naist-nlp/zeshel huggingface dataset:
Raid shack The raid shack is an unmarked location in the Capital Wasteland occupied by raiders . It can be found due east of the Bethesda ruins , north of the Chryslus Building , and south of the Wheaton Armory . Layout . Exterior . There are two raiders outside , patrolling the front of the house . There is also a small white trailer with two ammunition box es and Buffout just to the right when you enter the grounds . On the opposite side of the yard there is a table with various items and one ammunition box . Another ammunition box is further under the table and hard to spot . Interior . Once you enter the shack , there will be three or four raiders depending on your level , one with a flamer upstairs and another in the kitchen wielding the unique combat knife , Stabhappy . There are various supplies within the house and the layout is simple . Downstairs is the kitchen and living room . Upstairs is a master bedroom , kid ' s bedroom and a bathroom . All beds in the shack can be slept in . There are many weapons and health items as well as ammunition scattered throughout the house . Appearances . The raid shack appears only in " Fallout 3 " . Behind the scenes . To the slight northwest , there is a utility pole with " TES - 04 " engraved on it . This is a reference to The Elder Scrolls 4 : Oblivion , which was also made by Bethesda game studios .
Junktown scouts Junktown scouts is a random encounter in " Fallout " . Description . The Vault Dweller can meet a group of men in leather armor when traveling around Junktown ( up to 2 squares from it ) . They look like Junktown guards but call themselves as " scouts " , saying that they are " on the watch for raiders and monsters " . They can mark Junktown on the map if Dweller asks for the nearest town . Leader of group can sell rifle , ammunition and radio .
Honeywell Doctor Honeywell was a scientist at the Pentagon working on the Liberty Prime project before the Great War . Background . Working with his colleague Park under the wing of the project leader , Stanley Bloomfeld , they tried reaching a solution for the power consumption problems , but were unable to find an acceptable solution . Appearances . Honeywell is mentioned only in " Fallout 3 " .
Festus ( Fallout : New Vegas ) Festus the Animated Rancher is a unique model of installed in the lobby of the Sunset Sarsaparilla Company ' s HQ in the Mojave Wasteland in 2281 . Background . Several wasteland legends persist that Festus is a centuries old guardian of the Sunset Sarsaparilla treasure . The legends are technically correct , but the fact that Festus is an animatronic automaton made by RobCo Industries , that was shipped to and installed in the Sunset Sarsaparilla Company ' s headquarters in Las Vegas takes away some the mystique . He was in fact designed as an interactive display for visitors and tourists . Unlike most other robots in the wasteland , who operate with a degree of autonomous artificial intelligence , Festus is a simple machine that only responds to a set of about a dozen designated command phrases and answers with prerecorded responses . More Festus - model robots were intended to be purchased by Sunset Sarsaparilla and shipped to the company ' s regional offices located around the United States . This never happened due to the Great War of 2077 . Festus is barely operational with centuries of wear and tear . The wooden cabinet holding the robot is falling apart , having been shot several times and water damaged , and the animated rancher himself has also been shot , breaking the front glass window and taking his right arm and right eye . His speaker is also damaged , constantly shifting in quality and volume as the prerecorded lines are played . Interactions with the player character . Other interactions . " Lucky Horseshoes " . If the dialogue option " I Feel Lucky " is chosen , the Courier has the option to play a variant of blackjack called Lucky Horseshoes . Festus can be asked for instructions on which buttons perform which action . Each win grants 6 % chance of getting a Sunset Sarsaparilla star cap and a 24 . 44 % chance of getting a card for the Caravan deck . Otherwise , the reward is up to 9 . The game can be played repeatedly to garner more and more prizes . Appearances . Festus appears only in " " . Behind the scenes . Festus is a reference to the character of the 1952 radio and 1955 television Western drama series " " .
