naist-nlp/zeshel huggingface dataset:
Nuka - grenade ( Fallout 3 ) The Nuka - grenade is a craftable thrown explosive in " Fallout 3 " . Characteristics . Nuka - grenades are crude , yet effective , bombs consisting of a sealed tin can filled with Nuka - Cola Quantum , Abraxo cleaner and turpentine , which react with one another to explode . Around the middle are several strips of masking tape and the words " RADIATION " and " DANGER " written on both sides in black marker . When thrown , the grenade erupts into a great blue and orange fireball . Its power is bested only by the mini nuke and the bottlecap mine ( with perks ) . Flames and radiation linger for a few seconds after the explosion . Thrown grenades are affected by physics ; they will bounce and roll based the surface ( s ) they come into contact with when thrown . Behind the scenes . Originally , the Nuka - grenade was planned to be designed in a form of a bottle , resembling the Molotov cocktail .
Viva Las Vegas ! Viva Las Vegas ! is a in " " . Quick walkthrough . This is an unused stage of the main quest . There ' s not enough information to know anything about it . It shares a name with The King ' s unique clothing . Behind the scenes . The name of the quest is a reference to a song by .
Chrissy Chrissy is a young woman appearing in " Fallout 2 " as a New Khans hostage . Background . Chrissy is a pretty young woman who looks confident and able to handle herself in a fight . She lives in the Squat above Vault 15 with her mother , Rebecca . She is curious , short tempered and can hold her own in a fight , making her an unlikely victim . Shortly before the Chosen One comes by the squat on a mission for the NCR , Chrissy is kidnapped by the New Khans raiders currently occupying the Vault when she sees some things she is not supposed to see .
Shipbreaker ( creature ) Shipbreaker is a unique golden fog crawler on The Island in 2287 . Background . Shipbreaker only appears during the quest , Shipbreaker . On completion , Old Longfellow will award the player character with Skipper ' s Last Stand , a unique variant of the harpoon gun . Appearances . Shipbreaker appears only in the " Fallout 4 " add - on " Far Harbor " .
Fuel cell A fuel cell was going to be a miscellaneous item in " Van Buren " . Characteristics . Component of the S . O . R . - 1000 security robots , that can be acquired as a reward after eliminating or disabling them onboard B . O . M . B . - 001 .
Fred ( Fallout 4 ) Fred is a character met during the Self Admitted Synth random encounter . Together with Angie he is holding Jules , a synth , at gunpoint . Background . By the time the Sole Survivor meets Fred , he states that Angie and him have been traveling for weeks with Jules , who felt 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 . Jules is being held at gun point 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 . One can choose between : Interactions with the player character . Effects of player ' s actions . The Sole Survivor can choose to attack Fred and Angie , or pass a medium check letting Jules flee to safety . Appearances . Fred appears only in " Fallout 4 " .
. 44 round , Magnum ( Fallout 3 ) The . 44 round , Magnum is a type of ammunition in " Fallout 3 " . Characteristics . Very few enemies carry weapons that use this ammunition , and as such it is virtually never found on bodies and must be either purchased or looted from stockpiles , where it is still uncommon . With the Scrounger perk , . 44 Magnum ammunition still remains less common than 10mm or . 32 caliber ammunition . However , significant caches can be found , drastically improving the usefulness of those powerful weapons . Because it ' s not common in the Capital Wasteland and it has high stopping power , . 44 Magnum round is more expensive than any pistol caliber ammunition . Locations . Merchants . Several merchants will frequently have large quantities of . 44 Magnum ammunition in stock ( 10 , 15 , even 20 + ) :
Pipboy ( character ) Pipboy is an actual person version of Vault Boy , who could be encountered by the Warrior as a joke character . He may join the Brotherhood of Steel and fight as a squad member , but is not considered an official member by the Brotherhood , due to not being a normal person ( which in this case is to say he does not fit into any known species of the wasteland ) . Availability . Pipboy becomes available after you find him in the Pipboy special encounter . He joins the group when you speak with him if you have fewer than 5 members . He will go away and appear in the recruits pool if you have 5 members . If you have 6 members , he will do nothing . He will join you even if your level is lower than his when you first find him . Appearances . Pipboy / Vault Boy as a person appears only in " " .
