naist-nlp/zeshel huggingface dataset:
Bobblehead - Melee Weapons Bobblehead - Melee Weapons is a miscellaneous item in " Fallout 3 " . It permanently improves the Lone Wanderer ' s Melee Weapons skill by 10 , up to a maximum of 100 . Location . Located in the Dunwich Building ' s virulent underchambers , in the center of a room near the second entrance back into Dunwich Building . Go down the metal stairs and into the door underneath . Travel down the hallway into the next room and then head up the stairs . Keep following the path to reach the room with a big metal square in the floor , the bobblehead will be there on the floor , next to some empty soda bottle s and tin cans .
Boulder City ruins The Boulder City ruins are a in the center of Boulder City , between the 188 trading post and Hoover Dam . The ruins are blocked off from the rest of the city by rubble and a NCR barricade . Lt . Monroe is in front of this barricade when you first arrive . Layout . The ruins consist of several bombed - out buildings . The entrance is controlled by Lieutenant Monroe . Several NCR Troopers are inside and they have the Khans pinned down in two partially destroyed buildings . During the quest They Went That - a - Way and Boulder City Showdown , the Great Khans have two NCR squad members held hostage in a building on the west side that has a open front door and a locked back door . Jessup and another Great Khan are using a small shop as a refuge . Appearances . The Boulder City ruins only appear in " " .
Acadia National Park Acadia National Park is a location on the Island in 2287 . Background . Before the war , Acadia National Park was a major attraction . It featured trails , campgrounds , and other recreational areas , seeking to protect the wildlife and natural features of the Island while providing a space for sightseeing . Hunting and fishing were restricted , with licenses purchasable from the National Park HQ . The park also contained a wind farm , part of an effort by GDA Fusion to improve their reputation , especially to senators and government representatives vacationing in the park . When the Great War struck , the wind farm was in the process of being shut down following a corporate review , where it was determined that investing money into a rival industry was against the company ' s interests . Layout . Acadia National Park was a large national park taking up the northeast quadrant of the Island . The park consisted of the administrative offices , the visitor ' s center , Acadia National Observatory , and numerous campground areas . Appearances . Acadia National Park appears only in the " Fallout 4 " add - on " Far Harbor " . Behind the scenes . The park is based on the real - world , located on in .
Erkal Erkal is a super mutant scientist in Jefferson in 2197 . Background . Erkal was one of the most intelligent of all the super mutants . He was the one who led a research dedicated to curing mutant sterility . The lab was filled with his test subjects - mutant freak s , the deformed super mutants on which he performed several tests . When the facility was invaded by the Brotherhood of Steel squad led by the Warrior , he begged them not to harm his research . He wears a white tent canvas , crudely cut to resemble a lab coat . He wears glasses although the Master has long established that super mutants do not need to wear glasses as their vision is quite good . Appearances . Erkal appears only in " " .
Atom ' s Spring Atom ' s Spring is a location on the Island in 2287 . Layout . A highly irradiated spring where the Sole Survivor gets sent during Visions in the Fog , to drink out of it to receive " Atom ' s Gift " . Appearances . Atom ' s Spring appears only in " Fallout 4 " add - on " Far Harbor " .
Randolph Safehouse Randolph Safehouse is a Railroad radiant quest chain in " Fallout 4 " . Detailed walkthrough . Drummer Boy will approach the Sole Survivor with a mission . A safehouse believed to be long dead , Randolph Safehouse , suddenly initiates contact with Railroad HQ . Mister Tims , the leader of said safehouse , requests help in clearing out certain locations to advance the trafficking of synth fugitives out of the Commonwealth . Desdemona thinks the sudden resurgence of Randolph is more than a bit suspicious , but gives the go - ahead on the mission and warns the Survivor to watch out for danger . This will initiate a chain of six side - missions . Each time , the Survivor is directed to a dead - drop , a marked mailbox , which will contain a Randolph station holotape . Listening to the holotape is optional , it will be Mister Tims asking for a certain location to be cleared . Head to the location provided and kill all hostiles . This will mostly include synth s , but can also include raiders , Gunners , feral ghouls , or super mutants . After the threat is eliminated , return to Desdemona to receive a reward . There are 6 missions in total , the locations ( at least their order ) seem to be randomized , but it seems to always begin with University Point . After finishing the 6th mission , Desdemona will reward the Survivor with a large amount of caps , and the Institute Killer weave , a unique mod that can be applied to any upgradable clothing item .