Occam ' s Razor Occam ' s Razor is a unique combat knife in " Fallout 3 " . Characteristics . Commander Jabsco ' s personal weapon , Occam ' s Razor , is stronger than the basic combat knife in raw damage by a total of 3 points . It is aesthetically identical to the normal variant . Durability . Occam ' s Razor can successfully strike about 1200 times from full before breaking . Locations . Found on Commander Jabsco at the Talon Company base in Fort Bannister . Behind the scenes . The name of this weapon is a reference to the scientific principle of the same name .
M - 14 rifle The M - 14 is a Small Gun in " " . Characteristics . A long range rifle , the M - 14 crippled by poor damage potential compared to the M16A1 or even the hunting rifle . The only advantage it has over the latter is magazine size and a burst fire mode . But if those qualities are important and M16A1 isn ' t available , an AK47 can do both with much higher damage at only the cost of 5 range .
Data Recovery Data Recovery is a side quest in the " Fallout 4 " add - on " Far Harbor " . Detailed walkthrough . After DiMA welcomes the Sole Survivor to Acadia , one may interact with Faraday , who sends the player character to find storage devices that should have been delivered , but never arrived on the boat . He directs the Survivor to a shipwreck southwest of Acadia , near Southwest Harbor . The burning wreck houses two of the devices on the deck , with a third inside the blue shipping crate onboard ( unmarked , remains seated in the equipment within the box and resembles the other two drives . Hovering the cursor over it reveals that it can be collected ) as well as a locked chest which can be opened with Victoria ' s key . Recover the devices , and return to Faraday . The quest can be completed by gathering only two storage drives , though Faraday will mention a missing third drive , ultimately being satisfied with what is brought to him . If the third storage drive is obtained from the damaged blue crate , Faraday complains about the missing drive even though they have all been found , leaving the third storage drive in the Misc inventory with a weight of 6 . Since it is not quest tagged , it can be removed with no problem afterwards .
Old Town Old Town or Oldtown is the easternmost district of the Hub , where the poor and down - trodden live . Oldtown is most recognizable for having the Thieves ' Guild and several characters that will be helpful for the plot and survival . Harold and his epic story are introduced , unraveling a major portion of the pre - " Fallout " plot . Layout . Weapons . Jake is the weapons dealer , with a wide selection of rocket launchers , sniper rifles , super sledgehammers , assault rifles , combat shotguns , combat armor and near endless ammunition . Even though Jake is encountered early in the game , his stock is outlandishly expensive . Four members of the Hub Police guard his establishment from the inside . In the room near Jake lies a crate with bottle caps and ammunition , and he does not seem to mind if the Vault Dweller takes it all and barter s it away . The bookcase in the room next door also contains some caps , and a crate in the northeast corner of the shop contains some junk that can be used to fix the Necropolis water pump or the hydroponic farms in Adytum . Drugs . Vance is the drug dealer , and can supply the Vault Dweller with rad resistant medicine such as Rad - X and RadAway ( which can cause addiction ) , or health amplifiers such as stimpaks , super stimpaks and first aid kit s . Certain drugs unfortunately cause addictions , such as Mentat , Buffout or Psycho addiction . He is in a large aluminum warehouse with several guards and a group of junkies crashed out on mattresses in the other room . The Hub Police don ' t seem to mind if they are exterminated , but Vance ' s stock will disappear from his person . Thieves ' Guild . Known for causing minuscule trouble throughout the Hub , the guild is headed by Loxley and is fairly easy to join . The main hideout is in the basement of a junkie ' s home . There are two traps and two locked doors in a hallway leading to Loxley and his gang . Jasmine is Loxley ' s assistant and will give details about a quest that will enroll one with the guild . Cleo will answer any questions one might have and Smitty will just stand there till the action starts . They can be massacred , and the only thing that would care . . . is one ' s conscience . Rogues . Across the street from the building housing the guild ' s hideout , is a ruined building where a captured Brotherhood of Steel initiate is being held hostage . Four rough guard s attack anyone who enters the building or walks into their line of sight on the adjacent street . If the Vault Dweller can defeat the guards and pick the door lock to rescue Initiate Talus , of the BoS , will give them a substantial reward . Notes . Slappy is a fairly odd character , and one of Harold ' s friends , encountered in Old Town to provide comedy relief . None of his statements , such as " Why is the moon ? , " seem to make any sense .
