naist-nlp/zeshel huggingface dataset:
I Love Bananas I Love Bananas is an in " " . Detailed walkthrough . Three Caravaners , Rick Lancer , , and Dennis , are being held within Vault 3 by Fiends , within the holding cells in the living quarters . Speaking to Rick , he informs you that they were kidnapped and that there is no - one left alive who would be willing to pay a ransom for their release . Therefore it ' s just a matter of time before the Fiends realize this and kill them , so he asks for your help . He tells you that a Fiend named , who can be found in the sleeping area behind the holding cells , has the key . Rick also mentions that Carter , a fourth member of the group who is now dead , knew the password to the Overseer ' s computer . You can intimidate him to get the password immediately , or agree to get the password if you help them all escape . You can pick the lock of the cell door ( Hard difficulty ) , or find Daniel in a room towards the back of the sleeping area , and either kill or pickpocket him to get the key to the cell . He also has a key to the Vault 3 maintenance area . You can then return to free the prisoners . As soon as you open the cell door , Rick will open dialogue and tell you the password . After the cell door is open , the three remaining Caravaners will sneak out their cell and leave the Vault . Your reward is the password to the Overseer ' s computer , which unlocks underwater rooms with gun cabinet s in them , positive Karma and 100 XP . Bugs . Sometimes the prisoners will spawn outside of the cages . They will still have dialogue as if they were imprisoned , and the fiends will not seem to notice either .
Mississippi Quantum pie Mississippi Quantum pie is a consumable item in " Fallout 3 " . Characteristics . After the player has completed The Nuka - Cola Challenge and Mississippi Quantum Pie quests for Sierra Petrovita , she can make Mississippi Quantum pie ( if you ask her about recipes ) . Its effects are basically those of a Nuka - Cola Quantum and vodka combined , without the Charisma boost or the chance of addiction . Flour is a rare item to find in the Wasteland . Also , it ' s important to note that flour is considered a " miscellaneous " item , and not a food item .
Tyrone ( Fallout 3 ) Tyrone was a member of a small commune who lived at the Hilltop Farm ruins . Background . Not much is known about him except for his dislike for the rotating leadership system . An entry written by him can be found on a terminal at the Hilltop Farm ruins . Appearances . Tyrone is mentioned only in " Fallout 3 " .
Arthur Wallace Arthur Wallace was a pre - War character from Cincinnati in the United States who was abducted by the alien s onboard Mothership Zeta . Background . Arthur Wallace was abducted along with his whole family . According to his mother , he found being kidnapped by aliens very exciting and claimed it was better than the things they show on Captain Cosmos . Relationships . He was the son of Madeline and Roy Wallace . He also had a sister called Margaret . Appearances . Arthur Wallace is mentioned in alien captive recorded log 4 in the " Fallout 3 " add - on " Mothership Zeta " .
M60 ( Fallout 2 ) The M60 is a big gun in " Fallout 2 " . Characteristics . The M60 is a decently powerful machine gun , capable of tearing apart most low - level enemies . While not as powerful as a light support weapon or a Bozar , the M60 holds the distinction of being the only weapon in the Big Guns class that uses 7 . 62mm rounds , as opposed to 5mm or . 223 . It also has a higher damage per shot than any minigun , making it more efficient when fighting enemies that take more than one burst .
Vindicator minigun ( Fallout Tactics ) The Vindicator minigun is a big gun in " " . Characteristics . In " Fallout Tactics " , a new type of Vindicator minigun appeared and is chambered for much more common 7 . 62mm bullets . While it doesn ' t do as much damage as , say , the M249 SAW , it can shoot a " lot " of bullets " really " hard at people . Very useful in CTB , when more bullets means more dead people . In STB and ITB , you might be better off with an L30 Gatling laser . Notes . Though the description states that it fires caseless ammo , the minigun fires 7 . 62 which has a case . Description also states it has six barrels , when the art clearly shows five . It ` s very likely that description blurb was cribbled directly from Vindicator in Fallout 2 .