Skylanes Flight 1665 Skylanes Flight 1665 is a location in the Glowing Sea in 2287 . Background . Skylanes Flight 1665 is the location of a pre - War jet airliner crash site . It was approaching Boston from the southwest and was in the process of lining up with the runway when the nuke hit to the north of it . The plane was hit by the shockwave of the blast , causing its left engine to fail and catch fire which resulted in the plane crashing . It can be located by activating Relay tower 0DB - 521 within the Glowing Sea and following the Skylanes 1665 Mayday radio signal with the Pip - Boy ' s radio . Layout . This location consists of a crashed airplane in the Glowing Sea . The plane is broken apart and scattered over a small area . Lootable suitcases are scattered around the interior and exterior of the plane debris . The section that contains the cockpit also has two trap doors on the passenger level and a steamer trunk . The trap door southwest of the cockpit is labeled storage compartment and leads to additional lootable luggage . It also has the switch to turn off the mayday signal . The trap door southeast just next to the stairs leads to a compartment that contains a Master - level locked container that contains some ammunition , a couple of rifles some other loot , and the Skylanes smuggling manifest . Appearances . Skylanes Flight 1665 appears only in " Fallout 4 " .
Durable Dunn Durable Dunn was the leader of a Cassidy Caravans caravan in 2281 . Background . Not much is known about Durable Dunn , besides the fact that he led a Caravan belonging to Cassidy Caravans . A couple of months prior to Rose of Sharon Cassidy meeting the Courier , Dunn ' s caravan was attacked and destroyed by members of the Crimson Caravan and the Van Graffs . Unlike the other two sacked Cassidy Caravans caravans in the Mojave , Dunn and the guards put up fierce resistance , evidenced by the bodies of three of the attackers . Dunn himself is not seen in game , alive or dead . Appearances . Durable Dunn is mentioned only in " " .
Betray Sharon Betray Sharon was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Quick walkthrough . Sharon wants Trisha dead , and will hire the Prisoner to help her have an " accident " . If Burk the raider leader is told about this , he will kill Sharon .
Sawed - off shotgun ( Fallout 3 ) The sawed - off shotgun is a small gun in " Fallout 3 " . Characteristics . The sawed - off shotgun is a double - barrel shotgun shotgun that has had its stock and part of its barrels sawed off , granting it increased mobility in return for drastically reduced range . It has two triggers , one for each barrel . The sawed - off shotgun appears to have been fitted with a pistol grip , in favor of the shortened stock - grip assembly . Rust is visible on the metallic parts of the shotgun , and a makeshift strap made out of thin sheet metal keeps the barrels and forearm together . It is a one - handed weapon and reaps the benefits of the Gunslinger perk . This weapon has one of the largest spread of all weapons in " Fallout 3 " , second only to the experimental MIRV . In order to get high damage , one essentially has to treat the gun like a melee weapon and fire it at point blank range so that the whole shot impacts the target . Durability . A sawed - off shotgun can fire 167 shots , or 84 reloads , before breaking . Behind the scenes . Mel wields a sawed - off shotgun in a random encounter in which he attempts to mug the Lone Wanderer , but the gun is not loaded . This is an homage to , the actor who played . In , Max threatened the Gyro Captain using an unloaded sawed - off shotgun . The firing sound effects for the sawed - off shotgun and various other guns in " Fallout 3 " were created by banging together pieces of scrap metal and other materials , where the resulting metallic " ker - chunk " effect was recorded . Bugs . The shells are never " ejected " from the weapon . The barrel is pointed down while reloading , giving the illusion that the spent shells have fallen on the ground , but the third - person view shows that the shells are simply cleared from the barrel , without being ejected .
