naist-nlp/zeshel huggingface dataset:
Liz ( Fallout 2 ) Liz is the proprietor of the general store in Broken Hills Downtown in 2241 . Background . She is a trader , wearing a perpetual scowl . She is also secretly a member of the anti - mutant conspiracy . She is stockpiling weapons to use against non - humans . Interactions with the player character . Other interactions . Liz runs the general store in Broken Hills , selling a bunch of items with a frown and a hefty price tag . By helping the human conspirators blow up the mine ' s air purifier , she will let the Chosen One into the back room of her shop , where a ladder leads to a hidden weapons cache . Another way to gain access to her basement without sneaking or combat is to buy drinks from Phil and pay him a total of $ 20 in tips , after which he will mention the weapons cache . Liz can be told about it , saying it came from " a reliable source " , and by passing a Speech check she will permit use of the weapons against the mutants . Appearances . Liz appears only in " Fallout 2 " . Bugs . If asked about the weapons cache in her store and getting a bad reaction ( such as telling her the secret is " all over town " , saying " You " when she asks about what to kill , or failing the Speech check ) , Liz makes the game glitch out because her script tries to initiate combat while still in dialogue .
Water merchant trader The water merchant trader is an employee of the Water Merchants in the Hub around 2161 . Background . He has all the information about when water caravans leave , the pay for each job , and so on . He mentions that the pay is somewhat low for a caravan guard , however the routes aren ' t very dangerous . Interactions with the player character . Quests . Guard the caravans : After talking with him about jobs for the caravan , the Vault Dweller can finalize the guard job by talking briefly to the Master Merchant . Notes . He is named as caravan driver outside combat . Inside he is named as water merchant trader . Appearances . The water merchant guard appears only in " Fallout " .
Iguana bit sandwich The iguana bit sandwich is a mentioned - only consumable in " Fallout 3 " . Characteristics . The sandwich is mentioned by Margaret Primrose . She apparently makes them at her café , the Café Beau Monde , inside Tenpenny Tower . Allistair Tenpenny orders it daily , without salt , for dinner and lunch . The sandwich is presumably made using iguana bits . The iguana bit sandwich cannot be obtained in - game , neither found in containers nor sold .
Space walk The space walk is a location in the " Fallout 3 " add - on " Mothership Zeta " . Background . The space walk cannot be entered without the spacesuit being worn . You cannot access your Pip - Boy or use any weapons on the map . There are no enemies , although you can see some aliens scurrying around the corridors below you . You must locate three panels that stand out slightly from the ship ' s hull . They are emitting a yellow glow to make them obvious . Activate all three panels and the transporter to the next portion of the ship will become available . The transporter is located directly in the center of the circular hull you are traversing . Appearances . The space walk appears only in the " Fallout 3 " add - on , " Mothership Zeta " . Bugs . After re - entering the ship through the top , the compression chamber may display " This door cannot be opened until the decompression sequence in completed " . Every time you close it , it pops up again preventing action such as forward movement . If you come across this , have no fear , keep closing it while pressing forward , get to the activation panel ahead and activate it , just keep pressing okay to close the pop up , once the room fully is compressed the pop up stops .
Cowboy Cowboy is a in " " . Effects . This perk increases damage dealt with dynamite , lever - action firearms , hatchets , knives , and revolvers by 25 % , as well as any unique variants of the weapons . Bugs . Does " not " affect the high yield - variant of time bomb .
