naist-nlp/zeshel huggingface dataset:
Sonya Sonya is a modified eyebot owned by Mel . She is used for tunneling in the Commonwealth in 2287 . Background . Bobbi No - Nose brought in several workers to dig through the ground to the Diamond City strongroom , as part of the operation . She was looking for a faster way to dig through the ground after her workers were driven out by mirelurks . Luckily , she had managed to get in contact with a mechanic named Mel , who is skilled in robots . He was working on a tunneling robot named Sonya that could quickly dig through loose ground with a powerful sonic pulse . Imprisoned for a small - time misdemeanor revolving around the robotic waiter Wellingham , Bobbi hired the Sole Survivor to bust Mel out of jail . He brought Sonya along to the Dig to take over from the workers . Her EMP blasts were put into good use for boring through the Boston underground . Appearances . Sonya appears only in " Fallout 4 " .
Ackerman Private Ackerman is an NCR trooper living in the Boulder City in 2281 . Background . Private Ackerman is an NCR private stationed at Boulder City . He is under Lt . Monroe ' s command and being held hostage by a group of Great Khans . Interactions with the player character . Quests . Boulder City Showdown : He along with private Gilbert were captured by the Great Khans that helped Benny track the Courier down . Notes . Originally , if Gilbert and Ackerman were rescued they would wait at the entrance to the Boulder City ruins , unarmed , for the rest of the game . This was changed in a recent patch , causing them to simply disappear from the game world after a period of time once the player completes the Boulder City Showdown quest . Appearances . Private Ackerman appears only in " " . Bugs . If Private Ackerman is killed during the quest and his limbs were blown off , you can find him back where he was alive , but he will not have the limb that was shot off . There are no penalties or actions against the NCR if you kill him while he ' s in this state .
Executive suites The executive suites is a in the Sierra Madre casino . Layout . The executive suites are reached via elevator from the hotel lobby ( the elevator is near the top of the curved stairs in the lobby ) . The floor is a linear maze of rooms , some of which are accessible only through holes that were blown through adjoining walls to other rooms , and is patrolled by three starlet security s . Aside from the security holograms , there are also several radios and some small patches of Cloud . The floor has several rooms of note . A service room where hotel staff would have worked , with laundry machines , a workbench and crafting supplies , and two terminals on the desks over at the far side of the room from where the player character first comes in . Furthermore , there is also an ambitiously equipped room for hotel security , with a hunting shotgun , an automatic rifle , several suits of Sierra Madre armor in the lockers , and a closet full of various ammunition ( the terminal on the desk unlocks the door to the closet ) . There is also a kitchen ( presumably for room service ) that has an electric hot plate for crafting . A set of double doors along one of the hallways leads to the suite that Vera Keyes had occupied ( the doors are unlocked ) . Inside , a door to the left opens to the bedroom ( where Christine is ) . There is also a bar to the right that has some alcohol and a chemistry set which is capable of making several s , or a bundle of , , , Steady , and Rebound . After learning some of Dean ' s history with Vera while dealing with him downstairs in The Tampico theater , the player character will learn more information about Vera herself through dialogue with Christine and records from the auto - doc . Vera ' s skeleton is sitting in a chair next to the bed , still dressed in her signature outfit . On the floor in front of her , there are several syringes of . Next to the bar is a door with a terminal . The terminal will unlock the door to a short hallway with several more dressers and an elevator . In the hallway taken to Vera ' s room , a little further down the hall from Vera ' s suite , there is an intersection with another hallway and a skeleton lying on the floor next to a Sierra Madre helmet and a security keycard . Hologram emitter locations . Three starlet holograms patrol the executive suites . A repair skill of 75 is required to disable each hologram ' s emitter , or the emitters can be destroyed by firing at them with a weapon . The emitters are found in the following locations : Each emitter is concealed by an open door that covers the wall on which the emitter is located . The door must be closed before the emitter can be accessed . Appearances . The executive suites appear only in the " " " Dead Money " .