Spectacles ( Fallout 2 ) The spectacles are a quest item in " Fallout 2 " . Characteristics . Spectacles of a simple design , with round lenses . Location . The spectacles can be obtained from the Professor ' s radscorpion in Broken Hills . They can be handed to Renesco the Rocketman in New Reno for a discount or , after pestering him long enough , a Pip - Boy medical enhancer .
All Aboard All Aboard is a main quest in the " Fallout 4 " add - on " Nuka - World " . Detailed walkthrough . You will receive a new radio broadcast on your Pip - Boy after reaching level 30 . After listening to it , a new location will appear on your map : the Nuka - World transit center . A team of Gunners will be waiting here , with Commander Kaylor briefing them . Once they are dealt with , head inside the transit center . An injured man named Harvey will be sitting on the ground . He will implore you to help his family who are captured by raiders . Offering to use a stimpak on him will present multiple red speech checks , which , if passed , will cause him to give up more information . He will give you the password to the terminal . Once power is restored to the monorail , use it to leave the Transit Center and on to Nuka - World . Once the monorail is taken , there is no turning back . After a brief ride , the pre - recorded tour - guide explanation will be interrupted by Porter Gage , who will tell you to survive the approaching deathtrap and find him .
Pint - Sized Slasher The Pint - Sized Slasher was a pre - War 21st century child serial killer who wore a sinister clown mask , and a black and white striped shirt , with jeans , and used a large chef knife as his signature killing tool . The Lone Wanderer is able to pose as this psychopathic , grade school serial killer in the quest Tranquility Lane , after Betty tasks them to kill all residents while posing as the killer child clown himself . Background . A myth used to scare children who misbehave , the Pint - Sized Slasher is said to appear from a dog kennel at dusk to chase the children around with a toy knife . The Pint - Sized Slasher has been the second - best - selling Halloween costume , topped only by Captain Cosmos . Article . One of the newspapers shown on loading screens mentions the Pint - Sized Slasher . The full article can be accessed via the Capitol Post newspaper office in L ' Enfant Plaza : Behind the scenes . The Pint - Sized Slasher seems to be a reference to the horror movie " " , a film about an unstoppable masked killer who committed his first murder as a child when he stabbed his sister to death while donning a clown costume , complete with a mask .
Solve Scrapheap ' s gang problem Solve Scrapheap ' s gang problem is a side quest in the " Fallout " demo . Quick walkthrough . Upon entry to Scrapheap , the Vault Dweller encounters a citizen named Lex . This man warns them of the two gangs inhabiting the town , and tells them not to trust either one . He asks for help in eliminating both gangs . The Vault Dweller can then choose to help Lex or side with either gang . Detailed walkthrough . There are four ways to complete this quest : Side with Lex . The Vault Dweller must eliminate both gangs in order to complete this quest this way . This is not an easy task to accomplish . The Dweller could just go in shooting every gang member in sight , or they could do it the easy way . Siding with the Crypts allows there to be a gang war between the two . The Vault Dweller could just wait until they kill each other off , and eliminate the remaining gang members . This ends the demo with a message saying that the citizens of Scrapheap take over control of the generator and the town , and are forever grateful to the Vault Dweller for dealing with the problem . Side with the Crypts . The Vault Dweller can go into the largest building and speak to Rayze , the leader of the Crypts . He will tell the Vault Dweller to either leave the town or join the Crypts in eliminating their rivals . This causes a gang war between the two . Eliminating all of the Fools will end the demo with a message saying that the Crypts maintain the generator and continue with ruling over the town . Side with the Fools . If looking for a challenge , siding with the Fools is the way to go . Talking to Baka will allow the Vault Dweller to join her in " eliminating " the Crypts . She will tell them to go infiltrate the enemy , but will not actually start a gang war . The Vault Dweller must defeat the entire gang by themselves . Attacking Rayze first and hitting him with a burst shot may kill him in one go if the Vault Dweller can get close enough . Once he has been eliminated , the rest of the gang is not too difficult to kill . With shoddy accuracy , they tend to miss quite a few shots . Make sure that the two guarding the gate , Rock and Skizzer , are also killed as they are part of the Crypts as well . Once finished , the demo will end saying that the Fools take control of the generator and the town . Destroying the Generator . The final and easiest way to complete this quest is by destroying the generator in the main building . This will end the demo , dooming the town to fall apart after their only source of energy is gone .
