name , which leads to the next quest , Help Saul .
Hook up Betty and Hank by freeing ( acquiring ) Jillian Hook up Betty and Hank by freeing ( acquiring ) Jillian was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It is located at the Reservation . Walkthrough . This is a simple quest with major repercussions for the player . When the player finds out that Betty has a crush on Hank ( slip of the tongue from Betty ) , the player has the opportunity to play match - maker . With a player Persuade skill > 30 for talking to Betty , the player can squeeze a bit more solid info from Betty about what is holding her back from conveying her feelings for Hank . Once the player finds out that Hank has a crush on Jillian , his slave , and that Betty feels she does not have a chance with Hank with Jillian around , it ' s time for the PC to go to work on Hank . When the player goes to talk to Hank about Jillian and Betty , the player will need a Persuade skill > 40 to get him to fess up about his feelings for Jillian . The player can then explain his need for Jillian pertaining to the Big MT ( in limited detail ) , or lie and say he just needs this particular slave for " personal reasons , " and that Hank would be better off going for Betty . Hank will be convinced and will give Jillian to the player – for a small fee . Hey , a guy has to make a living , you know ! 1 , 000 of whatever is used for money in the game . If the player failed to convince Hank to go for Betty ( Persuade < nowiki > « / nowiki > 40 ) , the player can still buy Jillian for 4 , 000 " whatevers . " If the player blurted out stuff about the Big MT , Measles will overhear and come talk to the player after the player deals with Hank . If the player wishes not to say anything about it , essentially telling Measles to mind his own damn business , then Measles will just walk away , telling the player to hurry with his business and leave . However , if the player gives up some information about the Big MT , then Measles will be intrigued and want the player to tell the information to his leader , Dr . Willem Clark . This is really a separate part of this quest , so look here .
SatCom Arrays The Satellite Communications ( SatCom ) Arrays are three satellite communications arrays located in the northwest Capital Wasteland . They feed information to an orbital missile platform utilizing the Highwater - Trousers program . The three arrays are : For details please refer to the individual articles .
When Freedom Calls When Freedom Calls is a Minutemen main quest and achievement / trophy in " Fallout 4 " . Detailed walkthrough . During travels through Concord , the Sole Survivor will spot a man protecting a group of people from raider attacks on a balcony of the Museum of Freedom . By the doors below the balcony is a short laser musket and some fusion cells for the taking . Clear any foes from the streets before entering the Museum . If at least one perk point has been dedicated to Locksmith , the player character can unlock the door ahead , which uses an Advanced lock . Otherwise , head through the door to the right and begin battling through the raiders , making way upstairs . Take the opportunity to get armor and weapons from the raiders before heading to the second floor . Once all the raiders are dead , the door to the room where the settlers are will open . Go inside and speak to Preston Garvey , one of the last survivors of the Commonwealth Minutemen . While here , be sure to pick up the Perception bobblehead and the RobCo Fun magazine , containing the Atomic Command holotape . Agree to help them crush any remaining raider opposition in town . Make sure to talk to Mama Murphy , as this is one of the rare opportunities to learn Dogmeat ' s name if he is accompanying the player character in this quest . Passing a moderately - difficult Charisma check will get Mama Murphy to speak of something very dangerous that will rear its ugly head during the coming battle . Failing this check will only get response , " it ain ' t a Raider . " Drop to the ground floor and into the basement . To unlock the door , one can choose to either hack the terminal or directly pick the lock ; both are of novice difficulty . Once the door is open , grab the fusion core inside . Head upstairs and onto the roof to find a suit of T - 45 power armor . Insert the fusion core into the power armor and climb inside the suit . Next , take the minigun from the Vertibird . One can either remain on the roof for more protection or jump off it into the fray . Do not worry about taking fall damage as the power armor will negate it . Begin killing the raiders ; once Gristle — the only named raider — is dead , be sure to pick up the Corvega storage key from his body . After killing a number of raiders , a deathclaw will burst out of the sewer near the intersection and enter the fray . Although it looks menacing , the power armor and minigun should prove helpful in ending it . Once all of the enemies are dead , re - enter the Museum of Freedom and speak to Preston Garvey . Mama Murphy will speak to the Sole Survivor about their destiny and their son , directing them to Diamond City . This will initiate the next quest of the main storyline , Jewel of the Commonwealth . Once that is done , one can either part ways with Preston here and seek the city out , or accompany him and the settlers to Sanctuary Hills . Talking to Preston once in Sanctuary will end this quest and begin the next quest for the Minutemen , The First Step .