Allen Marks Allen Marks was a Sunset Sarsaparilla star bottle cap hunter in " " . Background . Allen Marks was a crazed murderer who hunted and killed people in order to steal their Sunset Sarsaparilla star bottle caps and reclaim the legendary mysterious prize . By his location , the player can tell that he gathered at least 50 star bottle caps , as his body is found inside the Sunset Sarsaparilla Headquarters vault room where the prizes were . Ironically , his prize was nothing more than a Sunset Sarsaparilla deputy badge and a large amount of caps spread throughout the room in boxes . He is first mentioned by Malcolm Holmes , who warns about Marks ' murderous attitude toward people with the star caps . Marks ' body can be found during the quest A Valuable Lesson , whose title refers to the great crimes Allen Marks had committed in order to receive what proved to be not only a worthless prize , but also a fitting end . Allen Marks died after getting trapped inside the Sunset Sarsaparilla Headquarters storeroom ; the cause of his death was suffocation from the airtight seal of the storeroom doors . Before his death , he recorded a holotape which can be found next to his body . In the holotape , Marks realized the gravity of his crimes and faces his inevitable death calmly . He remembers his mother ' s quote that " people who murder and steal die bad in the end ' . Marks reflects this before dying of asphyxiation , having run out of air at that time . His unique , Pew Pew , can be found near his body as well . Appearances . Allen Marks appears only in " " .
Powder Gang guard armor The Powder Gang guard armor is a piece of in " " . Background . This uniform belonged to the NCRCF guards stationed at the NCR Correctional Facility before the convicts ( who were later named Powder Gangers ) killed them and wore it . It seems to have blood on the pants from the NCRCF Uprising . Characteristics . Powder Gang guard armor is almost identical to all forms of riot armor except it has " NCRCF " written on the back shoulder strip . It is the basic Powder Ganger outfit , however it has what appears to be a extra chest piece and groin guard over it . It offers a Damage Threshold of 5 , can be repaired with other Powder Gang guard armor and acts as a Powder ganger disguise . Remember that some non - player characters like guards can see through your disguise and will attack you if you are not liked by that faction .
Gatling laser ( Fallout 4 ) The Gatling laser is a weapon in " Fallout 4 " . Characteristics . The gun is a large , two - handed weapon consisting of four rotating barrels that fire red laser pulses through two lenses . It uses fusion core s for ammunition . Each fusion core provides 500 shots . It has a high rate of fire but low accuracy , making it more useful for large numbers of close enemies . Automatic reloading behavior can lead to an inventory full of partially - used cores if frequently swapping between weapons . The Gatling laser has more damage and accuracy than a tri - barrel minigun , so this is a viable choice should one desire more accuracy and damage per magazine . Its ammo is considerably more cost efficient than a minigun ' s , so this is also good for player characters on a budget that doesn ' t accommodate for 5mm rounds , but makes fusion cores affordable . Weapon modifications . < section begin = " mods " / > < section end = " mods " / >
Wolf Wolves are canines - much like their successors , the dog s - which prowl the wasteland s much like they have done since times immemorial . Wolves have a long history with mankind , and they are still rightly feared across the wastes for preying on lone travelers and exposed livestock . Background . < section begin = " background " / > Wolves have a long running history with mankind , and have since ancient times been feared for preying on livestock . Although it were far from common for wolves to attack human beings before the Great War - much due to mankind ' s hatred of wolves - the long lack of exposure to humans the post - apocalyptic world heralded has enabled them to move past their instinctive fear of human beings . < section end = " background " / > Biology . < section begin = " biology " / > Wolves are quadrupedal canines , much like dogs , and travel in large packs . They are substantially larger and stronger than the common dog , and are visually very similar to breeds such as German shepherds or many sled dogs . Individually they pose no major threat to experienced players , but due to their tendency to travel in large packs with their kin they can be quite dangerous . Wolves are one of the very few creatures to have been left largely unaffected by radiation since the War . Although they were dying out in North America before the War , the commonplace encounters with them during the 22nd and 23rd century indicates that their species has had plenty of time to repopulate ; this quite successfully . < section end = " biology " / > Variants . Wolf . Wolves are dangerous creatures , and always travel in large packs of their kin . They easily outmanoeuver their enemies and surround them , and lunge at their prey with sharp claws and powerful jaws . Wolf ( Van Buren ) . The wolves of Van Buren are much like their New California kin , and stalk the American Southwest in search of prey . One of them lives in the Nursery Repository , and can be acquired as a follower . Wolf ( Far Harbor ) . Wolves in the wilds beyond Far Harbor have been mutated by the radioactive Fog and roam in ferocious , bloodthirsty packs . Fast , agile and highly perceptive , wolves will often notice the player character before they notice them . Appearances . Wolves appear in " Fallout " , " Fallout 2 " , " " and were to appear in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Wolves also appear in the " Fallout 4 " add - on " Far Harbor " .