Jonny ' s BB gun Jonny ' s BB gun is a unique Red Ryder BB gun found in " Fallout 2 " . Characteristics . This is identical the the normal Red Ryder BB gun , but has a shorter maximum range . The stock has a carving that reads " Jonny " , which indicates that Jonny is the owner of the weapon . Location . This gun can be found down in the town well in Modoc Main Street , in the northern part of the underground area . Use a coil of rope to climb down the well ; in the back of the cave is Jonny ' s BB gun . It is used in the finding Jonny quest - This weapon is part of the quest in Modoc , finding Balthas ' son , Jonny . Finding this weapon and subsequently giving it to Balthas will convince him that his son is dead .
FN FAL HPFA The FN FAL HPFA ( High Power Full Automatic ) is a small gun in " Fallout 2 " . Background . The FN FAL , short for Fusil Automatique Léger ( light automatic rifle ) , is a produced by the Belgian arms manufacturer Fabrique Nationale de Herstal . This rifle has been more widely used by armed forces than any other rifle in history . Characteristics . The FN FAL HPFA is a heavy - duty assault rifle chambered in the 7 . 62mm cartridge . It is the only weapon in the game that empties its whole magazine ( 20 rounds ) in a single burst . Such a fire rate , as well as the resultant ammo consumption , are unparalleled among the game ' s small guns . Likewise unparalleled in the gun ' s size category is its average burst damage on soft and medium - armored targets - - some 280 and 150 Hit Points , respectively . The FN FAL HPFA is the only small gun in " Fallout 2 " that can exceed 1000 HP of damage in a good critical burst without the help of damage - boosting perks . However , the weapon ' s comparatively low damage per round massively impairs its effectiveness against very heavy armor , unless critical hits are scored .
Milo , shipping foreman Milo is a Mister Handy shipping foreman who appears in the Nuka - Cola Challenge quest in the Nuka - Cola plant . He is located at the bottom level of the factory floor near the upper door to the offices , awaiting new orders . Background . The latest in robotic bookkeeping and shipment launching technology , Milo is a proud employee of the Nuka - Cola Corporation . Currently , it is waiting for additional shipping instructions from a Nuka - Cola employee with proper ID . A locked closet with four bodies can be found in the plant , with a note revealing that Milo left them to starve to death for minor infractions , such as leaving the toilet seat up in the unisex bathrooms , or having a slightly longer lunch break than they were permitted . Interactions with the player character . Effects of player ' s actions . Failing the Speech checks to get the research department safe key results in demerits , and most of the remaining options will also produce the same effect . Upon receiving three demerits , Milo will become hostile , and the key can be looted from his body afterwards . Appearances . Milo , shipping foreman appears only in " Fallout 3 " . Bugs . An error can occur when you meet Milo and he will only say " What is it now , sir / ma ' am ? " . The dialogue will automatically end and you cannot interact with him . You can still kill him and loot his corpse however .
Martina Groesbeck Martina Groesbeck is a woman living in Vault 21 on the New Vegas Strip in 2281 . Background . She is a " spy " for the NCR , but unbeknownst to her , her contact is actually a Legion Frumentarius , Captain Curtis at Camp McCarran . When the Courier finds her for the first time , she is being held hostage by three Omerta thug s in the basement of Vault 21 . Interactions with the player character . Quests . The Finger of Suspicion : You can rescue her by killing the Omerta thugs , completing a Speech check , or by a dialogue option available upon having completed How Little We Know . Appearances . Martina Groesbeck appears only in " " .