Guns and Bullets ( perk ) Guns and Bullets is a magazine perk in " Fallout 4 " . It has ten ranks , each received by reading the ten different issues of Guns and Bullets . Effects . Reading an issue of this comic will grant you a rank in the perk . This makes ballistic weapons do + 5 % critical damage , stacking for each rank gained .
Rivet City science lab The Rivet City science lab is the laboratory of Rivet City and working place of Dr . Madison Li and her team . Much of their research involves hydroponics and the growing of healthy produce like fresh apples and fresh potatoes . They are also researching a portable power supply , which is later used by the Brotherhood of Steel after the Enclave stops the relaunch of Project Purity . The science lab was established after the discontinuation of Project Purity as a place for Dr . Li and her colleagues to pursue their research . One may see Janice Kaplinski , Anna Holt , Garza , Dr . Zimmer and Armitage here . Layout . The science lab has three entrances : two from the midship deck ( one leads to the common room , the other leads to a hallway and the Capitol Preservation Society ) , and a door connecting the science lab to the upper deck . All three entrances are upstairs , with the midship deck doors being in the southeastern part of the lab , side by side up the stairs . The upper deck entrance is on the northeastern side , up the stairs , behind three water / grain silos . The main point of interest is the center room downstairs , where a large intersection of pipes take up some of the space in the room , leading down into a large circular platform ( which could be a purifier or filter ) . A large piece of machinery ( possibly a purifier ) is beside the platform on the right . In the very center of the room most of the center ' s occupants ( such as Doctor Li , Anna Holt and others ) reside . There are three tables holding chemistry sets , vegetables and other various miscellaneous items . On the left of the tables is a refrigerator and on the right are two lockers . Appearances . The Rivet City science lab appears only in " Fallout 3 " .
Captain ' s Sidearm The Captain ' s Sidearm is a weapon which is added to " Fallout 3 " in the " Mothership Zeta " add - on . It is a unique , cleaner , shinier alien blaster used by the alien captain . Characteristics . Unlike the alien blaster , the Captain ' s Sidearm uses alien power module s instead of alien power cell s . It has a silver finish to it , unlike the rusted alien blaster that can be found in the Capital Wasteland , and actually shoots out a spread of energy like a shotgun . Shooting the sidearm into the air will show the spread of the energy . Each time it is fired , it uses 3 rounds and sends 6 energy projectiles . Like the Metal Blaster , it will do significantly more damage outside of V . A . T . S . due to multiple critical hits . Although it looks like a pristine alien blaster , it can only be repaired by alien atomizer s , alien epoxy , or vendors . Durability . The Captain ' s Sidearm can fire a total of about 714 times , the equivalent of 24 reloads , from full before breaking . Location . The Captain ' s Sidearm can be obtained after defeating the alien captain in the bridge of Mothership " Zeta " . Bugs . This weapon does not receive a bonus from the Xenotech Expert perk . This may have been intentional because of its unique effects .
Ripper prisoner The Ripper prisoners are imprisoned by the Ripper gang from the Boneyard in 2161 . Appearances . The Ripper prisoners were going to appear in the original " Fallout " but was cut from the final version of the game , along with the rest of the Rippers .
Eastern Commonwealth The Eastern Commonwealth was one of the thirteen commonwealths of the pre - War United States . Created in 1969 , it was comprised of the former states of , , , and . Former New Jersey . Great Lanta . Great Lanta is an area mentioned by Father Clifford , and is the post - War remains of Atlantic City . It was invaded by slavers at one point . However , one slave group led by a man named Ehren was disbanded by Ehren himself with the help of Saint Monica , and the slaves were freed . Former Pennsylvania . The Pitt . The post - War ruins of Pittsburgh are the basis of the " Fallout 3 " add - on " The Pitt " . Ruled by slavers , it is plagued by trog s , human s who degenerated due to the hazards produced by the city ' s three irradiated rivers over the decades . Philly . Philly , once reminisced by Abraham Washington , was the post - War ruins of the city of Philadelphia . He sent an expedition there to recover the Liberty Bell , to bring back and display at the Capitol Preservation Society . Monroeville . A town mentioned by Everett . The Pitt raiders go out on raids in the town , and is overrun by trogs . It is also a real town outside of Pittsburgh . Appearances . The Eastern Commonwealth appears in the " Fallout 3 " add - on " The Pitt " , and is also mentioned in " Fallout 3 " and its add - ons " Point Lookout " and " Mothership Zeta " . It is also mentioned in the " " " Dead Money " , " Fallout 4 " ( as well as a cameo appearance of the Statue of Liberty in the " Atomic Command " game ) , and the " Fallout Bible " .