Friendly Lending Company The Friendly Lending Company , known mostly as FLC , is ostensibly a business operation lending out funds owned by Decker to those in need . In reality , the FLC is a loanshark operation , baring accusations by the Hub police of extortion , with several thousands of hubcaps on hand ; stored in the safe of the organization ' s main office in the Hub ' s downtown area . The FLC is managed by Lorenzo " the Munificent " Giovanni , under the control of Decker whose philosophy of being a respectable business man is summarized by his words , " You don ' t show us respect , you get hurt . How much more respectability can a man ask for ? " FLC gives out loans on a graduated scale of 200 hubcap units , at an interest rate of 10 % of the original loan , with a maximum of 1 , 000 hubcaps ; potential customers must build a credit base at each 200 hubcap level to be able to receive a loan on the next additional 200 hubcaps . FLC allows up to 10 days before the loans are due . Sources . Dialogue files : Lorenzo , Guido , Avery , Richie and Sheriff Greene
Squill Squill is a purple - haired raider in The Pitt in 2277 . Background . Squill is a former slave who fought her way through the arena . She is one of only four slaves who have accomplished this , the others being Gruber , Reddup and Hammer . Squill mentions that she often fires into the arena from the spectator area if the fight isn ' t exciting enough . She also mentions that when this was done to her when she was a gladiator slave , she shot back . Appearances . Squill appears only in the " Fallout 3 " add - on " The Pitt " .
B . O . M . B . - 001 living quarters The B . O . M . B . - 001 living quarters are a set of living quarters in space - station B . O . M . B . - 001 . Layout . The living quarters is the first place the Prisoner will enter upon arrival at the space station . After leaving airlock 1 , they will proceed into the main medical facility of the station . It is a large room compared to the others , with four hospital beds , a few medical cabinets , and an Auto - Doc . The Auto - Doc can be used in any time . There is also a storage room that can be accessed in the medical facility . Inside , the Prisoner will find all kinds of medical supplies ; including various drug s and stimpak s . Living quarter ' s hall . Outside of the medical facility is the main living quarters ' hall . Along the east side of the hall ' s wall there are a half a dozen foldout beds and footlockers . Four out of five beds are folded out and look like recently used . On the west wall there are are three computer terminal s , but only one is currently active . It can be discovered from the computer that a launch countdown has begun no matter how high is the Prisoner ' s skill level . Other facilities . The maintenance room , rec . room , bathroom , kitchen , and mini - med room all go along the western side of the living quarters ' hall , and each room is open and accessible . The maintenance room holds a mini - mechanic ' s lab , as well as several tools , parts for , a deactivated brain bot , and a couple of workbenches . The rec . room holds a ping - pong table , two computers used for gaming , a dining table for four , and a large projection television set . The bathroom has two showers and three toilet stalls . The kitchen comes complete with a packaged - food processor , cutting table , and a freezer . And lastly , the mini - med is a simplified version of the medical facility . Missile room . There is a doorway on the north wall that leads to one of two missile rooms . These rooms are locked unless the Prisoner can hack the security codes in the computer ( s ) . If they are able to do that , they will find a room full of missile silos similar to what can be found in a ballistic nuclear missile submarine , like an Ohio Class Trident submarine ( or the Typhoon mock - up in the movie The Hunt for Red October ) . The silos resemble red pillars that come out from the ground and enter into the ceiling . Each pillar is ten feet across and houses one nuclear missile ( each missile holds six nuclear warheads ) . Airlock . Next to the missile room door , to the east , is airlock 2 . Inside , the Prisoner will find approximately half a dozen space suits they can use . This airlock leads to map 2 ; the space walk . In order to get to map 3 ; the command center , they will need to space walk the inner stabilizing hull using magnetic boots . Appearances . The B . O . M . B . - 001 complex has not appeared nor is it mentioned in any published game . It was to appear only in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It is not certain if it will appear in any future " Fallout " game .
Plasma pistol ( Fallout 3 ) The Enclave plasma pistol is a powerful energy weapon sidearm in " Fallout 3 " . Characteristics . It fires superheated bolts of green plasma . The plasma pistol uses a semi - automatic firing action , along with sixteen shots from an energy cell . Despite its good damage , the plasma pistol suffers from the same problems as the plasma rifle . Upon firing the weapon , a large green burst of plasma is created which partially obstructs view . The plasma bolts travel slower than conventional bullets , which can miss if not properly aimed . As such , it is best to use plasma weapons at mid - range or in V . A . T . S . Other than these problems the plasma pistol is a good sidearm for the energy weapons enthusiast . The plasma pistol can be useful for clearing areas with gas leaks , since the plasma bolt can be used to ignite the gas from a safe distance . Durability . The plasma pistol can fire a total of about 400 bolts , the equivalent of 25 reloads , from full before breaking .