Longneck Lukowski ' s Cannery Longneck Lukowski ' s Cannery is a location in the Commonwealth operated by Theodore Collins in 2287 . Background . < section begin = " Background " / > Surviving the Great War relatively unscathed , the Longneck Lukowski ' s Cannery was eventually rediscovered by Theodore Collins , who has managed to repair the Mister Handies within it to , once again , work processing the meat . Theodore also taught himself how to operate the canning retorts and began working with various traders to bring him meat and sell his product . The traders were unable to bring him enough meat to keep up with demand , so he began mixing in meat from mole rats in the basement and hoping nobody would notice . Eventually one of the canning retorts exploded , causing the basement to become infested with feral ghouls . He then began mixing in the meat from the feral ghouls to keep up with demand , causing consumers to become ill . When the Sole Survivor encounters the cannery , they find Theodore arguing with Trader Rylee about the quality of the meat . He claims that the meat was contaminated by mole rats and warns the Sole Survivor to stay out of the basement . When the Sole Survivor goes down to investigate , he locks the elevator to prevent them from telling anyone his secret . < section end = " Background " / > Layout . Exterior . Longneck Lukowski ' s Cannery is constructed with reinforced concrete and a flat roof with three large red and white painted chimneys rising above it . The main entrance doors are on the west side of the building , with a metal stairway leading up to the roof space on the east side . On the roof is a small office entered via a Novice locked door . Inside to the left is an Expert locked safe and other minor loot . Production area . Entering the interior of the cannery there is a small reception and shop area , leading into the cannery proper . There are a few catwalks and , on the northern end , an elevated office with some more loot . Red buttons on either side will open the yellow doors of the canning retorts on the ground floor and allow access to a small area behind them . At the upper south side of the cannery there ' s an elevator ( at the top , there is a red button one needs to push , elevator is in the ground ) that goes down into the basement and leads to a long , winding tunnel . Basement . In the basement area where the stairs lead down into water with an exit tunnel on the left , behind the stairs there is an underwater tunnel leading to a duffle bag , suitcase , and an Advanced locked safe . Going back up the stairs onto the upper walkway , the path will split into a short branch on the left leading to a machine gun turret and a fusion core powered generator on the right . Appearances . The Longneck Lukowski ' s Cannery only appears in " Fallout 4 " . Behind the scenes . Based on the surrounding geography and features , Lukowski ' s Cannery is likely standing in for the plant in Lynn , Massachusetts , a prominent local landmark .
Lana Danvers Commander Lana Danvers is a Rivet City security guard and Harkness ' second - in - command in 2277 . Background . Lana Danvers was born in 2247 . Danvers , 30 , is Harkness ' s second in command and best friend , though their relationship is strictly platonic ( her husband was also a Rivet City security officer , but he died of disease a couple years ago ) . If Harkness leaves Rivet City , she is promoted to security chief . Danvers gives preferential treatment to hangar deck residents . She has a mild disdain for upper deck residents ; this is a source of mild friction between Harkness and Danvers . Relationships . She is the daughter of the founding Rivet City Council member Brad Danvers . Daily schedule . She can be found on the second or third level of the bridge tower . After 9PM she works her night shift in the marketplace . The market closes after dark , and some characters in the marketplace may tell the player to leave or say , " You shouldn ' t be here ! " Should the Lone Wanderer stay too long , she and nearby non - player characters may turn hostile . Appearances . Lana Danvers appears only in " Fallout 3 " .
Sheffield Sheffield is a homeless Nuka - Cola addict and former alcoholic , living in Diamond City in 2287 . Background . Grizzly old Sheffield once had been hitting the bottle of whiskey a bit too hard . He was an alcoholic in his youth , a choice that cost him the health of his liver . Now no longer allowed to drink booze due to the intervention of his doctor , Sheffield turned to a brand of soft drink , Nuka - Cola , to help him get the feeling of the high life he desired . He became addicted to the ingredients in the soda , depending on the caffeine to help him stay awake . Appearances . Sheffield appears only in " Fallout 4 " .