Mentats ( Fallout ) Mentats are a chemical substance found in " Fallout " , " Fallout 2 " , " " , and " Van Buren " . Characteristics . Mentats are most useful for characters with low Intelligence . Furthermore , they are one of the games ' more valuable items yet are relatively easy to find . This makes them also useful as an easy source of money , particularly when first starting . In " Fallout 2 " . The + 1 to Charisma can allow recruiting another companion if the new Charisma is an even number . The new member will stay once Charisma returns to the normal score . Mentats are roughly a little bit less common than Buffout : a bit hard to find and a tad expensive , but nowhere near as rare as Psycho . However , the overall usefulness of Mentats - - aside from being able to recruit additional friends - - is a bit dubious . Even doubling up on Mentats will only increase a few skills marginally , and is far more situational .
Dead Money Dead Money is the first for " " , developed by Obsidian Entertainment and published by Bethesda Softworks . Release . A timed exclusive , " Dead Money " was released on December 21 , 2010 for Xbox 360 and was later released for PC and PlayStation 3 on February 22 , 2011 . Plot . " Dead Money " is set in the Sierra Madre , an opulent and extravagant resort that was to be the greatest casino in the west , except that it never opened . The bombs fell before the grand opening gala event , and the Sierra Madre froze in time , its state of the art security system locking the place up tight . Nothing could get in , and none of the guests could escape . The security hologram s then activated and the once glorious event turned into a slaughter . After many years , the climate control and air conditioning systems within the facility began to spit strange toxins into the surrounding city , causing a red cloud to form over the area - which proved lethal to anyone who tried to explore the city . Only a mysterious group called the ghost people survived to call the city home , trapped inside what appear to be Hazmat suit s , they wander the streets never speaking to their victims , only capturing them alive and dragging them away to the depths of the city deep within the Cloud . And so the Sierra Madre faded from memory , only occasionally being seen in posters across the wastes , until it took on mythic ghost story status , a supposed " City of Gold " in the Wasteland where all the treasures of the Old World were rumored to be held . It was kept alive as a late - night saloon story by prospectors who ' d claimed to have found maps leading there and were willing to part with the map for a few . Or a drink . Or a warm place to sleep . The Sierra Madre is a place in the wastes , with travelers risking their lives to find it . Only one man truly " found " it and lived . After the fall of HELIOS One , Father Elijah of the Mojave Brotherhood of Steel set out to find new weapons to eradicate the NCR , and in the process he discovered the Sierra Madre .