Blind Betrayal Blind Betrayal is a Brotherhood of Steel main quest and achievement / trophy in " Fallout 4 " . Detailed walkthrough . After Liberty Reprimed is completed the Sole Survivor is ordered to report to the Prydwen . There , a furious Elder Maxson confronts the Survivor , demanding to know if they were aware Paladin Danse was a synth . He reveals that the network hack of the Institute ' s mainframe yielded indisputable proof Danse is not human , but is actually a missing construct known as unit designation M7 - 97 . The Survivor is then given a choice of medium - difficulty persuasion checks to convince Maxson they did not know Danse ' s true nature . Alternatively they can suggest that Danse himself may not have known he was a synth . The Survivor is then ordered to find Danse , who has gone AWOL , and execute him . They meet with Proctor Quinlan to figure out a way to track Danse down , but their deliberations are interrupted by Scribe Haylen . Haylen pulls the Survivor aside and makes a plea for mercy on Danse ' s behalf , desperate to save him even if he is a synth . She then directs the Survivor to the recon team ' s previously declared fallback location : Listening Post Bravo . After dispatching the security measures ( two exterior turrets , one exterior protectron , and three additional protectrons down the elevator ) , the Survivor locates Danse inside the bunker . There they must decide how to proceed . Plan A : Carry Out the Execution . The Survivor may execute Danse with or without speaking to him . Alternatively one can let him commit suicide . On his body they will find a synth component and Danse ' s holotags . Collect the tags , return to the Prydwen , and inform Elder Maxson the deed is done . If the Survivor enters the bunker and is seen by Danse , then leaves the bunker , Danse will commit suicide . Plan B : Allow Danse to Live . The Survivor may refuse to execute Danse . He will protest , stating synths are abominations and that he must be made an example of . Passing a medium - level persuasion check will convince him he is no threat to humanity and should flee the Commonwealth . Danse hands over his holotags to appease Maxson , then asks the Survivor to meet him on the surface to say their farewells . Outside the bunker Danse and the Survivor are met with an unwelcome surprise : Elder Maxson , having suspected the Survivor would prove insubordinate , has followed them to the bunker . Outraged , he reiterates his orders and demands the synth ' s death . From here the Survivor has three options : Whatever decision is made , return to the Prydwen . Maxson will promote the Survivor to the rank of Paladin in addition to granting them all of Paladin Danse ' s belongings , including his living quarters ( the room marked " Prydwen Quarters " which is locked before this quest ) and his personal set of T - 60d power armor . Notes . Companion reactions . Depending on which companion is accompanying the Sole Survivor , they will give out some unique dialogue on the situation .
Walter Hornsby Corporal Walter Hornsby is an NCR MP stationed at Camp McCarran in 2281 . Background . Little is known about Corporal Hornsby ' s past . He was part of the NCR Army contingent deployed to the Mojave Wasteland in compliance with an excecutive order signed by President Kimball . Serving under Lieutenant Carrie Boyd , Walter is an MP stationed at Camp McCarran . He is monitoring the interrogation of a Legion prisoner of war , found standing guard next to the door to the interrogation room where the officer is being detained . Appearances . Walter Hornsby appears only in " " .
Old Olney underground Old Olney underground is a location added to " Fallout 3 " with the add - on " Broken Steel " , accessed via a ladder in Olney sewers . Background . As part of the quest Shock Value , the Lone Wanderer passes this area to reach the Olney Powerworks . It is inhabited by two ghouls named Kidd and Wint , as well as a lot of deathclaw s . The ghouls ( along with several more now - deceased friends , Badger , Connelly , Dunbar , Carl and Sanders ) tried to establish a colony here , but disturbed a deathclaw nest . Kidd and Wint were the only survivors . Layout . The area can be divided in four small subsections : Skeletons , fortifications , and weapons caches throughout the hospital and basements suggest the area had seen a large battle long before the ghouls tried to establish a colony there . Relatively recent tunneling suggests one faction may have tried to burrow their way into their enemy . The identities of the combatants , the era in which the conflict took place , and the origin of the deathclaw hive remains a mystery . But a possible explanation may be rioting in or around the hospital as a result of the rapid deterioration of humanitarian conditions after the Great War . Appearances . Old Olney underground appears only in the " Fallout 3 " add - on " Broken Steel " .
