naist-nlp/zeshel huggingface dataset:
Tom Holden Tom Holden is a resident of Vault 101 in 2277 . Background . During the confusion of your extrication from Vault 101 , Mary and Tom Holden attempt to flee the violent security officers O ' Brian and Richards , and are usually gunned or beaten down in cold blood unless you step in to save them . Appearances . Tom Holden appears only in " Fallout 3 " .
Vilars Vilars is a Brotherhood of Steel paladin who took part in a mission assigned by Elder Francis . Background . Vilars was the high guard of a Brotherhood of Steel squad that took part in a mission with the Guardian Brotherhood to find out if there truly is a tunnel entrance into The Glow . He was the first to spot that some of the super mutant s were utilizing power armor . Appearances . Vilars is mentioned only in the short story " " On the Beach " " , published in " The Armageddon Rag , Vol . 3 " .
Psycho ( Fallout : New Vegas ) Psycho is a in " " . Characteristics . The player may consume psycho or use it as an ingredient in slasher , which increases both damage and damage resistance but has a much shorter duration . Related quests . " All Roads " . The drug is featured prominently in the deaths of the Singer ( poisoned by Swank ) , Chance ( overdose enabled by Benny ) and a group of Fiends that burned their victims at the tribal village . Benny says in one line regarding the drug , " Only thing in that vial is Vegas " . Behind the scenes . While it may not contain similar drugs , psycho ' s background is similar to that of the real - life drug cocktail , developed by Nazi Germany to increase military effectiveness .
Chance Chance was a Great Khans member in the Mojave Wasteland in 2281 . He appeared in the graphic novel " All Roads " and as a mentioned only character in " " . Background . Chance was a member of the Great Khans and a survivor of the Bitter Springs Massacre . He had very long blond hair , a muscular build and berserker style melee fighting techniques . He was also a drug using mute , psychologically scarred by the New California Republic massacre of his tribe . On their way to intercept the Courier , Chance almost single - handedly took out a large force of drugged - up Fiends rampaging near Goodsprings at the tribal village . Fueled by a flashback of the Bitter Springs Massacre and withdrawals from his chems , he blindly charged into battle . Benny was less than pleased , however the Great Khans demonstrate significant loyalty in backing up Chance ' s drug fueled counter rampage . During one portion of the fight Chance exhibited great physical strength and damage threshold by bending a nozzle ( currently blasting him with fire ) back onto its user . Following the events of the battle , as Chance lays on the ground severely wounded , Benny asks him if he wants to end his life to be with the ones who died at Bitter Springs . Benny leaves him the vial of psycho he got from Swank , which was used before to kill a Singer who , like Chance , couldn ' t let go of his past . Chance decides to take it , in an effort to return to the times before Bitter Springs , and dies as a result . When they began to bury him , Benny suggested they should leave him to rot , an opinion quickly changed when the Great Khans intimidated him . Benny , defeated in the argument , says he is going on ahead and left them to bury their friend .