Carrie Delaney Carrie Delaney was a fourth grade teacher at the Early Dawn Elementary school in Chevy Chase , Washington , D . C . One of her students was Jason Grant . On October 23 , 2077 , she was one of several teachers ( including Claudia , Mr . Cob and Mr . Pollack ) who took half the school on a field trip to the Little Lamplight caverns . As the group was readying to leave , the lights suddenly went out and the cave shook . Mr . Pollack went outside to investigate and reported that he had seen mushroom clouds all over the D . C . area . Delaney kept journal holodisks of the time spent in the Lamplight caverns , reporting that over the next few days and weeks the other adults who ventured outside to seek assistance or supplies never returned , until she was the last surviving adult . Approximately one month after the bombs dropped , Carrie Delaney stepped outside to look for help and never came back . It is presumed that she and the other adults perished due to the radioactive fallout present soon after the nuclear holocaust . Appearances . Carrie Delaney is mentioned in holodisks found in " Fallout 3 " . She is not found within the game .
Armory The armory is a room built in " Fallout Shelter " . Overview . The armory is used to train a dweller ' s Perception . The room requires 28 dwellers to unlock . You can place up to 3 armories next to each other horizontally to increase size and number of assignable dwellers to this room . The guns on the wall from top to bottom are the 10mm submachine gun , Infiltrator , and assault rifle . The double room adds another weapon rack at the back of the room featuring two Infiltrators , a laser rifle , and a 10mm submachine gun , while the triple room adds a shelf with a missile launcher .
Nanjing Nanjing ( Chinese : 南京 ) was a city in China and the capital of Jiangsu province along on the Yangtze river . It is well known in the real world , for the , committed by Japanese forces in 1937 , during the . Background . In the March issue of " Future Weapons Today " , Nanjing is mentioned in being occupied and taken over by U . S . in the Yangtze Campaign . One sniper is mentioned as having used a Wattz 2000 laser rifle . Staff Sergeant R . B . Vickers served in the operations in Nanjing until September 2076 , when he was relocated to the fighting in Shanghai . Appearances . Nanjing is mentioned in " " .
Nursery Factory The Factory is a location in the Nursery in 2253 . Layout . This is the production center for the GECK s . A conveyor belt winds its way around a variety of robotic arms that assemble the kits . At the end of the line is another conveyor belt that delivers the finished product to the distribution center below . Next to the assembly area is a huge chasm that has split the building in twain . The ruins of the testing center for the GECKs can be found here . On the opposite side of the chasm is the control center for the factory . A pair of lift tubes here leads to the distribution center below and the control tower access above . Central to the distribution center is a small train station with a side rail . Currently the side rail holds a flatbed car with a semi - truck upon it . The main rail holds a locomotive with a boxcar attached . The distribution center also acts as a warehouse for finished products and the parts required for their manufacture . Next to the warehouse are a series of robot charging stations and two lift tubes . The first lift connects to the upper level of the factory and the second to the power plant . When the player enters the factory he will find that it has been overrun by creeping vine s . These plants have wound themselves throughout the machinery and are clogging up just about everything . The plants seem to be living off the seed packets intended for the GECKs . Inspection of the conveyor belts shows that the plants are currently winding their way along the belt toward the level below . Lodged among the plants is an unusual robo - brain shell . Instead of the usual housing that contains a human brain , this shell contains a sophisticated remote control apparatus . Careful inspection reveals that the remote control is removable and that a ' brain ' module can then be inserted . Unfortunately , this shell has been severely damaged . Before the factory can be made operational the player will need to clear out the vines as well as restore power . One possible way to do this would be to use an herbicide ( which can be obtained in the Garden ) . Another choice would be to burn them out . A controlled blaze ( or maybe a flamethrower ) would not damage most of the equipment here . However , just setting fire to the place would . The robo - shell is used by the main computer for inspection of the Nursery . It can be used remotely or , by having her ' brain ' transferred into it , directly . The damage to the shell is severe and will require replacement of the motivational units . Also , the radio receiver will need to be replaced . Once this is accomplished the power cell can be replaced ( or recharged ) and the shell will function . As for the lower level , the main thing here will be to get the train system functional . Once power is restored to the factory the trains will start to recharge their power sources . However , the sealed doors will not open due to damage . The player will need to patch power to the door locks to get them to open . Appearances . The Nursery Factory was to appear in " Van Buren " , Black Isle ' s canceled " Fallout 3 " .