Scavenger outfit The scavenger outfit is an outfit in " Fallout 4 " . Characteristics . The scavenger outfit provides a Damage Resistance of 1 when worn and does not allow armor pieces to be worn over it . It appears as a long , tattered coat with pants , boots and gaiters . Duct tape is wrapped around the wearer ' s hands like gloves . Locations . The human Art and synth Art both wear this outfit .
Knight ( Fallout ) Knights are engineeres of the Brotherhood of Steel at Lost Hills in 2161 . Background . Knights are former Initiates who have decided to protect and maintain the Brotherhood . They usually spend their time building new weapons for the Paladins and , if they are lucky , are sent out on patrol , the only time they would normally leave the safety of Lost Hills . Appearances . Knights appear only in " Fallout " .
Gruber Gruber is a released slave and the champion of The Hole by 2277 . Background . A mysterious man in a motorcycle helmet , Gruber is consistently ranked as the number one arena fighter in the whole of The Pitt . A veteran of one - on - one combat , Gruber concentrates solely on furthering his career and meticulously cleaning his Infiltrator rifle . Gruber was once a Pitt slave . After winning his freedom fighting in the Hole , he continued to fight for the glory of it . Notes . At one point in development , he was to fight alongside raider fighter s . Appearances . Gruber appears only in the " Fallout 3 " add - on " The Pitt " . Behind the scenes . When translated in German , Grube means , " pit . " A Gruber is , in rather old German , someone " working in a pit " or more literally someone working in a mine .
Globe ( Fallout 4 ) The globe and clean globe are junk items in " Fallout 4 " . Characteristics . A much more new and colorful version of the antique globe . Crafting . The globe can be broken down into its individual components for use in crafting : Notes . The map depicts the real world in approximately 2002 – 2006 rather than any point in the Fallout timeline . The same texture is also used in wall maps , such as the one hanging in the CIC of the Switchboard . While it ' s possible many globes throughout the Commonwealth predate certain geopolitical changes , that map in particular would be expected to accurately depict the state of the world in 2077 . As shown on the map , the Soviet Union — which in the Fallout timeline did not collapse in the 20th century — has split into each of the separate former - Soviet states ( post - 1991 ) . Germany is reunited , while Czechoslovakia and Yugoslavia have fractured , though Serbia and Montenegro are still unified ( pre - 2006 ) . In Africa , South Sudan ' s secession has not yet occurred ( pre - 2011 ) , but Eritrea is independent ( post - 1993 ) . In the Pacific , East Timor is independent ( post - 2002 ) . Notably , the United States and Canada are separate , whereas in the Fallout timeline Canada was annexed some time between 2067 and 2076 . Similarly , in the Fallout timeline China had also taken over much of the rest of the far - eastern territory not claimed by the USSR . The map ' s coloring contains many errors : the Mediterranean , Baltic , Black , Caspian , and Red Seas are colored yellow as if they are land masses and not bodies of water , as are the Persian Gulf , the northern section of the Gulf of California , and the Great Lakes .
