naist-nlp/zeshel huggingface dataset:
Power fist chromed tubes The power fist chromed tubes are a of the GRA power fist in the " " " Gun Runners ' Arsenal " . Effects . This mod increases the weapon ' s condition by 100 % , bringing the total number of successful strikes before breaking from about 395 strikes to about 795 strikes , from full condition . Locations . Sold by : Notes . With the chromed tubes installed , the power fist ( GRA ) loses its standard dirty , slightly rusted chromed tubes for the bright , clean and rust - free ones , making the tubes visually pop out from the weapon , being the only visually shown physical mod for the weapon .
Elder ' s keycard The Elder ' s keycard is a quest item in " " . Location . The Courier can obtain the Elder ' s keycard by pickpocketing it from either Elder McNamara or Hardin ( depending on how they completed Still in the Dark ) , in the Brotherhood of Steel bunker located in Hidden Valley . It can also be obtained by killing them . Related quest . This is one of the 3 keycards required to start the self - destruct sequence during For the Republic , Part 2 , Render Unto Caesar or The House Always Wins V and . Notes . This item is treated as a quest item and thus cannot be dropped .
Jones ( Fallout : New Vegas ) Jones is soldier with the New California Republic stationed at Camp McCarran . Background . He is a friend of Private Crenshaw and is mentioned in e - mails between the two regarding Jones ' crush on a red - haired , female soldier . Appearances . Jones is mentioned only in " " .
Harkness ( note ) Harkness is a holodisk in " Fallout 3 " . Location . This holodisk is added to the Lone Wanderer ' s Pip - Boy after reading the Android log 3 entry on Horace Pinkerton ' s wall terminal , located in the broken bow .
Jenny ( Nuka - World ) Jenny was an employee working for the Nuka - Cola Corporation at Nuka - World before the Great War . Background . She was a minor passing as an adult at Doc Phosphate ' s Saloon in Dry Rock Gulch . This was due to Sven ' s suggestion that she fill in for Barb , who had just quit her job . Appearances . Jenny is mentioned only in the " Fallout 4 " add - on " Nuka - World " .
Angie Angie is a character met during the Self Admitted Synth random encounter . Together with Fred , she is holding Jules , a synth , at gunpoint . Background . By the time the Sole Survivor arrives at the scene of the random encounter , Fred states that Angie and he have been traveling for weeks with Jules . They probably created a friendship during that time , which made Jules feel secure to reveal his true identity . Shocked and angered , Fred holds Jules at gunpoint and threatens to kill him , fearing that the runaway synth would send the Institute after them . Angie encourages Fred to do it . Jules is discriminated the whole time and tries to convince Fred to free him so he could go to Bunker Hill . It ' s up to the Sole Survivor to decide Jules ' fate . The player can choose between : Interactions with the player character . Effects of player ' s actions . The Sole Survivor can choose to attack Angie and Fred , or pass a medium check to let Jules flee to safety . Appearances . Angie appears only in " Fallout 4 " .
Safe Safes are reinforced metal containers secured by locked doors , often used as a secure place to store valuable items . Safes are used in the Vault - Tec Vault s as well as in New California , the Capital Wasteland , and the Mojave Wasteland . Most are still functional and usable post - war . They are locked by either a standard lock or a lock controlled by a nearby terminal , and require either lockpicking or hacking to unlock it . Inside may be a variety of items , including but not limited to caps , ammo , junk and weapons . " Fallout " and " Fallout 2 " . Safes can be lockpicked or blasted open using dynamite or plastic explosives , or can be opened by using the appropriate key or combination , as with John Bishop ' s safe . " Fallout 3 " and " " . Safes in " Fallout 3 " and New Vegas are large black reinforced metal boxes , found either freestanding or installed into walls or floors . They are commonly somewhat concealed behind counters or desks , or covered up by since - ruined picture frames . Most safes will be found lock ed , but some can be found with open doors . However , opening a safe only brings up an inventory dialogue , and does not physically open the safe . Safe locks can range from Very Easy to Very Hard , though they tend towards the latter . The difficulty of the lock usually scales with the value of the loot contained inside ; some safe loot is randomly generated , whereas other loot will be set , such as loot from quest rewards . Safes permanently remain empty after being looted , giving the ( usually false ) appearance that they are safe storage containers for personal loot . In order to reset empty safes , you need to disable and then enable them with console commands . Finally , leave the current cell , save and then quit . After three days in game , the next time you return to the designated safe , it should be reloaded . Opening safes . Using the key . Safes owned by non - player characters will usually have a corresponding key that can either be pickpocketed , removed from their corpse , or occasionally given to you during a quest , such as " A Manhandled Manservant " . Lock picking . The most common way of breaking into a safe is to pick the lock using the Lockpick skill . Note that some safes cannot be opened in this manner , as denoted by [ Needs Key ] . Computer terminals . Some safes also have a connected computer terminal . Usually , the player will need a lower Science skill to hack the terminal than Lockpick skill to open a given safe . When you have accessed the terminal , the command to unlock will be listed , and the lock will open . Not every nearby terminal unlocks a safe ; additionally , some safes may only be opened by terminals , such as the safe in Jiggs ' Loot .