American war correspondent The American war correspondent is a reporter in the Anchorage Reclamation simulation in 2277 . Background . Recently , the premiere daily periodical of Washington , D . C . , the " Capitol Post " , dispatched a journalist to the front lines for a piece on the brave soldiers and their fight against Communism . Appearing inside the confines of the Field Headquarters , the correspondent talks with troops and places them in a pose so heroic , he ' s certain that one day someone might carve a memorial from the photograph . Someone did , in fact , make a statue of it . It stands at the Anchorage Memorial . Appearances . The American war correspondent appears only in " " .
Pip - Boy medical enhancer The Pip - Boy medical enhancer is a miscellaneous item in " Fallout 2 " . Characteristics . The Pip - Boy medical enhancer consists of a storage holodisk , microfilament cord , headgear , and an optical sensor that is placed over the user ' s left eye . When used , an optical flash transmits a dictionary of physician skills and know - how into the user ' s memory , permanently improving the user ' s Doctor skill by + 10 % . Location . This enhancer is probably one of the most obscure items in the entire game . To get it , the spectacles must be stolen from the Professor ' s radscorpion in Broken Hills and be brought to Renesco in New Reno . Renesco ' s reward . For a reward , Renesco can be asked for money , a discount on his wares , or just let him keep them . If the reward is declined , there ' s an option to ask Renesco how the glasses are working out . Doing that 20 times will annoy him into throwing the medical enhancer .
Cutler Cutler was a man who once lived in the Capital Wasteland , first in Rivet City . And then became a member of the Brotherhood of Steel . Background . When Danse first settled in Rivet City , Cutler quickly befriended him . After scraping to live by as traders in the city , they saw their chance to escape their monotone lives when the Brotherhood of Steel began recruiting . Under the training of Paladin Krieg , the two quickly became experienced soldiers . One year after being posted aboard the Prydwen , Cutler went missing during an assignment . Danse volunteered to go look for him . After a three - week search , him and his team finally found the missing squad , which was located in a super mutant hive . It ' s then that Danse discovered that his friend had been exposed to the Forced Evolutionary Virus . Saddened at the sight of his best friend transformed into an atrocity , he put him out of his misery . Appearances . Cutler is mentioned only in " Fallout 4 " .
. 22LR round The . 22LR round is a type of in " " . Characteristics . The . 22LR is a very low powered round , especially when compared to the more common 5 . 56mm , , or . 45 Auto cartridges that are also used in the post - War world . The . 22LR was used as a commercial small game hunting round , but wasn ' t as common on the East Coast as the . 32 . It has a self - contained " " rimfire " " primer and thus cannot be broken down to gain small pistol primers , nor can it be crafted . Weapons using this ammunition . Breakdown . Breaking down a standard . 22LR round yields : Variants . . 22LR , hollow point . Hollow point bullets mushroom and break up on impact , causing massive trauma on fleshy , unarmored targets . However , this also means they break up when they hit things like armor plating , drastically reducing the weapon ' s penetrating power . . 22LR , plinking . Plinking is an name , referring to the metallic " " plinking " " sound of the ammunition as it hits tin cans or other , similar objects . Though less harmful than standard . 22 - caliber ammunition , plinking ammunition can usually be found in abundance . A single box of . 22LR plinking ammunition will spawn 100 rounds when added to the Courier ' s inventory . . 22LR round ( junk ) . The Junk Rounds from the " Dead Money " was at one point intended to create ammunition of a special subtype , called " " junk " " or " " JNK , " " these rounds all provided the same modifiers regardless of caliber : x 0 . 75 to damage and 1 . 5x to condition . The rounds still remain present in game files but are not utilized within the game itself and if obtained , cannot be used in any weapons , even those chambered for the correct caliber . The presence of . 22LR - caliber junk rounds indicates that the perk was to provide a recipe for crafting . 22LR rounds , though the final version of the perk does not include one . Behind the scenes . During development , the varmint rifle was meant to be chambered for the . 22LR round , which would have made the ammunition much more commonly available . However , the inherent reduced limb damage penalty for . 22LR rounds ( prior to ) made the weapon so unpopular that " no one wanted to use it , " according to J . E . Sawyer . The weapon was changed to a 5 . 56mm / . 223 weapon instead .