Erin Reische Erin Reische is a young girl living in Diamond City in 2287 . Background . She is one of the children living in Diamond City . During the day she attends the school run by Mister Zwicky and his robot , Miss Edna . Appearances . Erin Reische appears only in " Fallout 4 " .
West Everett Estates The West Everett Estates is a location in the Commonwealth in 2287 , located north from downtown Boston across the Charles River . Background . West Everett Estates is a suburb made up of a few single - family homes . The place is similar to The House of Tomorrow in Sanctuary Hills but several properties we still under construction by the time of the Great War . Wayne Tournquist , one of the survivors has established a survivalist bunker to house his two children , himself and his wife , Bonnie , who was unable to make it to the bunker when the bombs dropped . The bunker also has an established source of clean water . The community in the suburb fortified itself after Lance and Leon Ames , brothers who were residents in the area arrived after a week of trekking back to the town . According to terminals and holotapes in the area , Wayne helped in fortifying the place and Leon managed to hotwire some vehicles for usage . Leon unwittingly revealed the location of their walled - up base to a rough group of men , which included people that were known to them before the War , when scouting with his brother . Soon after the settlement was taken over by the raiders ; Lance was killed trying to resist and Leon joined the raiders in fright . Wayne evacuated his children and escaped . When the Sole Survivor arrives at West Everett Estates a group of fierce super mutants led by Hammer have established control of the town . The corpses of the raiders that previously controlled the town are littered throughout the settlement . According to Hammer ' s holotape he had a raider teach him how to control the spotlights , turrets and how to use a voice recording machine . He accidentally killed the raider while he was setting up the recorder for him . In his holotape Hammer requests Fist send reinforcements so they can further loot the area . He also mentions that the basement bunker belonging to Wayne has a lot of loot . Layout . West Everett Estates has several destroyed buildings , though most of them are still accessible . Raider corpses are sprawled out over the area , with a number of them concentrated near a cooking station . The leader , Hammer , resides in the ruins of Wayne ' s home . The backyard bunker is the source of the separated family radio signal created by Wayne . Appearances . The West Everett Estates appears only in " Fallout 4 " .
Camp RHO Camp RHO is a small Enclave camp in the east of the Capital Wasteland near Canterbury Commons , northwest of Vault 108 and southwest of the robot repair center . It is an unmarked location , and like all Enclave encampments , it does not appear until after The Waters of Life . Background . Camp RHO is part of an Enclave isolation program , inhabited solely by one Enclave officer and four automated turret s , and possibly an Enclave soldier with power armor . The officer carries an experimental Rho ID , which renders the turrets friendly to the Enclave or the player character and their companions . With " Broken Steel " installed , there may be an Enclave Hellfire trooper armed with a heavy incinerator . Layout . The camp is located in the middle of a crossroads , and consists of a container with a terminal , inside of which information about the experiment can be found ( the latter two options the terminal offers are disabled ) . The four automated turrets are arranged around the container in the center . Notes . Camp RHO can pose a substantial threat to caravan merchant s walking away from Canterbury Commons . Because Camp RHO is in the same cell , the merchants may be killed without your knowledge . Appearances . Camp RHO appears only in " Fallout 3 " .
Movie theatre ( film ) The movie theatre was set to appear in the canceled " Fallout movie " . Background . The fully operational ( as evidenced by the screening of Blade Runner that takes place in the film ) theatre is Dekker ' s office , and it is where Max and Hero ' s scouts are brought before Dekker after being arrested in a separate part of the Hub . It is here that he offers Max and one of the vault dwellers freedom and a water chip in exchange for the other male and Female Officer . Location . It is not exactly clear where the movie theatre is , other than it forms part of the Hub . It is quite possible that it was part of the Beverly Center , on which the Hub stands . Appearances . The movie theatre was set to appear in the " Fallout movie " .