naist-nlp/zeshel huggingface dataset:
Darion Darion is the leader of the New Khans raider gang in 2241 . Background . Darion is an older man with thin , gray hair , who is in good shape for his age . Coming from a Khan background , Darion is the sole survivor of the Vault Dweller ' s massacre when the latter came to the rescue of Aradesh ' s daughter Tandi , a girl the Khans kidnapped . Darion hid during the fight , an experience that haunts him ever since ( ) . Guilt - ridden , he set out to rebuild the might of the Khans , and over the eight decades that followed he established and ran the New Khans gang . His experiences made him paranoid and obsessive over the years . They drove him to seeking revenge on the Vault Dweller and Tandi , now president of the NCR . As part of his plan , his men occupied Vault 15 , blocking NCR ' s access to their place of origin , using squatters as cover , while a spy was planted inside the NCR congress . Growing quite old and fearing death might find him too soon , he had a doctor kidnapped , in order to make sure he was still around to carry out his revenge personally . In a twist of fate he eventually died on behalf of the squatters by the Chosen One , grandchild of the man who had wiped out the old Khans 80 years prior . With Darion gone , the New Khans ' hold on Vault 15 quickly broke , and the gang was hunted to near extinction by the NCR for the second time . Appearances . Darion appears only in " Fallout 2 " .
Plasma mine ( Fallout 3 ) The plasma mine is a weapon in " Fallout 3 " . Characteristics . The plasma mine is similar to a frag mine ( only more powerful ) and erupts into a fiery cloud of green plasma when it explodes . It is often found on Enclave officer s , Enclave soldiers , and in Enclave crates in the outposts that appear in the Wasteland . It is almost never found in the Wasteland armed . It is rarer than the frag mine , and slightly less common than the pulse mine after completing Finding the Garden of Eden . However , it is more common than the bottlecap mine . For some reason , it has a tendency to fall on its side or upside down , probably due to its design . Locations . Boxes with plasma mines . One plasma mine guaranteed , 75 % chance of 2 to 6 mines .
County crossing County crossing is a location and settlement in the Commonwealth in 2287 . Layout . There is a ruined house without a roof , a small shack with two mattresses , a workshop and two unnamed settlers growing 15 bushels of mutfruit . In the northeast corner of the settlement is a small pond of water that can be used to build water purifiers . The settlement is surrounded by various dangerous locations . One is the nuclear power station , having powerful bloodbug s and high radiation . Another is the National Guard training yard that is very close and has feral ghouls roaming on the outside . A super mutant base is also nearby , within the Revere satellite array . Doc Weathers will travel here even without a caravan post , as soon as the settlement goes active . Appearances . County crossing only appears in " Fallout 4 " . Bugs . If a caravan is accidentally attacked ( i . e . Doc Weathers ) , the caravan guards will attack the Sole Survivor and once killed will permanently remain at the settlement along with the brahmin .
Gauss rifle ( Fallout 4 ) The Gauss rifle is a weapon in " Fallout 4 " . Characteristics . The Gauss rifle appears to be a crude prototype compared to earlier iterations from " Fallout 2 " , " Fallout 3 " and " " . The Gauss rifle is able to deliver damage outclassing a . 50 hunting rifle when fully charged . It can be modded with more capacitors , a shielded barrel and a compensator or suppressor . Capacitors and exposed copper wiring run alongside the barrel , and a nixie tube display above the stock gives the weapon ' s charge percentage . The rifle operates on a charging principle : the user holds down the trigger to build up the charge , and releasing the trigger fires a round ( roughly 50 % of a fully charged shot ) . It is fed rounds through a dorsal mounted cylindrical magazine and its projectile produces a momentary blue trail , similar to a lightning bolt . The Gauss rifle is horrendously inaccurate when attempting to shoot from the hip . The reflex sight is essentially a ' rear sight ' aperture for a glowing front sight post ; most of the main advantages of most reflex sights ( clear sight picture unobstructed by the weapon ' s bulk ) are lost when attempting to use one on a Gauss rifle . The Gauss rifle is inaccurate with its standard sights . Night - vision and recon scopes require a heavy investment in both the Gun Nut and Science ! perk in order to offset this . The Gauss rifle is chambered for the rare and expensive 2mm EC rounds as opposed to the microfusion cell s used by the Anchorage - era variants . Gauss rifle shots produce a bluish explosion upon impact . This enables the Gauss rifle to hit multiple targets with a single shot , provided they are clustered together in very close proximity to each other .