Lara Lara is the leader of a small gang on the Den West Side in 2241 . Background . She lost out on a chance to guard Metzger ' s church to Tyler , a rival gang leader , and now wishes to take the job by force with some help . Appearances . Lara appears only in " Fallout 2 " .
Mardin ( mission ) Mardin is the seventh mission in " " . Walkthrough . Take more 7 . 62mm bullets than usual , as here it will be rare . Take shotgun shells and JHP bullets too , since the enemies will be unarmored again . It is best to arrive during daylight hours . On the surface it is hunting season . The hardest things to shoot will be the giant wasp s - they are too small , so try burst mode . The only thing worth mentioning is that you will find a H & K CAWS early on . This is a perfect burst - mode shotgun . It will be useful when you enter the underground camp . There are many entrances to it . If you go down the farthest it will turn into a separated crypt . If you go down the big hole there will be giant insects . Then baby deathclaws , which you may prefer to save . The main entrance is heavily guarded , so the one closest to the crypt is suggested . Find the matriarch . Unlock the cage ' s door , but do not open it until you kill everyone except in the main room , where Emperor Daarr resides . In the cages there are baby deathclaws , and on the other side there are civilians . The civilians ' cage requires Lockpick ( 20 % will do , if you forget the lockpicks ) and they will run to the surface ( clear the way for them ) . The baby deathclaws ' cages can be opened with a switch . This way you can get some reinforcement after you open Mother ' s cage and talk to her . When you do that she will go down the main hall , and start hitting the Beastlords . The baby deathclaws still alive will all turn friendly and help you in this fight . After the fight is over , talk again with the Mother . Later you will find her in Bunker Gamma . You can recruit her to your team as well as barter with her , but she has no items which makes this possibility unnecessary .
Weapon mod Weapon mods have appeared in one way or another in " Fallout " , " Fallout 2 " , and " Fallout 3 " . They appear as an active feature for the first time in " " due to their popularity as a third party mod in " Fallout 3 " . New mods were introduced with the new crafting system in " Fallout 4 " . " Fallout " . Only Smitty can perform modifications in " Fallout " , and the only weapon he can upgrade is the Winchester P94 into a turbo plasma rifle . " Fallout 2 " . In " Fallout 2 " , one can pay a mechanic to upgrade certain weapons for them . " Fallout 3 " . The only upgrades seen in " Fallout 3 " are scopes , the occasional use of silencers and the use of extended magazines . Other differences between unique weapons do not technically count as weapon mods , seeing as there is only one of each unique weapon . " Fallout 4 " . Weapon mods can be built from raw materials and attached to weapons at weapons workbench es . There are over 700 mods , including scopes , barrels , stocks and more . For guns the Gun Nut perk is required , while Science ! is required to modify energy weapons and advanced modifications for guns and Blacksmith is required for most melee weapons mods . Most pistols , rifles and shotguns offer the option to customize grips / stocks , receivers and sights , changing which perks affect the weapon . Grip mods create pistol weapons , while stock mods create rifle weapons . This allows for almost any ranged weapon to be customized to fit the player character ' s build . Appearances . Weapon mods appear in " Fallout " , " Fallout 2 " , " Fallout 3 " , " " and " Fallout 4 " .
P . Antwon P . Antwon was a pre - War research intern involved in Natural Gas Survey Project MD - 16 - 001 of The Bysshe Company . Appearances . P . Antwon is mentioned only in the " Fallout 3 " add - on " Point Lookout " .
Maple Branchtender Maple is a character at Oasis in the year 2277 . Background . Maple was born in 2252 . She usually guards the gate to Oasis and only heads inside the gates to eat meals and sleep , and then returns to her post outside to stay alert and halt any incursions . Branchtender Linden is her guard relief . She is the newest addition to Oasis and is extremely loyal to Tree Father Birch . Appearances . Branchtender Maple appears only in " Fallout 3 " . Behind the scenes . " Maple " is the common name for genus " Acer " , a type of tree . All of the human residents in Oasis have horticultural names .