Wilhelm ' s Wharf Wilhelm ' s Wharf , also known as Captain Paglia Dockside Bar & Grill , is a small wharf with a shack situated on the banks of the Potomac River in the Capital Wasteland , southeast from the Super - Duper Mart . Its only inhabitant is Grandma Sparkle . The docks are also the headquarters of Split Jack ' s gang who are attacking the water caravans along the roads near Rivet City after " Broken Steel " is installed . Background . Wilhelm ' s Wharf was a small settlement located near the Potomac River in the Washington , D . C . area . The old woman Grandma Sparkle resides in the area , and acts as a local trader . Her two sons hunt for mirelurk meat along the river . Layout . The shack hugs the bulge of the Potomac River with access to the bitumen road to the southwest . Four tables and eight chairs remain intact in the yard . Inside the shack itself is a cabinet with a random assortment of loot . An outhouse is at the end of a brick pavement along the Potomac ; behind the outhouse lies a drainage culvert with a damaged sewer grate that leads to the Hubris Comics utility tunnels . A sunken boat with some aid items and ammunition can be found in the water nearby . Appearances . Wilhelm ' s Wharf appears only in " Fallout 3 " .
Dangerous Minds Dangerous Minds is a main story quest and achievement / trophy in " Fallout 4 " . Detailed walkthrough . Lounging around at the Memory Den . After killing Kellogg , loot the cybernetic brain augmenter to delve deep into his memories . Gather it from Fort Hagen ( as part of the previous quest , Reunions ) if it hasn ' t been already . Follow Nick Valentine ' s advice and locate Doctor Amari . This involves a trip into Boston , through the ruins of the financial district , to the rough - and - tumble fortified settlement of Goodneighbor . Greet the locals , then head to the Memory Den , owned by Irma . Down in the basement , converse with Doctor Amari . After Nick Valentine volunteers to help out , the Sole Survivor is invited to sit in the lounger to experience snippets of Kellogg ' s past . Memories . The Sole Survivor wanders through the ethereal strands of Kellogg ' s memory . Stepping from memory to memory , a scene plays out revealing a piece of Kellogg ' s life . In most of the memories , various things can be activated to trigger additional monologues , where Kellogg will go into more detail about them . The memories reveal that Kellogg does indeed work for the Institute , took Shaun from Vault 111 , and shows that the Institute uses some kind of teleportation to operate freely . The final scene reveals that Kellogg ' s current mission is to hunt down a runaway scientist named Virgil , who likely escaped into the Glowing Sea . Childhood . Me , dad , radio , mom Young adulthood . Me , Sarah , Mary , window Corridor . There are no monologues in this memory . Bar . Me , wastelander ( each have unique monologues ) , bartender Institute . Me , synth , Institute agent Vault . Me , Institute scientist , cryopod , primary subject , backup subject Final . Me , Shaun , Institute courser , Dr . Virgil ' s file ( once it ' s placed on the desk ) Back to reality . Upon conclusion of the final scene , Doctor Amari will instruct the Sole Survivor to interact with the television to leave the memory . Back in the Memory Den , speak to Amari about Virgil . When leaving the Memory Den , there is an optional conversation with Nick Valentine where he will first seem to been taken over by Kellogg ' s memory , only for Nick to seemingly regain control . He will also offer additional advice about hunting Virgil . Quest stages . This quest branches into an unmarked sub - quest , Shattered . Companion reactions . Every companion except Curie likes when the memory playback is completed . Curie is indifferent , and Nick is always present for the event to trigger .