Pulse rifle ( Fallout 2 ) The YK42B pulse rifle is an energy weapon in " Fallout 2 " . Characteristics . While named similarly to the pulse grenade and pulse rifle prototype , it is not actually an electromagnetic pulse weapon , but instead shoots electrical pulses effective against living targets as well , not just electronic devices . The most expensive weapon in the game at 17 , 500 caps , the YK42B pulse rifle has the highest damage per shot of any rifle in 23rd century post - nuclear Northern California . Combined with its Weapon Penetrate perk , this makes it the most armor - piercing energy weapon in " Fallout 2 " , dealing heavy damage against even the most high - tech protective gear . The YK42B pulse rifle does a whopping 66 hit points of average damage against unarmored foes . Against medium - heavy and maximally heavy personnel armor , it averages 33 . 24 and 22 . 54 HP per shot , respectively . This weapon ' s critical damage is almost unparalleled , with critical hits to the eyes capable of surpassing 300 HP and averaging well over 150 HP against most enemies . For a character with an average Critical Chance ( 5 % ) , eye shots from this weapon do more average damage against the heaviest armor types than what point - blank bursts from most machineguns do , at the same action point cost . Despite its strengths , the YK42B is hardly an all - around weapon suitable for any and every tactical situation . Its range of 30 hexes is shorter than those of the other high - end rifles , preventing the player from immediately targeting the farthest enemies in some encounters that occur on desert plains . Secondly , unlike the other high - end rifles , the YK42B lacks both the Weapon Long Range and Weapon Accurate perks , thereby requiring an extremely high skill for accurate aimed shots to be possible at its maximum range . Thirdly , as an electrical pulse weapon , the YK42B does little non - critical damage against floater s , which are a fairly common enemy in New California and highly resistant to electricity . Armor - piercing critical hits circumvent this problem though . On the other hand , the YK42B pulse rifle ( together with the alien blaster ) is the most effective single - shot weapon against Frank Horrigan , whose only weakness is his low resistance to electrical damage .
Cottonwood Cove mess hall The Cottonwood Cove mess hall is a building inside Cottonwood Cove . It provides food and drinks for members of Caesar ' s Legion stationed there . Layout . The mess hall is located on the pier , on poles and planks at the outer end of the Colorado River . The entrance is locked ( Hard ) . Inside are several dining tables , one of the few working jukebox es in the game , a refrigerator , and an oven . All the containers and objects in the mess hall are marked as owned . Appearances . The Cottonwood Cove mess hall appears only in " " .
Fix the well for Feargus Fix the well for Feargus is an unmarked quest in " Fallout 2 " . Detailed walkthrough . At the center of the Arroyo village there is a well , and Feargus , the Chosen One ' s nephew , is standing next to it , whining because it is broken . Simply Repair the well . Even with a negative Repair skill , it can still be fixed .
Cosmic knife super - heated The cosmic knife super - heated is a in the " " " Dead Money " . Background . The cosmic knife super - heated was accidentally discovered by a chef , when one was left on a hot ( 450 degrees ) stove under a pot for five minutes . The alloy retained so much heat that the blade glowed red - hot . The handle was safe to hold , but when the chef put it down on a table , it melted through . Characteristics . The cosmic knife super - heated appears as an ordinary cosmic knife with an orange glow . It will set enemies on fire for a brief period when a critical hit is made . It also has a significantly higher critical multiplier than the other variants , as well as bonus limb damage . Special attack . It has a " " attack , which does 90 % damage in V . A . T . S . and deals an extra 2 points of fire damage per second for 5 seconds ( requires a Melee skill of 50 ) . It is possible to execute " Flambé Cut " outside of V . A . T . S . ( without the required Melee skill of 50 to perform the move ) by initiating a power attack ( hold attack button ) while moving forward . Durability . The cosmic knife super - heated can successfully strike about 745 times from full before breaking . Crafting . This weapon must be by the player . It cannot be found on enemies or in containers . Creation requirements ¹ Craftable without a workbench via a dialogue option with Veronica , or with ED - E once the add - on " Lonesome Road " is installed . Locations . Can only be crafted by the player character . Notes . The weapon has a very high critical multiplier of x5 , this fact alone makes the Cosmic knife super - heated a very powerful weapon ; a player with a critical chance of 20 or higher would score a critical strike on every hit . This can be achieved very early by having Finesse , 10 Luck , and the 1st Recon beret .