Cola - cars arena The Cola - Cars Arena is a location in Nuka - World in 2287 . Background . Prior to the Great War , the building was originally the Cola - Cars bumper car ride , managed by Rob , with Boone and Edgemont working maintenance , and with Kevin , Liz , Maria , Mike , Nick and Ryan working as regular employees . By 2287 , the Cola - Cars building is now occupied by the Nuka - World raiders and is used as a fighting arena for the final stage of The Gauntlet . Those who make it to the arena must fight Overboss Colter , the Nuka - World raider leader , in a rigged fight where they are inevitably killed . Layout . Exterior . Heading east from the Nuka - Town market one will see the main entrance to the arena , adjacent to the arena an outdoor restaurant area is located . The main entrance area consists of 4 doors in total , all leading to the main entrance area . Interior . Upon entering via the center doors one will first see a display area displaying two bumper cars . Looking to the left there are storage lockers along with some minor loot . Looking to the right there are storage lockers along with minor loot , including a small reception area with the Cola - cars terminal . If proceeding forward one will see the former queue area , which has been transformed into a seating area , one seating area for each raider faction . These seating areas are only for the leaders and higher - ranked members . The Operators seating area is located on the far east of the queue area . The seating area consists of two floors , the second floor accessible via an elevator lift . The first floor consists of a bar area , wooden cabinets with some loot , and an area with couches and chairs for the leaders of the faction . The second level only consists of two chairs and a patio table . The Pack ' s seating area is located in the center of the queue area . The seating area is full of rubble and cages and only consists of three chairs . There is also a separate cage for the animals . The Disciples seating area is located on the far west of the queue area . The seating area has two separate levels , the first level has four benches along with a storage area for rubble . The second level is accessible via wooden stairs , the level consists only of two small benches and spiked traps , along with the heads of their enemies . The main ride arena is accessible via the queue located on the far east of the building . Once inside , Overboss Colter can be found along with some damaged bumper cars . In the west section of the arena , there ' s an inaccessible door , this door will only open during the main quest Taken for a Ride . Behind the door is a generator room , inside a fusion core can be found . Immediately to the right is the locker room , inside one of the lockers is the Thirst Zapper . Further on , the emergency exit connecting to the The Gauntlet is located . Appearances . The Cola - cars arena only appears in the " Fallout 4 " add - on " Nuka - World " .
Vitamins Vitamins were going to be a miscellaneous item in " Van Buren " , the canceled " Fallout 3 " project by Black Isle Studios . Background . The Salvagers are getting scurvy and need fruit or some vitamins . Some of the stuff in Jimmy ' s drug pile count as vitamins and would help in this . You can bring them canned fruit .
Trigger Trigger was a character set to appear in " Fallout 3 " . Background . He was to be a part of the Replicated Man quest and had a connection with another character , Little Toe . Along with Little Toe , he was removed from the game . Appearances . Trigger was set to appear in " Fallout 3 " , but was cut from the final version of the game .
The Sight The Sight is a Minutemen side quest in " Fallout 4 " . Detailed walkthrough . Mama Murphy insists that she can see the future while under the influence of chems and asks the Sole Survivor to procure some for her . She will ask for Jet , Buffout , Mentats , Med - X , Psycho , and an extra - padded chair called Mama Murphy ' s chair . The chair can be built via the settlement construction menu , but can only be built once , and only in Sanctuary . After each dose of chems , Mama Murphy will have a vision about the Sole Survivor ' s future . There are 12 possible visions that she can have dependent on which stage of the main story is currently active and which factions the Sole Survivor has joined . Some of these visions offer alternative solutions to various quest objectives , such as where to find a key to Kellogg ' s house during the quest Getting a Clue . It is also possible for her to fail to have a vision , generally if the main story line has been completed . Mama Murphy will only reveal five visions before she overdoses on Psycho and dies , after which the Sanctuary settlers will gather around her in mourning . Alternatively , the Sole Survivor may pass one of two hard Charisma checks to convince her to give up chems entirely , at which point she will lose the Sight and no longer offer this service . Bugs . Once this quest advances beyond stage 20 , it is no longer possible to assign a task to Mama Murphy via the workshop menu , even after she gets clean .