Skulz The Skulz are a gang in Junktown . Background . They do Gizmo ' s dirty work , and basically anything else they want . Vinnie has a deal with Killian Darkwater - the Skulz do not bother Killian and he does not bother them as long as they keep it low - key . The Vault Dweller can put a stop to their activities for good in a quest given by Lars . The leader of the gang is Vinnie ; other notable members are Victor , Shark and Sherry . Their name is a pun to the word " skulls " . Appearances . The Skulz appear in the first " Fallout " and is mentioned in the " Fallout Bible " .
Lake Cochituate Lake Cochituate is a location in the Commonwealth in 2287 . Layout . This is a relatively large lake with a few other locations on its shoreline , such as the Poseidon Reservoir to the northwest , Natick Banks including its police department to the west , an unmarked pre - War military checkpoint to the southwest and the Mass Fusion disposal site to the southeast . Several unmarked shacks can be found along the northeastern shoreline , guarded by mirelurks and raiders . The lake bed itself has a lot of trash in it , including some radioactive barrels and an industrial chest . Lake Cochituate ' s southern shore hugs the outskirts of the Glowing Sea and provides the shortest route to the federal supply cache 84NE . Appearances . Lake Cochituate only appears in " Fallout 4 " .
Ed ( Fallout Tactics ) Ed is a recruit in " " . Background . Ed is a genius with machines . Whether it is mechanical or electronic , he can get it to work , stop it from working , or tell you what it does . He can also disassemble a gun or pick a lock in record time . Notes . Ed shares his character portrait with Rex , a player character in the training missions . Availability . Ed becomes available after the Warrior reaches the rank of Knight . Appearances . Ed appears only in " " .
Prankster ' s Return Prankster ' s Return is an achievement / trophy in " Fallout 4 " . Requirements . Place a grenade or mine while pickpocketing . Rank 2 of the Pickpocket perk is required for the grenade or mine to explode . Notes . The name Prankster ' s Return is a reference to the Fallout 3 achievement , Psychotic Prankster , which has the same requirements for unlocking .
Hawthorne Hawthorne is a resident of Diamond City in 2287 . He can normally be found sitting in the Dugout Inn . He has a house in the Upper Stands . Background . He appears to be a mercenary / explorer who explored vaults and pre - War ruins . He is a cat lover , having 25 cats in his house and multiple cat pictures . Interactions with the player character . Other interactions . Hawthorne will inquire about what the player character ' s job is . He will tell the Sole Survivor ' stories ' about his adventures from Salem to Vault 81 . Appearances . Hawthorne appears only in " Fallout 4 " . Behind the scenes . Hawthorne ' s father is named Julian in dialogue with his grandmother . Julian Hawthorne ( son of Nathaniel Hawthorne ) was an American writer & journalist in the late 19th century .
Bunker Beta Bunker Beta is a location in " " . It is a base of operations for the Brotherhood of Steel in the Midwest , located in Illinois , northwest of Peoria and north of Macomb . Background . In reality the bunker lies near the town of Galesburg or Monmouth . It is likely a pre - war bunker that was found and used by the Brotherhood . After the Brotherhood defeated the major raider groups in the Chicago area and established its control there , they move to the new bunker west of that region , to firmly establish a secure area of operations . After the Brotherhood defeated the psychic tribe known as Beastlords and took control of major towns in this area , its command once again moved westwards . General Simon Barnaky was stationed here for some time , before moving to Bunker Gamma . Among the regular Brotherhood members , some special characters could be seen in the bunker . Personnel Yeoman and Celsius move here from Bunker Alpha to continue their work , while there is a new quartermaster named Caligari . Later , when the time to move to Bunker Gamma comes , Celsius is replaced by Jeffrey . There is a mechanic named Peck near the entrance . Two initiate ghoul s from Quincy , Bradley and Patches , could be later found in the main hall . Bartholomew Kerr and Paladin Emerald Solo also make their first appearance in the game here . Also , Cypher the informant and Diesoon the scribe would make an appearance here .