Warmonger Warmonger is a perk added to " Fallout 3 " with the " Broken Steel " add - on . Effects . With this perk , all custom weapon types are available without the schematics . Taking this perk immediately gives the level 3 schematics for all weapon types not already possessed .
Motorcycle handbrake The motorcycle handbrake is one of the several scrap items that can be used in the construction of weapons using schematics . This item is used in the construction of the Shishkebab , but serves no other known purpose , except as Rock - It Launcher ammunition . They are often found next to motorcycle gas tank . Incidentally , whenever one finds the two together , one should " always " pick up the handbrake first - picking up the gas tank will often cause the handbrake to clip right through the floor .
Hammer ( Fallout 3 ) A hammer is a miscellaneous item in " Fallout 3 " and " " Uses . " Fallout 3 " . It is useful only as Rock - It Launcher ammunition , and can usually be found near workbench es . It cannot be used to repair anything , nor can it be used as a weapon . " Fallout : New Vegas " . In " Fallout : New Vegas " , hammers don ' t serve any practical purpose . There is no reason to collect them ; unlike for instance , , which are used in the creation of weapon repair kit s .
Find contacts Find contacts was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Walkthrough . Once the poisoner is found , the Prisoner will be asked to find his associates . This quest will lead the Prisoner to Hoover Dam . It also has the potential to lead to the Circle of Steel , the " bad guys " in this scenario .
Chemmie Mr . Chemmie is a drug crafting computer found on Level 5 of the Environmental Protection Agency . He can be gained access to by using the east elevator on Level 3 to Level 5 Indigo . Background . He would have been able to make useful drugs ( including rare ones like Psycho and Mentats ) . He was also able to make ERSis , an extremely rare drug used in cryo pods to stop the patients from experiencing Post - cryogenic syndrome . Unfortunately he can only make one . The drugs he could make are various chems and " something special " which would allow you to get heart pills and ERSis .
Animal Friend Animal Friend is a " Fallout " , " Fallout 3 " , " " , " Fallout 4 " and " Van Buren " perk . " Fallout and " Van Buren " . In " Fallout " , with this perk , some animals will not attack the player character , unless the animal is attacked first . This perk applies to all forms of rats and radscorpions except those in Shady Sands ' radscorpion caves . In Van Buren it would have been the same but with some extra purposes like being able to tame Devil Dog more easily . Notes . Coyotes , dogs , brahmin , deathclaws and mantises are not classified as animals for the purposes of this perk . " Fallout 3 " . With the first rank of this perk , animals will simply not attack the player character . With the second rank , these creatures will come to their aid in combat , but never against other animals . This perk affects : Additional dialogue . A new dialogue option becomes available when speaking to Tree Father Birch in Oasis . He will then explain to the Lone Wanderer why there are many animals in Oasis and how they are attracted to the sanctuary , though this doesn ' t have any benefits other than a little backstory of Oasis . Notes . Having this perk will provide a significant advantage when going for the Sneak bobblehead in the yao guai tunnels , since the yao guai that inhabit these tunnels will no longer attack . " Fallout : New Vegas " . With the first rank of this perk , animals will not attack the player character . With the second rank , these creatures will come to the character ' s aid in combat , but never against other animals . This perk affects : " Fallout 4 " . Affecting an animal requires looking down a weapon ' s sights and pressing the confirm / use button . Success will be indicated with an animation , whereas failure will result in a notification . Once one has made an attempt on an animal , they cannot immediately make a second attempt . One must be within a certain range of the animal to pacify it , while Inciting / Commanding requires an even closer range . This perk affects the following animals ( list may not be complete ) : Dialogue . The Sole Survivor will make species specific comments when pacifying and inciting targets .
Moore ' s briefcase Moore ' s briefcase is a quest item in " Fallout 2 " . Background . It ' s a brahmin - hide document holder and a bomb , all in one . Make sure you use it to deliver the documents - or you ' ll get to experience its other function . Characteristics . When given to the Bishop family in New Reno in the quest Deliver Moore ' s briefcase to Mr . Bishop in New Reno , it is used to help abolish the slave trade . Location . It can be obtained from Thomas Moore in Vault City .