Mason District South Mason District South is part of the Metro system under the Capital Wasteland . It gains access to the flooded metro . Layout . A triangular shaped area at the intersection of Andrew and Baxter Ave . The path following Andrew Ave southward is blocked by rubble , making northward to Mason District and into the metro tunnels the only ways in or out . To the sides are ruined buildings with broken cranes and a billboard to the right . The area is populated by leveled super mutants , and , depending on the player ' s Karma , a Talon Company or Regulator hit squad , who are bound to clash with each other at the eastern ruins of a building . Appearances . Mason District South appears only in " Fallout 3 "
Just for the Taste of It Just for the Taste of It is a unmarked quest available only until The Nuka - Cola Challenge has been completed . After that , the Sudden - Death Overtime gang won ' t spawn anymore in front of the Red Racer factory . Detailed walkthrough . Starting the quest . On the second floor of the Nuka - Cola plant ' s office section , the Lone Wanderer can find the body of Winger Mercier . On his corpse will be the Finding the formula note . The note calls for Winger Mercier to find the secret Nuka - Cola Clear formula from the R & D Department of the Nuka - Cola plant and return it to his partner , Goalie Ledoux , who is waiting for him at the Red Racer factory . Obtaining the formula . The formula is inside a locked safe in one of the walls of the R & D Department . The R & D room is the first room on the left as the player enters the Nuka - Cola plant ( there are no signs for the " R & D " department except for the word " RESEARCH " written on one of the walls ) . The safe requires a key to open . To acquire the key , the player must find the Mister Handy robot named Milo at the lower level of the factory floor . The player can pass a Speech challenge to convince the robot to give them the key , or if they have the Robotics Expert Perk , Milo will give it to them automatically . Otherwise , the player can look for a note by the computer in the office next to R & D ( Storage and mixing vats ) called Welcome to the Nuka - Cola family ! , that contains ID data allowing them to pass the ID check . If all else fails , the Lone Wanderer can acquire it in uncivilized ways by simply destroying the robot . Getting it to Goalie Ledoux . The Red Racer factory is less than a mile northeast of the Nuka - Cola plant . Ledoux and two members of his Ice - Gang team will be waiting for the player in front of the factory entrance . Ledoux offers 250 caps for the formula , or the player can try to convince him to give them 400 by passing a Speech challenge . If you find the formula and find Mercier , Ledoux will be waiting outside the Red Racer factory even if " The Nuka - Cola Challenge " quest is not active . After selling the formula to Ledoux , you can kill him to get it back , although there appears to be no incentives apart from the recipe being worth 150 caps . However , you can get Ledoux ' s hockey mask for killing him , which looks like a normal hockey mask but grants + 25 to Action Points , and he will have a finger on him if you have the Lawbringer perk . Notes . The gang spawns in front of the Red Racer factory only if you have obtained the Nuka - Cola Clear formula from the Nuka - Cola plant before or during The Nuka - Cola Challenge quest . If you complete The Nuka - Cola Challenge quest before ever picking up the formula , Goalie Ledoux and his ice gang will not spawn and you can never complete this unmarked quest . Behind the scenes . The original advertising slogan of Diet Coke when it was invented in 1982 was " Just for the taste of it ! "
Get some hardened power armor from Crockett Get some hardened power armor from Crockett is a quest in " Fallout 2 " . Walkthrough . There is a scientist named Crockett in one of the rooms in the Hubologists ' San Francisco base ( who , incidentally , is not an adherent of Hubology ) that can harden power armor . He can upgrade it for a fee of $ 10 , 000 ( which can be immediately stolen back ) or can be threatened into doing it with a high Speech skill . Alternatively , you can negotiate to have fuel transferred from the Steel Palace to the USS Quetzel in exchange for his services . The process takes 1 day . However , he can only harden two sets of power armor . If having killed the AHS - 9 , it is not possible to get the needed dialogue for the hardening process but it ' s still possible to receive the armor already given to him .
Alice ( Fallout Tactics ) Alice is a Brotherhood of Steel recruit in " " in 2197 . Background . Alice is Max ' s sister . The two of them used to practice barbecuing brahmin with a flamer . Eventually they realized it would be easier to kill the brahmin first . Strong and stupid . Availability . Alice becomes available after the Warrior reaches the rank of Knight . Appearances . Alice appears only in " " .