The Nucleus The Nucleus ( formerly Mount Desert Island Naval Facility ) is a pre - War submarine base owned by the United States Navy before the bombs fell . DiMA allowed the Church of the Children of Atom to utilize the place and , in return , protect his old memories from being accessed . Background . Mount Desert Island Naval Facility was a submarine base owned by the U . S Navy before the bombs fell . At some point before the bombs fell , the USS " Democracy " and her captain , Arnold Wabash , had stopped inside the base to repair the sub for redeployment . When the bombs fell , Wabash did not want to be a part of the global destruction , so he sabotaged the ship ' s reactor , which caused a radiation leak throughout the entire ship and base . After some time , DiMA found the old base , and decided to stay in it . After doing all that he did , DiMA decided to leave his memories in the control room of the facility . When the Children of Atom showed up , he and Martin made a deal where the children took over the base , but had to guard DiMA ' s memories . Layout . The facility exterior , made almost entirely of concrete , is built into the side of a mountain . Upon entry , there are two doors on the left that each lead to a locker room . If one continues down the hallway , one will arrive at the base . On the right is The Vessel , a pre - War submarine . Continuing forward through a wooden shack , there is a wooden ramp up . If one goes up , one will arrive at the shopfront of Sister Mai , and a little bit further is the shopfront of The Archemist . Turning left and going up the stairs leads to Brother Kane and a power armor station . Going further up the stairs will lead to the entrance to the Nucleus Command Center , guarded by a zealot . Going straight from The Archemist ' s shopfront , there is a staircase that goes up on the right and a staircase that goes down on the left . The staircase on the right goes through multiple wooden shacks to end up at the entrance to The Vessel . The staircase down leads to Zealot Ware . From Zealot Ware , there is another staircase on the right that leads to the bottom of The Vessel , and a ramp up . The ramp up also leads to the entrance to The Vessel . Appearances . The Nucleus appears only in the " Fallout 4 " add - on " Far Harbor " .
Feral ghoul ( Fallout Shelter ) Feral ghouls are enemies seen in " Fallout Shelter " . They are physically seen in - game during an invasion of the vault and on quests . They deal both regular and radiation damage . Characteristics . Feral ghouls are encountered during quests , out in the wasteland and as invaders in one ' s vault , like raiders and deathclaws . Although they are frail on their own , they attack the vaults in large packs effectively compensating for solitary weakness . The glowing ones act as boss characters during quests . Not only do they constantly deal radiation damage to the dwellers due to their glowing appearance , they can also use an ability that mirrors the ones in " Fallout 4 " , which causes heavy radiation damage to dwellers while healing and reviving other ghouls in the battle , including those that have decapitated . Appearances . Feral ghouls appear in " Fallout Shelter " .
A Goods Defense A Goods Defense is a radiant side quest in the " Fallout 4 " add - on " Nuka - World " . Detailed walkthrough . Upon acquiring the quest from either Mason , Nisha , or Mags Black , the player character must travel to the marked location in the Commonwealth , and join a team of gang members sent by the gang leader to guard the place . Upon getting close to the gang crew , a group of attackers will immediately move in to attack , and the player character must then eliminate them , or let the gang do it . Once the area is clear , return to the gang leader for a reward .
Bloodleaf The bloodleaf is a consumable item in " Fallout 4 " . Characteristics . This plant grows in water containing little radiation , like streams and other shallow water sources . There is only one variant found in the Commonwealth and is moderately common , usually found in groups of 3 - 10 depending on the area in question . It is an ingredient used in making squirrel stew at cooking station s for a " 2 % XP gain for 2 hours " . It can also be used to make Skeeto Spit or ultra jet at a chemistry station .