Jordan Jordan is a warrior tribesman in Arroyo in 2241 . Background . Jordan is an average warrior who seems to always be twirling his spear around . He is fairly competent with it . Interactions with the player character . Other interactions . He aids the Chosen One ( at least Intelligence 4 ) by teaching how to use a spear , thus raising the Melee Weapons skill by 10 points . To receive the training , one must have that skill above 35 % . Appearances . Jordan appears only in " Fallout 2 " .
She ' s Embrace She ' s Embrace is a unique in the " " add - on " Honest Hearts " . Characteristics . A unique yao guai gauntlet . It is similar to other yao guai gauntlets but appears to be shaved , and has noticeably less blood under its nails . It is created using the paw of Ghost of She after you have put the beast to rest . Durability . She ' s Embrace can successfully strike about 4495 times from full before breaking . Location . It is given to the player by White Bird upon completion of the quest " Rite of Passage " .
General Atomics Outlet General Atomics Outlet is an unmarked location in the General Atomics Galleria in 2287 . Layout . The outlet is primarily a rectangular open plan building with the demonstration area taking up the left hand side of the building , the main floor taking up the center and right hand side of the building . These areas are separated by two wooden , formerly windowed frames coming out from the east and western walls . A short corridor to the front right of the building leads to a storage room . The storage room can also be accessed from the rear novice locked door of the building which can be unlocked by the galleria workshop key or by lockpicking . The front entrance leads on to the main floor with a support pillar just to the right of the door . There are three display racks on the back wall and 2 racks behind the support pillar sideways to the back wall , the rack on the left has collapsed on to a Mr Handy . On the far right of the room is a store counter with a cash register and telephone sat upon it . There is another display rack on the wall behind it and a chest in the corner between the rack and the back wall . Sprocket remains behind this counter if not destroyed , except when conducting a demonstration . The demonstration floor has 4 pods on the back wall each with a Mister Handy standing in it , one is broken and the rest deactivated . There are two raised floor tiles on the opposite side of the demonstration area , each with a Mister Gutsy stood on it , one broken and the other deactivated . Appearances . General Atomics Outlet appears only in " Fallout 4 " .
Eyebot ( Fallout : New Vegas ) The eyebot is a type of encountered in the Mojave Wasteland and in the Divide in 2281 . Characteristics . Specifications . Eyebots are aerial spherical robots , slightly larger than the human head , with a loudspeaker and electrical zapper on the front and several long antennas protruding from its top and back . Gameplay attributes . Eyebots are hardly strong opponents , and the fact that they are friendly and will attack enemies that engage the player or other wastelanders , means that they are more beneficial than anything else . They are armed with a , and will rarely miss , even over considerable distances . While not a very damaging opponent , the eyebot ' s mobility , small size and high accuracy can make it a threat if encountered by a low level courier . Fortunately , they are the most fragile robot in the game and can be easily destroyed . When killed , an eyebot will explode , causing minor damage to anything nearby . Variants . Eyebot . The standard variant of the eyebot . Medical eyebot . Medical eyebots appear in the final confrontation with Ulysses , and will consistently heal the damage dealt to him by either the Courier or the Marked men . After being destroyed , they will continually re - spawn unless the Courier manually shuts them off . Ulysses also mentions these were the machines responsible for his survival following the Divide ' s destruction , mistaking him for a member of the United States Armed Forces due to his jacket . Repair eyebot . Repair eyebots appear in several nuclear silos spread out across the Divide , maintaining everything that needs to be repaired before eventual launches . After being destroyed , they will continually re - spawn unless the Courier manually shuts them off . Prototype eyebot . A world object on display in REPCONN headquarters . Sunset Sarsaparilla eyebot . This cut content eyebot ( base id 0010470a ) was intended to be a sentry alarm , within the Sunset Sarsaparilla factory and warehouse . Appearances . Eyebots appear in " " and the , " Lonesome Road " as well as in the graphic novel " All Roads " .