The Fort Fortification Hill ( named The Fort in the Pip - Boy ) is a vast and heavily fortified base for Caesar ' s Legion on the east bank of the Colorado River , which serves as Caesar ' s main base of operations during his war against the NCR . Here , the Legion prepares for its second assault on the NCR at Hoover Dam . This is also the location where the platinum chip is used to install the upgrades to the securitron s , as the Fort is built above Mr . House ' s secret bunker . Caesar himself is stationed here , along with his Praetorian guard s and the bulk of the Legion ' s Mojave forces in preparation for the upcoming battle . Layout . To reach the Fort , the Courier must use the barge at Cottonwood Cove . However , it cannot be taken until certain events take place in game . The Courier must either be invited when exiting The Tops after completing Ring - a - Ding - Ding ! , Vulpes Inculta ( or Alerio if they have already killed Vulpes , who will comment on this ) will be waiting outside , or if For the Republic , Part 2 has been completed to the part one must report to Colonel Moore to inform her that the Great Khans have been dealt with . If you have not yet been invited , the guards at the Fort may be hostile . If the Courier travels to Cottonwood Cove with Boone , Boone will immediately attack all legionaries on sight , causing them to turn on the player character ( unless a Legion disguise is worn ) . On either side of the entrance are sleeping tents . To the north of the entrance past the tents is a small bar . In the center of the camp are the arena and Caesar ' s tent . To the southwest , there are more tents , another bar , and the weather monitoring station , which includes Mr . House ' s secret bunker . Standing on top of the hill near the entrance will allow a view of other tents and structures off in the distance that cannot be visited . Legion arena . The Legion Arena is a small pit made of walls of scrap metal put together to form a post - apocalyptic Colosseum . Here the Courier , if male , can fight slaves and captured NCR soldiers to the death for the amusement of Caesar ' s legionaries . Females will be told they are not allowed to fight in the arena and will not have this option . The only exception is choosing to kill Benny ( if he hadn ' t been dealt with at The Tops ) by fighting him in the arena , as a part of the quest Render Unto Caesar . Appearances . The Fort appears only in " " .
Gore bag Gore bags are a type of container found in " Fallout 3 " , and less frequently found in " " . Characteristics . As their name suggests , they are mesh sacks filled with the bloody , dismembered body parts of humans that super mutant s have killed and eaten parts of . They are typically found hanging from hooks or simply sitting on the ground in super mutant camps as well as a few camps belonging to raiders and cannibals . They make a distinct squishing sound when opened . Besides a mutilated limb or two , gore bags may also contain other miscellaneous items such as ammunition , bottle cap s and frag grenade s . Presumably , all the items found in the gore bag were those carried by the victims that the super mutants have not picked off . Appearances . Gore bags appear in " Fallout 3 " , " " .
B1000 B1000 is a cybernetic brahmin in " " . It plays a part in the special encounter B1000 . Background . B1000 is a silver - colored brahmin with sparks flying off of it . It walks around something that resembles an abandoned steel mill . Appearances . B1000 appears only in " " in the special encounter B1000
Vault 101 security armor Vault 101 security armor and Vault 101 security helmet are a suit of armor worn by the vault security officers . Characteristics . It consists of a riot helmet with a plexiglas visor ( hinged ) and a padded stab - proof vest . Although this armor has a relatively low Damage Resistance rating , it will be the first set of armor the Lone Wanderer will be able to possess and will provide basic protection against early - game foes . The Vault 101 security armor also has little or no movement penalties , allowing characters to move quicker than other , bulkier variants . Its performance is identical to the armored Vault 101 jumpsuit , the only difference being the armored Vault jumpsuit has effects , but the Vault 101 security armor can be repaired . It can be repaired with combat armor and its variants . The helmet is identical in appearance to the Rivet City security helmet ( See Rivet City security uniform ) but it has lower damage resistance and unlike the Rivet City version it is unable to be equipped with any eyewear . Notes . The effects on the Tenpenny security uniform and Rivet City security uniform are listed as " vault suit security " in the GECK , but isn ' t used on this armor it was named for .
Judy Judy was the librarian of Roosevelt Academy before the Great War of 2077 . Background . She received a message from her colleague Gerard warning her to hide their Mister Handy in a closet and deactivate it , preventing the students from pulling a prank on it . Appearances . Judy was to be mentioned in " Fallout 3 " .