Raider ( Fallout 3 ) A raider is a hostile character in the Capital Wasteland in 2277 . Background . The raiders of the Capital Wasteland are mostly hostile , lawless , chem - addled ruffians who roam the wastes of the Washington , D . C . area . They are encountered in smaller groups and are armed with a fairly wide range of weaponry . Raiders have no alliances with other factions and will attack everyone but other raiders or slavers . They appear to be quite cruel , as places they inhabit are usually filled with the mutilated bodies of other raiders and wastelanders . Interactions with the player character . Random encounters . Raider hazing . You may come across a random occurrence of a raider hazing ritual . Four raiders surround a fifth raider initiate standing in only his underwear , each taking a turn in beating him with a melee weapon . The dialogue suggests that he has to take and accept the pain he is receiving . Sometimes the raider can be seen smoking , seemingly ignoring the beating . Wastelander bombs . On rare occasions , a wastelander may come running up to you , saying that raiders strapped a bomb to them . You are given the option to disarm the bomb . However , Explosives skill does not factor into the chances of disarming it successfully . If you fail , the wastelander will run off , and die shortly thereafter in an explosion . However , if the wastelander is killed before they talk to the player , the bomb will explode either when the player approaches it or after some time . Massacred Enclave . After The Waters of Life , Enclave camps will appear throughout the wasteland . A few of these camps will be trashed with raider graffiti everywhere , and the Enclave troops will be dead and stripped . 3 - 4 raiders in Enclave armor are usually nearby . One of these camps can be found southeast of Bethesda ruins , northeast of Chryslus Building and south of the raider shack . Strangely , raiders do not have Power Armor Training , yet still wear power armor . Mole rat race track . Slightly west - southwest of Grayditch , a small group of raiders can be seen holding mole rat races on an abandoned highway . The scene is complete with a pistol shot to start the race . The mole rats then meander back to their cages to begin the process again . Raider brothel . At the Evergreen Mills bazaar , there is a passage in the Northwest corner of this central area , flanked by a pair of mannequins decorated with red lights , this leads up to a raider brothel where you will be greeted by Madame ( who is unnamed in the game ) . A few raider women , the brothel ' s prostitutes , can be found locked in cells . Upon release , the women will attack the player . Ex - raider . One of Megaton ' s inhabitants , Jericho , used to be a raider . He says he stopped because he ' s too old and the current raiders don ' t know anything about respect . Shrapnel , one of the owners of the weapon store in Rivet City also used to be a raider . The Regulator s < nowiki > ' < / nowiki > leader Sonora Cruz , also used to be a raider . Appearances . Raiders appear in " Fallout 3 " .
Gustavo ( Fallout 3 ) Chief Gustavo is the security chief of Tenpenny Tower in 2277 . Background . Gustavo was born in 2235 . Prior to becoming security chief of Tenpenny Tower , Gustavo worked his way up to become leader of a mercenary band of professional fighters . Mister Burke was rescued by Gustavo and his band , and quickly hired him and his men to form the security force at the Tower . Personality : Gruff but good natured in a " Don ' t give me grief , I ' m just doing my job , ma ' am " kinda way . However , he soon becomes a no - nonsense hard - ass when his team or his charges are in immediate danger . He is particularly hostile to ghoul s . " The only good ghoul is a dead ghoul , " he is fond of saying , particularly if ghouls are nearby . If it is pointed out that not all ghouls are mindless killing machines , he reponds " It ' s only a matter of time before they go zombie . Dead now or dead later . Why take the risk ? Besides , you ' re doing them a favor . " Daily schedule . After the Lone Wanderer ' s first encounter with Gustavo , he is found sitting in the lobby of the hotel or sleeping outside during the night , most of the time he will stand guard at the entrance . Appearances . Chief Gustavo appears only in " Fallout 3 " .
Sibley Defender Sibley is a member of the Brotherhood of Steel Outcasts located at the Outcast Outpost in Bailey ' s Crossroads , in the year 2277 . Background . A rather morose and suspicious man , Sibley is concerned only with furthering Outcast technological findings . He seeks to share this wealth only with those in the service of the Brotherhood Outcasts . Sibley instantly views anyone entering the Outcasts ' domain as a threat , and he doesn ' t trust McGraw ' s motives . He thinks the Protector is weak - willed and gives in too easily to those who might steal Outcast bounty . Sibley comes off as harsh in the first encounter , and stays that way throughout the stay with the Outcasts . He is the one in charge of the mutiny at the end of the simulation . Interactions with the player character . Quests . Aiding the Outcasts : Sibley takes the Lone Wanderer to Olin and the VR pod when he ' s told to do so . Effects of player ' s actions . Once the player completes the Anchorage Reclamation simulation and opens the locked door to the armory , Sibley will attempt a mutiny with his men against Protector McGraw , feeling that the player character doesn ' t deserve any of the technology within the armory . This whole mutiny - affair can be prevented by disposing of Sibley before one enters the simulation to begin with . He can be slowly pushed into the locked room with a Gary corpse , then one may find a power fist upstairs and power fist him to death without causing the Brotherhood to become permanently hostile . They will immediately turn red upon his death , but if one waits long enough without them spotting the player character , they turn green and stay friendly . Appearances . Defender Sibley appears only in the " Fallout 3 " add - on " " . Behind the scenes . Outcast members Sibley , Olin , McGraw and Morrill , all of whom appear in the " " add - on for " Fallout 3 " , appear to be named after buildings on the campus of , including Sibley Hall , Olin Hall , Olin Library , McGraw Hall , McGraw Tower and Morrill Hall .