Sarah Kimper Sarah Kimper was a citizen of Vault 3 . Background . According to a terminal entry in Vault 3 , she used to work for Michelle Dallian , and she was invited to join Michelle again . Appearances . Sarah Kimper is mentioned only in " " .
Covert Ops Covert Ops is a perk in the " Fallout 3 " add - on " " . Effects . + 3 to the Science , Small Guns and Lockpick skills . It should be noted , however , that the game doesn ' t actually display the effects . Obtaining . Collect the 10 intel suitcase s during the Anchorage Reclamation simulation . Once the simulation is complete , the perk will appear on the Pip - Boy . Also a message will appear on screen when Constantine Chase acknowledges you going above and beyond the line of duty .
Martha Simpson Martha Simpson is one of the inhabitants of Vault 112 and part of the Tranquility Lane virtual reality simulation , still alive in 2277 . Background . She swears , if looks could kill , Janet Rockwell would have put her in hospital by now . Thankfully , Janet ' s husband is always there to smooth everything over , but Martha is worried about her friend Janet . Perhaps she should speak to Mabel Henderson about it . Like the other inhabitants of Vault 112 , she is trapped in the Tranquility Lane simulation by Stanislaus Braun . Relationships . Her relationship with Roger Rockwell is talked about by many of the residents of Tranquility Lane , but most interestingly , her . If one reads Janet Rockwell ' s diary and passes a speech check , she will vent to you about how Roger pushed her away ( because of Janet fighting with him ) and she knew there was chemistry . She says she tries to stay away from Roger now so Janet won ' t hate her even more . Martha seems to be saddened that Roger denied the fact they had something . Lounger Monitor . DISPLAY RESIDENT STATUS DISPLAY RESIDENT STRESS LEVEL Appearances . Martha Simpson appears only in " Fallout 3 " .
Kid ' s dress The kid ' s dress is a piece of clothing for girls in " Fallout 4 " . Characteristics . The outfit consists of a yellow button up dress with a rope belt worn over kid ' s pajamas . Locations . Worn by Nina Rodriguez , Erin Reische , Marlene Glass , Kat , Charlie , and by Lucy Grandchester .
Assault carb . forged receiver The assault carbine forged receiver is a for the GRA assault carbine in the " " " Gun Runners ' Arsenal " . Effects . This mod increases weapon condition by 33 % , thereby increasing the number of shots before breaking from about 3745 to about 4995 , from full condition . Visually , it gives the receiver a grayed finish , and makes the view aiming down the sights a point set farther back on the rifle . Locations . Sold by :
Dog and robot splicing experiment holotape Dog and robot splicing experiment holotape is a in the " " " Old World Blues " . Characteristics . This tape can be used on the X - 8 splicing facility terminal to create a friendly , mini - companion , Roxie . Location . It can be found in the X - 8 research center , in the room with the hostile Mister Orderlies , just in front of the access door to the institutional test facility .
Point Lookout Lighthouse The Point Lookout Lighthouse is a location in Point Lookout . It is a cylindrical structure containing both the main lighthouse facility as well as a secret basement . It is abandoned when first encountered but can come to be inhabited by smugglers . Layout . The lighthouse is a moderately sized tower with some small , but notable stashes of loot . The interior of the lighthouse has a long spiral staircase leading up to a top platform area . The staircase is littered with the skeletons of what appear to be tourists to Point Lookout ( the cameras surrounding some of the bodies suggest this ) and a police officer ( the police hat and . 32 pistol suggest this ) . The platform at the top of the stairs has a door that leads to an exterior balcony . Once smuggler s occupy the lighthouse , the staircase can become treacherous as they will shoot down the staircase if they spot you . The most notable location of the building is the basement which it is necessary to go into during the quest A Meeting of the Minds . Appearances . The Point Lookout Lighthouse appears only in the " Fallout 3 " add - on " Point Lookout " .