Vera Keyes ' " Begin Again " song Vera Keyes ' " Begin Again " song is a holodisk in the " " " Dead Money " . It contains Vera Keyes ' voice , needed to unlock the elevator to the Sierra Madre vault in Heist of the Centuries . Location . Rather than a cassette like most holodisks , it can be found by accessing the music controls on the terminal , found on the desk by the front doors in the lobby of the Sierra Madre hotel . Downloading the ambient music for the restaurant , executive suites and theater will add a note to your Pip - boy . This particular note is the theater ambient music .
Green hood The green hood is a piece of headwear that can be obtained in " Fallout 4 " . Characteristics . It provides a Damage Resistance of 1 . Can be worn with a gas mask , faded visor and similar headgear . Locations . Can be purchased from traders all over the Commonwealth . With the " Far Harbor " add - on , it is guaranteed to be sold by Brooks and is sometimes worn by Trappers .
Museum of Witchcraft The Museum of Witchcraft is a location located in the northeastern area of the Commonwealth in 2287 . It is to the east of Hugo ' s Hole and just west of Salem . Layout . On the outside , the museum resembles a Gothic style church . The main door to the building is chained from the inside , but the cellar door on the side can be used to access the basement and unchain the door . Outside , near the basement entrance lies the body of Private Hart , a Gunner who has been torn apart by the deathclaw residing on the main floor . In the basement , the body of Major Jefferies and two of his squad lie dead , ostensibly to the deathclaw upstairs . The inside of the building is nearly demolished , with not much left to hint that it once was a museum . On the main floor , at the northwest corner of the museum and near the body of Sergeant Lee in the bathroom , are several cracked deathclaw egg s . Among the shells and debris one can find a pristine deathclaw egg . In the foyer with the chained door is the museum visitor ' s terminal , giving a basic overview of the museum ' s exhibits , including the witchcraft walk , relic collection , and membership booth . There are two hollowed - out rocks behind the museum : one next to some graves and another behind the destroyed house . A crashed Stingray Deluxe is located on a small island east of the museum . Appearances . The Museum of Witchcraft appears only in " Fallout 4 " . In " Fallout Shelter " , it is mentioned only as a question in the weekly quest Game Show Gauntlet . Behind the scenes . The location is based on the Salem Witch Museum , located in approximately the same area in Salem . The mannequins are enacting how the mannequins are posed in real life .
Surgery chair The surgery chair is a constructible settlement object added in the " Fallout 4 " add - on " Vault - Tec Workshop " . Description . The surgery chair can be built in any settlement and requires a settler to be assigned in order to function . The Sole Survivor can use the surgery chair to perform reconstructive surgery at any settlement while they previously required the help of already established surgeons like Doc Crocker in Diamond City . Unlike established surgery centers , any facial reconstruction performed using the surgery chair is free of charge . Crafting . The surgery chair can be located in the menu under " Resources → Miscellaneous " in the workshop . Behind the scenes . Early descriptions of the " Vault - Tec Workshop " add - on implied that surgery chairs could also be used to change the appearance of other settlers . However , this was omitted from the released version of the add - on for undisclosed reasons .