Atom Cats garage The Atom Cats garage is a location appearing in the Commonwealth in 2287 . Layout . Formerly a Red Rocket gas station , the building has been occupied by the Atom Cats , a gang with expertise in armor modifications , particularly power armor mods . A power armor station is located here for repairs , modifications and swapping parts . The signature Atom Cats custom paint job can be purchased by speaking to Rowdy , the power armor dealer . The area is a goldmine for power armor and accessories , including T - 60 power armor . With two suits ( minus the helmet , both located on the same chassis ) being available to the Sole Survivor without engaging in combat , plus X - 01 power armor parts sometimes available for purchase from Rowdy . Another three suits and an empty power armor frame can be obtained from killing the Atom Cats . Related quest . " Atom Cats " - Zeke and Rowdy ask the Sole Survivor to bring parts to Warwick homestead to repair the water pump . Upon returning to the garage , Gunners will attack . After successfully defending the garage , the Sole Survivor will be rewarded with Atom Cats clothing and a discount at Rowdy ' s store . Appearances . The Atom Cats garage appears only in " Fallout 4 " .
Henrietta The Henrietta is a weapon that appears in " Fallout Shelter " . Characteristics . Henrietta appears to be a modified lever - action rifle . Its modifications include a carved wooden grip beneath the barrel , several slots holding bullets on the stock , a suppressor attached to the barrel , and a scope . Breakdown . As with all weapons , Henrietta can be broken down into junk items : Location . Carried by legendary vault dweller Old Longfellow .
Happy Harry ' s Happy Harry ' s is a shop in Vault City ' s courtyard , owned by Happy Harry . Layout . Happy Harry ' s is a rather small shop , but can be easily identified by the bright yellow smile on the side of the building . Harry sells a large variety of items including ammunition ( including 10mm rounds and . 223 slugs ) , guns ( including . 44 Magnum revolver ) , improved leather armor and microfusion cells . He also sells farming equipment , including plows . Notes . In the unpatched game Harry ' s inventory was kept in one of the shelves , failing an attempted Steal check on it would trigger hostility . Appearances . Happy Harry ' s appears only in " Fallout 2 " . Behind the scenes . Happy Harry ' s could be a reference to the pharmacy company . References . Per Jorner ' s The Nearly Ultimate Fallout 2 Guide
Daisy ( Fallout 4 ) Daisy is a pre - War ghoul merchant living in Goodneighbor in 2287 . Background . Daisy was born over two hundred years ago in the Commonwealth . She had a husband who was killed during the Sino - American War but because of classified information she never found out where he died . Due to the radiation that was given off after the bombs dropped , her body was slowly transformed into a ghoul . She now resides in Goodneighbor , peddling her wares from her own store Daisy ' s Discounts . She appears to have a darker side looking for revenge , according to a in the Memory Den . She has fond memories of going to the Boston Public Library as a child , sending the Sole Survivor to clear it of super mutants should they inquire with her for work . Appearances . Daisy appears only in " Fallout 4 " .
Shug Shug is an albino mongrel living in the Commonwealth in 2287 . Background . Shug resides in a run - down apartment building to the southwest of Hesters Consumer Robotics , across from a fallen Nuka - Cola sign , along with Ruby and Dando . They are all initially hostile . Appearances . Shug appears only in " Fallout 4 " .