Ruined radio tower The ruined radio tower is a location on the Island in 2287 . Background . The tower was inhabited by an unnamed man who , after some toil , managed to wire his radio into the tower and listen to Diamond City Radio . Shortly after some wolves were attracted by the sounds and unfortunately killed him . Layout . The location consists of a small single - room operator shack at the bottom of the actual transmitter tower , supplemented on the outside by a parasol table near the door and an Advanced locked safe . The shack itself contains the tower ' s control equipment , but more importantly it provides a sleeping bag , a cooking station and assorted aid items , like food and beverages . Appearances . The ruined radio tower appears only in the " Fallout 4 " add - on " Far Harbor " .
Loading screen A loading screen is a page that appears on the screen when loading the game , fast traveling and entering new areas . It shows general information and hints . " Fallout " . The loading screens in Fallout are average loading screens , only showing a still image upon booting the game up . " Fallout 2 " . Like " Fallout 1 " , " Fallout 2 " < nowiki > ' < / nowiki > s loading screens revolve around still images while booting the game . Images include a mafia Vault Boy with a machine gun and a tribal wearing a broken T - 51b power armor helmet . " Fallout Tactics " . These slides are briefly appearing at random while loading a savegame . " Fallout : Brotherhood of Steel " . " Fallout : Brotherhood of Steel " does not have loading screens in the sense of image slides or displaying hints . When a next scene is loaded entering new sections , levels or Chapters , the game ' s shows on the screen , spinning . " Fallout 3 " . In " Fallout 3 " , the loading screens show snippets of the general information that is found in the stats section under the general tab on the Pip - Boy 3000 , along with information regarding the various perks , creatures , factions , people and locations of the game . The backgrounds , like the game introduction sequence , are supposed to look like old projector slides . They show various articles and advertisements , most of which can be found as posters in the game , along with slides from the G . O . A . T . examination . A minimalistic clock face shows loading time , as opposed to loading progress . It also displays helpful game hints . " Fallout : New Vegas " . In " " , the new loading screens feature media from the Mojave Wasteland setting , such as ads related to the casinos of New Vegas , NCR propaganda posters , and posters for the voting blocs from Vault 11 . The loading icon is a roulette wheel instead of a clock or vault door . The three lines radiating out from the roulette wheel are from the insignia of Vault - Tec Industries , similar to those seen in " Fallout " and " Fallout 2 " booting screens . Amongst the pre - war advertisements on the loading screens is a poster for Dean Domino , a pre - War lounge singer who appears in the " Dead Money " add - on . They give many gameplay hints . There is a bug where the screen does the animation and pans the slides , but does not load even when given over 30 minutes . Cleaning the game DVD and making sure the game is installed can help , if that does not work , the earliest save should first be loaded and then the desired one . Appearances . Loading screens appear in all " Fallout " games , though the first two use the Galaxy News Radio planet for transitions .
Settlement recruitment beacon Settlement recruitment beacon refers to one or more radio stations in the Commonwealth . The radio signals are broadcast from any settlements where the Sole Survivor has built an active recruitment radio beacon . Characteristics . Once the Sole Survivor has gained control over a workshop in any settlement , a recruitment radio beacon can be built and powered . Once active this beacon will broadcast a recorded message , in the Sole Survivor ' s own voice , followed by one of a few pieces of patriotic music , and the cycle then repeats . All beacons are heard on the same frequency , marked " Settlement Recruitment Beacon " on the Radio tab of the Pip - Boy . While this radio station is playing , it is attracting new settler s , ( and the occasional brahmin ) to the settlement where the beacon was built . Notes . The Settlement recruitment beacon ' s radio will play Enclave Radio songs between broadcasts of the Sole Survivor ' s recorded message . Appearances . Settlement recruitment beacon appears only in " Fallout 4 " .
Hunting rifle ( Fallout 3 ) The hunting rifle is a common weapon found in " Fallout 3 " . Characteristics . This weapon is often the first rifle - type firearm the Lone Wanderer can acquire after leaving Vault 101 for the first time . ( Although the BB gun is the first rifle to be acquired , the . 32 hunting rifle is among the first shoulder firearms that are able to be acquired . ) This weapon is very accurate and has the best zoom of the non - scoped weapons . The standard hunting rifle has spread , unlike the sniper rifle ( and the hunting rifle ' s unique variant Ol ' Painless ) . This can make the weapon hard to use for sniping at long ranges without V . A . T . S . A skilled player can use this weapon to great effect in most situations , even close - quarters combat inside buildings . Unlike most guns in the game , this rifle is not self - loading ( automatic ) ; rather , it is a bolt - action weapon . It is coming apart and held together with duct tape and wire , while other weapons in the game are either rusted or scratched . While the hunting rifle is depicted as a very accurate weapon , the in - game weapon model does not have rear or front sights , nor does it have a scope . In reality , this would make the weapon extremely difficult to aim at longer ranges and would render it almost worthless beyond close - range encounters , even to a skilled marksman . Durability . Despite its beat - up appearance , the hunting rifle can fire a total of about 667 rounds , the equivalent of 134 reloads , from full before breaking .