The Lost Initiate The Lost Initiate is an unmarked quest in " Fallout 3 " . Detailed walkthrough . During a training exercise in Falls Church , Knight Church , Paladin Hoss , Initiate Pek , and an unnamed paladin were separated during a super mutant attack . Knight Church was killed in the initial attack , and Initiate Pek became trapped in an office building while Paladin Hoss and the other paladin were fighting nearby . Paladin Hoss will inform the Lone Wanderer that Pek has barricaded himself inside a janitor ' s closet towards the back of the first floor , and request their assistance in reaching the office building where Pek is located . Once complete , the player character is asked to storm the building and rescue Pek , who is cowering in a corner due to a jammed gun . With sufficient Small Guns or Repair skills , Pek ' s gun can be fixed ; regardless of weapon status , Pek will follow the Wanderer until they exit the building and regroup outside with Paladin Hoss .
Pa ' s Fishing Aid Pa ' s Fishing Aid is a unique version of the double - barrel shotgun added to " Fallout 3 " with the " Point Lookout " add - on , but was essentially cut post - production . Characteristics . It looks identical to its regular version , the double - barrel shotgun , but differs in damage , price and other characteristics . It can only be repaired with combat shotgun s . Durability . Pa ' s Fishing Aid can fire a total of about 125 shots from full before breaking . Location . The weapon is cut from the game and can only be acquired through the use of the console , or transporting to the test cell location DLC04testPhil and picking it up from the table . Notes . This weapon deals the same damage in a non - critical hit as The Terrible Shotgun , but has a much smaller ammunition capacity ( 2 round chamber ) . Critical hit damage outside of V . A . T . S . , however , is much larger due the larger number of pellets . Behind the scenes . The name is a reference to the commonly known idiom " shooting fish in a barrel " or a method of fishing known as " shotgun fishing " - in which a fisherman simply fires a large rifle or shotgun into a pond , using the shock - waves to kill fish .
Concussed Concussed ( Concussion in " Fallout 3 " and " Fallout : New Vegas " ) is a condition in " " , " Fallout 3 " and " " . " Fallout Tactics " . Concussed is a condition caused by a blow to the head . It reduces accuracy and gives a penalty to Intelligence . It can be cured by using a doctor ' s bag or through time . The concussed status is displayed in red , in the left low corner of the screen . " Fallout 3 " and " Fallout : New Vegas " . Concussion is a status condition caused by having the head critically cripple d in combat . Having it will reduce overall accuracy and give a - 4 to Perception . In addition , the screen will intermittently get fuzzy and a ring will be heard through the speakers . It is unknown if enemies really undergo a concussive state when they have their heads cripple d . As with the crippling any body part , targets will momentarily pause to clutch their head . Using a stimpak , sleeping , visiting a doctor , using My First Infirmary ( if purchased for the residence ) , or through some other means relieving the crippled head will remove the effect and restore the Perception .
Stop brahmin raids Stop brahmin raids is a quest in " Fallout 2 " . Walkthrough . This quest is begun by receiving a reference from Dumont , the Chief of Police , who is found standing on the street across from the police station in NCR . Tell him you are looking for work and he will refer you to Roger Westin at his ranch , in the southern part of NCR . When you arrive at Westin ' s ranch you can tell the gate guard you were sent by Dumont to be allowed access . Once inside the ranch , talk to Westin and he will direct you to his ranch foreman , Felix . Felix will take you to where the brahmin are being attacked and where you will discover that the culprits are a pack of deathclaws . At this point , if your Outdoorsman skill is high enough , you can follow the deathclaws back to their lair . Return to Westin and inform him of the deathclaw attacks to collect your reward . Notes . Having already helped Gruthar fix the Vault 13 computer before ; or after speaking to Westin but not talking to Felix and going to the Brahmin location ; makes this quest unavailable ( Felix and Westin will tell the chosen one that the attacks to the Brahmin had stopped ) , unless having accepted the quest to kill Bishop , in which case the next quest gotten will be this one . The deathclaws will recognize you and walk away . Bugs . Due to the layout of the encounter map , regardless of the player character ' s Outdoorsman skill level , the Chosen One can reach Vault 13 from here by clicking on the far upper right corner . He will run off screen and leave through a green exit and enter the cave to the Vault .