Adytum citizen Adytowners ( aka Adytum citizens ) are characters living in Adytum in 2161 . Background . They are citizens who live in Adytum . Under the security of the Regulators , they are usually grumpy and do not trust one another . Interactions with the player character . Effects of player ' s actions . They will become much more happy if the Regulators have been eliminated . Notes . They will help the Vault Dweller defeat the Regulators , but only if the Blades are also helping . However , as most Regulators are equipped with metal armor , they won ' t deal much damage . Appearances . Adytum citizens appear only in the first " Fallout " .
Karl ( Den ) Karl is a mentally disturbed drunkard lounging around Mom ' s Diner in 2241 . Background . Asking Karl about " his story " will make him sober up and tell a frightening tale . His farm was razed by ghosts , his crops failed , and he fled to the Den . Interactions with the player character . Quests . Go to the Den and tell Karl it ' s alright to come back home : Once the Chosen One discovers the Ghost Farm he is sent by Jo to find Karl and make sure that the Slags didn ' t draw him up by his innards . Report back to Jo once you find him so Modoc and the Slags can make peace . Hurry though , because it might be too late to report back to Modoc before they kill the Slags . Effects of player ' s actions . It is possible to upset Karl , whereupon he refuses to talk to you about " his story " . You will need to give him a beer ( needs to be in your inventory ) , but he will pass out subsequently . When he wakes up after a few hours , Karl will be more talkative . Appearances . Karl appears only in " Fallout 2 " . Behind the scenes . Karl is listed under the Party . txt , it can be assumed he had to be escorted . Bugs . The dialogue option to ask Karl about his story requires an Intelligence of 10 , which was explained to be a typo in scripting .
One Man , and a Crate of Puppets One Man , and a Crate of Puppets is an official " Fallout " webcomic written by Jerry Holkins ( aka Tycho Brahe ) and illustrated by Mike Krahulik ( aka John Gabriel ) , ( creators of the video game webcomic " Penny Arcade " ) , co - created with " Fallout 3 " lead designer Emil Pagliarulo . In July 2008 , the comic was launched at the official " Fallout 3 " website . It follows the life of the sole inhabitant of Vault 77 and his crate of puppets and was updated every Wednesday . The first strip also shows Vault 43 and Vault 69 . Story . In the beginning of the comic , the protagonist discovered that he was the only living person in Vault 77 , accompanied only by a crate of puppets , as part of the Vault Experiment . During the first months , the Vault Dweller went through the initial panic and depression caused by being locked alone in a Vault . He didn ' t actually open the puppet crate until one year , three months and twelve days after the lock - up . After apparently developing a multiple personality disorder ( his second personality being in the form of a " talking " Vault Boy puppet ) , he opened the vault to find himself in front of a radscorpion the size of a Boeing 747 to which he quickly closed the vault . After taking some time " to sleep on it , " the Vault 77 Dweller was successful in leaving the Vault , riding a giant ant he named Mr . Pinch . In regards to the outside world , he was rather positive , noting while it was hot for December he wasn ' t really a snow person . He has run into a mysterious ghoul that has only one arm and wears a vault suit without a seen number , possibly from Vault 12 . He is later captured by slavers . While they debate on whether to enslave him or simply eat him , the vault dweller tries to warn about his puppet , as it ' s " crazy " and has " killed before " . That night , one of the slavers in a panic runs to another group of slavers , telling them " the puppet man " has killed his partner and is coming for them . The final comic shows the Vault 77 Dweller , along with the puppet , standing amongst the pile of dead slavers , covered in blood . The narrator concedes that the vault was a failure , but reminds the reader that " the Vaults were never meant to save anyone . " In - game reference . In the slaver barracks at Paradise Falls there is a Vault 77 jumpsuit & holotape ( ' Burn this goddamn jumpsuit ' ) on a set of shelves hidden behind the stairs . The holotape says " Like I told ya man , I don ' t fuckin ' know where it came from . But it freaks the boys out . Some story from a while back , ' bout a stranger with no name . Just . . . get rid of the damn thing . Ain ' t no good gonna come from keeping it around . Besides . If it is . . . his . Maybe he ' ll come back for it . Comprende ? " .