Mr . Buddy console Mr . Buddy console is a large console for buying three special Tesla robot s programmed with the " Mr . Buddy " system found in Secret Vault Laboratory 3 . " Mr . Buddy " is a special beta program implemented in Tesla robots . Once the console used , 3 special models of Tesla robot are offered , the more powerful the robot , the more it costs . Like all consoles in the Secret Vault , it was adapted to accept as currency . Mr . Buddy variations . Robo - Bud MK - I . Cost : 10 , 000 caps This one looks and acts exactly like a normal Tesla robot but a little more powerful . Robo - Bud MK - II . Cost : 50 , 000 caps This one is a bit larger than normal Tesla robot , and also stronger and more resistant . Prototype Robo - Bud MK - X . Cost : 100 , 000 caps This one is a prototype , improved model of Tesla robot . Surprisingly , it ' s very small than normal Tesla Robot , only a bit bigger than service robot . But the MK - X is the strongest and it can obliterate any super mutant in a few seconds . Notes . Unfortunately , although the robot can be bought one room before the final confrontation with Attis in the lab ' s core , it only helps with the four mini - boss battles in Lab Three . It will be left behind there when entering the core . Appearances . The Mr . Buddy console is found only in " " .
Finish Temple of Trials Finish Temple of Trials is the first quest in " Fallout 2 " . Detailed walkthrough . Enter the temple and the player character will find themselves in a hallway . Kill the ants and press forward , exploring the side rooms and corridors . Open the second door using whatever Lockpick skill available to the player character . Kill everything , loot the chests , pots and bones . On the second map the Chosen One will probably start spotting floor traps . If they don ' t , they can walk to and fro to make it happen , unless they have a woefully low Perception . Should they have the patience , they can disarm the traps for 25 XP each . If one is reckless and sets off a trap , one can pick up the sharpened pole which nearly lodged in your chest ( or maybe did ) . To avoid the traps altogether , keep to the right - hand wall . At one point the Chosen One is required to set an explosive charge ( found in a tall pot nearby ) in front of a door , which shouldn ' t be too difficult . Beware of the trap on the doorstep . At the entrance to the inner sanctum the Chosen One finds Cameron , who represents their final test . There are three ways to get past him :
Plasma grenade ( Fallout Tactics ) Plasma grenades are a type of thrown explosive in " " . Characteristics . The end - game weapon of a grenadier , plasma grenades deliver a good all - around punch and are abundant enough to make their use feasible as a main weapon in the last few missions . However , their value is somewhat detracted by the fact that end - game revolves around fighting robotic forces , which are prime targets for pulse grenades . Thus , it ' s best to use plasma grenades as soon as they become available , and don ' t attempt to conserve them . Plasma grenades leave a small bit of radiation in their wake .
Robodog Robodog is a cyberdog and companion in " Fallout 2 " . Background . A cyberdog , more specifically " cyberhound Mk II personal security model " . Dr . Henry brought it from the Enclave Oil Rig and settled down in the NCR . The robodog has stayed there with Henry , not fully functional . Dr . Henry , afraid that too much information about the Enclave would be obtained from K - 9 , attempted to destroy the cyborg , but was stopped by Robodog and Dorothy , who suspected what Dr . Henry was planning . The NCR government used the attack as an excuse to confiscate K - 9 and cyberdog in order to learn more information about the Enclave as well as what makes the two of them " tick . " At last report ( and over Dorothy ' s objections ) , K - 9 and Robodog were disassembled and analyzed . Structural damage during the disassembling is reported to have killed them both . Appearances . Robodog appears only in " Fallout 2 " .