Walter ( Fallout 3 ) Walter is a resident of the settlement of Megaton in 2277 . Background . Walter was born in 2216 . He spends his days minding the machines and fixing drainage devices that break . He ' s increasingly worried about the state of the water and drainage structure , and knows it won ' t hold much longer - and neither will he . At 61 , he ' s one of the oldest residents . He also has a preference for Enclave Radio , though never actively listens to it , citing it as being " downright patriotic . " Daily schedule . During the daytime , Walter can be found in the water processing plant for most of the day , though sometimes he will step outside for some air . During the night hours , he can be seen drinking in Moriarty ' s Saloon . Appearances . Walter appears only in " Fallout 3 " .
Alien blaster ( Fallout ) The alien blaster is a weapon of extraterrestrial origin found in " Fallout " and " Fallout 2 " . Characteristics . The alien blaster is a weapon of great extremes . It has the highest damage - per - action - point of all single - shot weapons in both " Fallout " and " Fallout 2 " , as well as the second - highest ammunition capacity of all single - shot weapons in both games . It is also highly accurate . Offsetting these strengths is its extremely short range of 10 hexes , the shortest of all ranged weapons in " Fallout " and the second - shortest in " Fallout 2 " . This weapon can do the highest single - shot damage possible in either game — a perfectly lucky critical to the eyes will do a crushing 360 Hit Points of damage ( 381 HP if the player has taken the Living Anatomy perk and two ranks of Bonus Ranged Damage ) - - being thus capable of killing anything save the end bosses with one shot . Such hits are extremely rare , occurring only at the top end of the gun ' s massive damage variation , however , an average eye critical on an unarmored target will still do an impressive 159 HP of damage . The alien blaster can be fired for 2 action points with Fast Shot and the Bonus Rate of Fire perk . Despite its alien origin , this weapon commands the very high price of 10 , 000 caps in both games . All its stats were left unchanged in " Fallout 2 " , however , the weapon ' s combat value is not entirely identical in the two games . This is due to the fact that floater s , which are encountered quite commonly in both games , were made extremely resistant to electrical damage in " Fallout 2 " . As a result , the alien blaster and the other pulse weapons do very little non - critical damage against them . Most critical hits bypass this problem though . Locations . " Fallout " . The alien blaster can be found in the " Alien Ship " special encounter .
Howler Howler is a Jackal in Boulder in 2253 . Background . Six months prior to the Prisoner appearing in Boulder , Eddie Galenski is told they need storage ( by now they basically need a " datacan , " though holodisks will help stave it off ) . He makes a run west to find some but fails . While out he runs into a pack of Jackals , kills all but one , and heads home . The lone remaining Jackal is Howler who tracked Eddie Galenski back to Boulder Dome before informing his tribe . Appearances . Howler was to appear only in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios .
Carrie Boyd Lieutenant Carrie Boyd is an MP at Camp McCarran in 2281 . Background . The commanding officer of the Military police detail stationed at Camp McCarran , Boyd is married to an unknown husband and is an avid smoker . She ' s responsible for monitoring suspicious activity regarding soldiers on - base and the control tower . Also in charge of keeping tabs on the base ' s suppplies , Carrie retains a sarcastic and laconic demeanor in spite of ( or perhaps because of ) the amount of work on her plate . Interactions with the player character . Effects of player ' s actions . After completing " Silus Treatment , " she will move around the building , but can often be found in her office on the east side of the second floor . Appearances . Carrie Boyd appears only in " " .
Junktown Vendor Junktown Vendor is a magazine perk in " Fallout 4 " . It has eight ranks , each received by reading the eight different issues of Tales of a Junktown Jerky Vendor . Effects . Reading an issue of this comic will grant you a rank in Junktown Vendor . Each rank decreases the price of items vendors will charge you for , stacking for each issue read .