Coastal armor Coastal armor is a piece of armor that can be obtained in the " Fallout 4 " add - on " Far Harbor " . Characteristics . Coastal armor , like raider armor , is a crude set of handmade armor cobbled together from various pieces of scrap and garbage . It consists of a full set of heavy clothes and leather boots , armored with metal parts scavenged from old fishing vessels ( including a pair of crane hooks serving as improvised pauldrons ) and fastened with thick ropes and leather belts . Coastal armor provides 21 resistance to both ballistic damage and energy damage , more than double what an unmodified standard set of raider armor would provide . Locations . Coastal armor can be dropped by trappers .
9mm Calico M - 950 The 9mm Calico M - 950 is a small gun in " " . Characteristics . As 9mm ammunition is easy to come by , this pistol is a relatively good choice to use . Not only a good choice because of ammo availability , but also of its huge magazine capacity .
Purified water ( Fallout 4 ) Purified water is a consumable item in " Fallout 4 " . Background . Before the Great War , the MacDougal - Bernard Co . purified and bottled this water , intended to be used in an emergency , for the federal government and its assets , especially the military . Characteristics . A can of water , which has been cleansed of radiation . It restores 40 health . Production . Purified water is produced at any populated settlements under the player character ' s control that is equipped with water pumps or water purifiers . Survival mode . In Survival mode , purified water can be drunk to reduce the Sole Survivor ' s thirst . Additionally purified water can be generated by using the " Fill Bottle " option when they are next to a water pump or water fountain and they have empty bottles in their inventory . The empty glass containers that can be used are all variants of empty bottle s . Locations . Sold by vendors and found at loot . Behind the scenes . It is based on real cans of emergency drinking water bottled by the MacDonald and Bernier company located in Boston and issued by the federal government in 1953 .
Cueva Guarache Cueva Guarache is a in the Zion Canyon in 2281 . It is located southeast of Ranger Substation Osprey on the edge of the river . Layout . The cave entrance leads to a steeply descending corridor . At the bottom of the slope , the path splits , one fork curving left and the other going straight ahead and to the right . The path straight ahead leads to a dense , heavily - trapped wall of brush . Although it can be passed through the brush more or less freely , there are two bear traps and a tripwire in the way . The tripwire connects to a pair of rigged shotguns . Past the brush and the traps is a locked door ( hard ) that leads directly to Randall Clark ' s chambers . The traps and dangers can be avoided by proceeding left and descending further into the cave . At the bottom of the second descent , the path forks again , to the left and right . The path left opens into a larger chamber with a and a spore carrier runt . There is a path behind the spore plant into a deeper part of the chamber , however , if not in dire need of cave fungus , there is nothing of use in the chamber . The path right opens into a very large chamber with a number of spore carriers and s , and a few spore carrier brute s for good measure . There are two ridges directly in front on entering the south ; either is a good position from which to snipe . A natural balcony runs across the east end of the room . The balcony can be reached by achieving the tricky jump from the northern - most ridge , or following a tunnel from the north end of the room around to one end of the balcony . On the other end of the balcony is a chain - link fence and gate , as well as a very large explosives box and a smaller explosives box . Immediately after the gate is a . To the left of the plasma mine are three sacks full of random supplies . The Survivalist ' s is north through a tight passageway . In the Survivalist ' s chambers , to the north is a small explosives crate , and a larger , locked ( very easy ) explosives crate . A campfire is nearby , and to the northeast of the campfire is a campfire sack . At the southern end of the chamber , a raised platform has been constructed . At the west end is a workbench , and a ramp into the sleeping chamber . In the sleeping chamber is a bed , a computer with the logs for the years 2097 , 2100 , and 2101 . In addition , there is a locked ( average ) gun case that at sometimes contains a multiplas rifle , a hidden Survivalist cache , and a workbench crate . Appearances . Cueva Guarache appears only in the " " " Honest Hearts " .