Old promo tape ( film ) Old promo tape is an item mentioned in the treatment for the canceled " Fallout film " . Background . The old promo tape is mentioned as part of the supply inventory of Vault 13 . On it is a promotional video on the use of the G . E . C . K . , " which explains the G . E . C . K . is a miraculous , one - shot terra forming device to be used by the Vault Dwellers upon eventual emergence onto the surface . " Characteristics . It is more than likely that , as part of the Fallout universe , the tape was a film to be projected onto something , much like the projector used in Fallout 3 when the Lone Wanderer takes the G . O . A . T . Unfortunately , there is no evidence for this , and the actual characteristics of the tape are unknown , as is the method of viewing it ; this is due to the film never progressing past its inception stage . Locations . The only time a G . E . C . K . promo tape makes an appearance in the film is in Vault 13 , where Hero watches it as part of his daily routine . However , due to the identical nature of the vaults , it is likely all the southern Californian vaults had one . Appearances . Old promo tape was set to appear in the canceled " Fallout film " by Interplay Films .
Exhumin ' Nature Exhumin ' Nature is an in " " . Detailed walkthrough . The goal is pretty simple . The player must buy or find a and start digging up some graves at the Goodsprings Cemetery for loot inside . Unlike in " Fallout 2 " , the player won ' t be called a " Grave Digger " and the player ' s is not affected either . There is loot to be found in the graveyard , namely a snow globe which can be handed in to Mr . House for 2000 as well as a couple of cigarette butts laying around the player ' s grave which will serve as evidence in incriminating Benny . The grave loot is randomly generated based on level , therefore the player is not guaranteed to find anything of significant value other than the snow globe itself . If By a Campfire on the Trail has been started , there are four and a small bark scorpion around the cemetery . Otherwise the cemetery is uninhabited save for a raven . Behind the scenes . The name of the quest is a play on the phrase " human nature " and the practice of removing a body from the ground , which is called exhumation .
Get Gizmo ' s confession Get Gizmo ' s confession is a side quest in " Fallout " . Detailed walkthrough . After the Vault Dweller speaks to Killian Darkwater for the first time , a shady gunslinger with a hunting rifle will enter the store saying " Gizmo sends his regards ! " , then attack Killian . Kill the assassin to earn 400 XP plus the regular XP for killing him . Killian then asks the Vault Dweller to get a confession from Gizmo so he can imprison or kill him . If accepted , Killian gives the Dweller a bug and a tape recorder . The player character should proceed to Gizmo ' s casino . At this point they can : Regardless of the option chosen , the Vault Dweller must return to Killian to get his reward . The method used does not alter the reward .
Clarise Clarise is a recruit in " " and multiplayer character in " Fallout Tactics " multiplayer , where she can be recruited for 10 , 846 game points . Background . Base game . Clarise is the complete antithesis of her old initiate buddy , Box . But while she looks frail as a broc - flower , she has a hidden inner strength . An inner strength that lets her wield high - end energy weapons , or grenades long distances . Multiplayer . She is strong and agile and that lets her wield high - end energy weapons and take part in unarmed combat . She is also quite a good sneak , although the power armor is a bit of a handicap . Availability . Clarise becomes available after the Warrior reaches the rank of General . Appearances . Clarise appears only in " " .
Mister Handy ( Fallout 4 ) Mister Handies are a type of robot found in the Commonwealth in " Fallout 4 " . Characteristics . This particular model of Mister Handy has a chromed coating instead of having a more common white coloration as seen in previous iterations of " Fallout " . It also appears to have the more human sounding voice module from " Fallout 3 " , rather than the more robotic voice from " Fallout : New Vegas " . Gameplay attributes . Like feral ghouls and other robots in the Commonwealth , limbs and other parts of the Mister Handies will fall / break off when they take damage . This can reveal concealed parts in addition to making them virtually useless . Mister Handies and their other fellow Robot Brethren have three different weapons ; two of them being ranged and the other a melee . It is possible to shoot the equipped weapon off and force them to switch weapons if one is using V . A . T . S . . This also counts for Mister Gutsies . However , both Codsworth and Curie are immune to this mechanic , due to them being companions , and therefore unkillable . Variants . Mister Handy . A base , unmodified version of Mr . Handy . Nurse Handy . A version of Mr . Handy encountered at Milton General Hospital , with two saw blade attachments . Mister Handy wrecker . The Mister Handy wrecker is a hostile version of the Mister Handy . Usually seen fighting together with Rust Devils this robot can be a dangerous foe if paired with other robots . Mister Handy dominator . A different variant of the Mister Handy wrecker , with 25 more hit points , but weaker DR . Mister Handy destroyer . A close - quarters combat variant of the Mister Handy wrecker , with more than double health and DR . Mister Handy annihilator . The most powerful variant of Mister Handy created by the Rust Devils . Mr Frothy . Mr Frothy is a unique , Nuka - Cola inspired variant of Mister Handy located in Nuka - World . Its torso is specially altered to be cubic and is painted red with the words " Nuka Cola " written on front , in its usual font . At the end of each of its arms is a red fan , which were used in conjunction with pressurized tanks in Mr Frothy ' s torso to spray guests with Nuka - Cola before the war . The raiders in Nuka - Town USA can sometimes be heard commenting on this . In 2287 , the spray deals direct damage in addition to radiation damage to its targets . Mr Frothy chef . A version of the Mr . Frothy , but with a flamer for one of the arms . Mr Frothy waiter . A version of the Mr . Frothy , but with a saw for one of the arms . Gunner Mr . Handy . A version of Mr . Handy used by the Gunners . It is frequently found in Gunners bases and outposts . Alongside poison and radiation resistance , the gunner Mr . Handy also has 25 points of frost and fire resistance . Notes . The Mr . Handy ranged weapon was a flamer in previous games , it now is a standard issue laser weapon . Appearances . Mister Handies appear in " Fallout 4 " and its add - ons " Automatron " , " Far Harbor " and " Nuka - World "
Scout the eight sectors around Gecko and return to Stark Scout the eight sectors around Gecko and return to Stark is a quest in " Fallout 2 " . Detailed walkthrough . Once you can enter Vault City , head to the Corrections Center and talk to sergeant Stark . Mention " patrols " to him and he ' ll ask you to scout the area around Gecko since Vault City is planning to invade the town if the ghouls don ' t stop their nuclear reactor from leaking radiation . Quite a simple mission and a good payout for what needs to be done . Return to him afterwards for your reward . You ' ll need to physically move your character around Gecko on the world map and visit each of the eight squares that surround it . If you miss one , you won ' t complete the quest . Completing this quest unlocks Stark ’ s next quest .
Civilization Civilization is a song that plays on Galaxy News Radio in " Fallout 3 " and on Diamond City Radio in " Fallout 4 " . It is also known by Bingo , Bango , Bongo or just Bongo , Bongo , Bongo . It was written by Bob Hilliard and Carl Sigman and sung by Danny Kaye with The Andrews Sisters . Lyrics . < poem > Each morning a missionary advertise with neon sign He tells the native population that civilization is fine And three educated savages holler from a bamboo tree That civilization is a thing for me to see So , bongo , bongo , bongo , I don ' t wanna leave the congo , oh no , no , no , no , no Bingle , bangle , bungle , I ' m so happy in the jungle ; I refuse to go Don ' t want no bright lights , false teeth , doorbells , landlords ; I make it clear That no matter how they coax him , I ' ll stay right here I looked through a magazine the missionary ' s wife conceals I see how people who are civilized bang you with automobiles At the movies they have got to pay many coconuts to see Uncivilized pictures that the newsreel takes of me So , bongo , bongo , bongo , he don ' t wanna leave the congo , oh no , no , no , no , no Bingle , bangle , bungle , he ' s so happy in the jungle ; he refuse to go Don ' t want no penthouse , bathtubs , street cars , taxis ; noise in my ear so no matter how they coax him , I ' ll stay right here They hurry like savages to get aboard an iron train And though it ' s smokey and it ' s crowded they ' re too civilized to complain When they ' ve got two weeks vacation they hurry to vacation grounds They swim , and they fish , but that ' s what I do all year round So , bongo , bongo , bongo , I don ' t wanna leave the congo , oh no , no , no , no , no Bingle , bangle , bungle , I ' m so happy in the jungle ; I refuse to go Don ' t want no jailhouse , shotgun , fish hooks , golf club ; I got my spears so no matter how they coax him , I ' ll stay right here They have things like the atom bomb So I think I ' ll stay where I " ahm " Civilization , I ' ll stay right here < / poem >