Courser uniform The Courser uniform , known as standard Courser armored coat within the Institute , is a piece of armor / clothing in " Fallout 4 " . Characteristics . The Courser uniform is worn by Institute Courser s . It provides a Damage Resistance of 30 , Energy Resistance of 15 and a Rad Resistance of 15 . It is not possible to wear armor pieces over the uniform . The uniform also has a bonus + 1 Perception and + 1 Endurance . It can be upgraded with high defensive stats using the ballistic weave upgrades learned from Tinker Tom after completing some Railroad missions . Variant . Chase ' s uniform , a unique variant that is worn by Chase in Acadia .
Freeport Freeport is a location in " " , which can be reached from Bunker Alpha . Before the war , it was a moderately sized city in the state of llinois . By 2197 , the town had become a rather large raider den , housing limited supplies of fossil fuels and a large alcohol distillery . Background . In 2197 , raiders from a medium - sized encampment on the outskirts of Freeport kidnapped Charon , the tribal father of the town of Brahmin Wood . Cypher , a raider who was also working as a Brotherhood informant , revealed where Charon was kept . A squad of Brotherhood initiates who had previously freed Brahmin Wood of raiders managed to rescue Charon and kill many unsuspecting raiders , including their leader O ' Reilly , in the process . Another prisoner , Ripley , from Great Bend , was also saved . Mission . The mission in Freeport is a stealth mission . You need to ensure that Charon is unharmed , then kill as many raiders as possible and help Charon escape . You don ' t actually have to talk to the informant to complete the mission . Appearances . Freeport appears only in " " .
Advanced radiation suit ( Fallout 3 ) The advanced radiation suit is a suit specially designed to protect the wearer from harmful radiation , and to a greater extent than the standard radiation suit , meaning it has greater radiation resistance than any other armor or clothing in " Fallout 3 " . It covers the entire body . As such , it is impossible to wear a helmet or glasses with this armor , except for the biker goggles .
Vault 106 Vault 106 is one of the Vault - Tec vault s located in the Capital Wasteland . It is located within a large cavern southeast of Arefu , directly south of Kaelyn ' s Bed & Breakfast , and a bit north of Jury Street Metro station . Background . As part of the Vault Experiment , psychoactive drugs were released into the Vault 106 air filtration system 10 days after the door was sealed . Information in the vault ' s computer terminals reveals that the Overseer knew that the inhabitants of his vault would be fodder for drug testing and he instructed his security personnel to tell those in the vault that everything was fine . By 2277 , the vault ' s interior is mostly destroyed , and filled with insane survivor s . The psychoactive drugs are still being pumped through the vault ' s air filtration systems , as evidenced by the player ' s vision suddenly being shaded blue at the same time that hallucinations appear . At the very end of the vault is a cave - like area , where skeletons and other items are located , including a mini nuke , suggesting some of the vault dwellers may have been trying to blow their way out . ( If you enter from the living quarters / overseer ' s office into a large room with large machines , follow the right - hand wall ( turning right twice ) until you come to a door . Go through the door , keep following the right - hand wall - - - a left , quick right , right , right , down the stairs , left , right - - - until you come to a door . Go through the door , turn left and then immediately left again after entering and head to the back of the room - the book is on top of an overturned machine , near to the window ( two bottles of milk are also on top ) . ) Appearances . Vault 106 appears only in " Fallout 3 " but is mentioned in " Fallout Bible 1 " and in a cut section of Vault 13 ' s voice interface terminal in " Fallout 2 " .
A trader and guards A trader and guards is a scripted special encounter in " Fallout 2 . " This encounter only occurs in four squares north of Modoc and a perimeter block of two squares in all directions . Overview . A trader named Willy with some guards appears . He has something he wants to sell . Unfortunately , the Chosen One falls asleep while talking to him and must then choose whether to buy a weapon without knowing exactly what it is . Weapons . What weapons he might be carrying depends on the player character ' s level : The script picks one of these weapons at random and then checks to see if the level requirement is met . If the alien blaster was picked , a Luck check must also be passed or the result is re - rolled . The price Willy asks in dialogue is the weapon ' s usual barter value ( excluding ammunition ) multiplied by ( 11 - LK ) , meaning he ' ll ask $ 10000 for the alien blaster if the Luck stat is 10 . Just hitting barter may yield a better price .