Les Fretwell Les Fretwell is a still present in the game ' s files of " " . Background . A named NCR military policeman with some partially complete dialogue lines , he is placed behind the NCR Embassy , but disabled . He is linked to the Jailhouse Rock , along with trooper Willis and two unnamed NCR trooper s . Appearances . Les Fretwell was added during the development stages of " " , but was cut from the final retail release of the game .
Blackmail Iguana Bob Blackmail Iguana Bob is an unmarked quest in " Fallout " . Detailed walkthrough . Although Iguana Bob Frazier does business in the Hub , this quest actually starts in Junktown , where the entrepreneur ' s supplier resides . Visit Doc Morbid ' s hospital , climb down the ladder into the doctor ' s basement and meet a mentally - challenged worker of diminished stature named Gretch . He will not so subtly let it slip about being hard at work sorting out some human body parts to send to Iguana Bob in the Hub . If the Vault Dweller confronts Doc Morbid over it , nothing will happen and they cannot tell the authorities , leaving little opportunity for justice to be served . If the Vault Dweller kills Gretch , however , the doctor and his two bodyguards , Flash and Cougar , will attack . No one will be bothered by their deaths , though . Killing Gretch ( the dwarf ) will result in a - 1 Karma loss . The Vault Dweller then needs to go to the Hub and find Iguana Bob ' s stand in Downtown . A high Speech skill is needed to frighten him enough . Depending on one ' s Barter skill , Bob can be blackmailed for a large slice of his profits . Renegotiate with an increased Barter skill for even more profit . This number can give virtually unlimited bottle cap s with lots of patience , but reputation will plummet accordingly .
Lead - lined metal box A lead - lined metal box is a in the " " " Lonesome Road " . Characteristics . A lead - lined metal box is a in the Divide . It is a gray case emblazoned with a radiation warning sign , probably created in case of nuclear incident or attack in the Divide . It contains first aid specific to this emergency . These often include flare gun s , breathing mask s , and consumables such as , MRE s , , and auto - inject stimpak s .
Smuggler Smugglers are hostile non - player characters encountered in the " Fallout 3 " add - on " Point Lookout " . Background . Roving bands of smugglers occupy much of Point Lookout , moving in to plunder the area of its natural resources , or slaying those who venture into their camps . They carry a wide variety of equipment , and seem to have a reasonably stable social order , although they have been known to execute their own from a plank high above the cliffs overlooking the Herzog Mine . Ruthless , unrepentant , and well - armed , they cannot be reasoned with , and must be fought . Interactions with the player character . Effects of player ' s actions . Smugglers will always be hostile to the player . They will usually travel in groups of 3 - 4 , so they can prove to be trouble for lower level characters , but more of a nuisance for the Lone Wanderer with a high level . Other interactions . Smuggler at Herzog Mine . Above Herzog Mine is the mutilated corpse of a recently - shot smuggler , which has just fallen from some wooden planks . His corpse contains leather armor , brass knuckles , and the Smuggler ' s confession holotape , explaining his death in better detail . If you walk away from the mine and look up you will see two smugglers ; one holding the other prisoner at gun point and then see him shoot the other in the back . You can kill the smuggler with the gun but you cannot save the prisoner ( because he is scripted to die automatically ) , both smugglers appear friendly on your map . Sometimes if you are at the entrance to the mine and you look up , you will see the " ghost " of the smuggler above you , only to revert to a lump of meat if you climb back up to the planks . If you approach the Herzog Mine for the first time from the water and work your way up , you can actually see him fall from the planks . Also , if you walk towards the smuggler from the Ark & Dove cathedral , he is still standing on the planks but unresponsive . He yells out things like " Hey ! " and " Stop that ! " if you attempt to pickpocket him or shoot at him . Appearances . Smugglers appear only in the " Fallout 3 " add - on , " Point Lookout " .