Gatling laser ( Fallout Tactics ) The Sunbeam Gatling laser is an energy weapon in " " . Characteristics . While not as efficient as the Wattz 2000 or the Winchester P94 , the L30 can still chew apart most anything in one or two bursts . A great support weapon , especially in CTB mode .
Fallout : New Vegas creatures Arthropods / Bugs . All of these creatures are affected by the Entomologist , Bug Stomper , and Tribal Wisdom perks . Mammals . Non - human . All creatures in this group are considered animals for Animal Friend , except for yao guai and . All creatures in this section are considered animals for Animal Control . Plant - based creatures . All mutated plant creatures are affected by Purifier and Abominable . Notes . There are 41 variants of creatures added to the game through add - on content . Ignoring cut content , there are just over 100 creatures in the base game . In total there are about 150 creatures in .
Klamath Downtown Downtown is the eastern part of Klamath . It is a mix of agricultural , residential and commercial uses . Plenty of Klamath ' s citizens can be found wandering around or visiting the two pubs . Aldo will be ready to greet anyone that arrives here . Layout . This district is built around a central plaza , which has been converted into a vegetable garden . Most of the buildings abut onto the plaza , with only Vic ' s house and the Dunton ' s slaughterhouse being built further back . Buckner House is directly next to the entrance to Klamath , and , moving counter - clockwise around the plaza , there is ; the bathhouse , the Dunton jerky shop , the Golden Gecko and three residential buildings . More vegetable crops are located at the north and south - east of the map . There are also several outhouses located throughout the district . Exiting to the east leads to the world map , the south to the trapping grounds , the south - west to Trapper Town and the west to Klamath Canyon . When returning from the grazing grounds , one will appear in the north - west of the district . Appearances . Klamath downtown appears only in " Fallout 2 " .
Bloatfly meat ( Fallout 3 ) Bloatfly meat is a consumable item in " Fallout 3 " . Characteristics . Bloatfly meat is the insectoid meat that can be scavenged from the many bloatflies around the wasteland . It can restore 5 of the player ' s Hit Points ( 6 with the food sanitizer ) , but also gives them a Radiation dose of 3 rads . It also closely resembles ant meat .
Junkie ( Fallout 2 ) Junkies are victims to Jet addiction in New Reno in 2241 . Background . These New Reno junkies are on the bottom rung of society ; their addiction to Jet causes them to behave erratically . They will always be asking for more Jet , for there is no cure for the addiction yet . Interactions with the player character . Other interactions . Junkies only have float dialogue . When using Jet , they will switch to a different set of floats varying on the player character ' s reputations and party members . Appearances . These junkies appear only in " Fallout 2 " . Behind the scenes . When these junkies are high , among their generic float dialogue is them singing ; References .
Cheryl Glass Cheryl Glass is a character mentioned in " Fallout 4 " . Background . Cheryl Glass was a woman who lived with her family in Cambridge before the Great War . Her husband Arlen was the lead toy designer at Wilson Atomatoys Corporate HQ , which didn ' t gave him much free time outside of work . When the bombs fell , her home was completely destroyed , killing her and her daughter instantly . When Arlen finally made it back to check up on them , he only found an irradiated crater . Sadened at the loss of his family , he simply laid down at the bottom and went to sleep , only to wake up a ghoul . Appearances . Cheryl Glass is mentioned only in " Fallout 4 " .
Barnaky ' s letter Barnaky ' s letter is the only holodisk in " " . Characteristics . A letter written by Simon Barnaky to his wife , Maria Barnaky . Location . It is found on Toccamatta ' s corpse during the Osceolla mission . If kept until the end of the game , it could be used to persuade the renegade general Barnaky to stop supporting the Calculator . Notes . An item named General ' s locket serves the same purpose as the letter . The only difference is that the dialogue it triggers is slightly different .
Hurtz Hurtz is a modified protectron located in the Commonwealth in 2287 . Background . Hurtz is a member of Jackson ' s caravan along with Ada , Liza , Porter , Shades , Turing , and Zoe . It is a protectron that Jackson and Shades pieced together after finding a factory full of protectron parts in order to work as a bodyguard for the caravan . Hurtz will probably be destroyed in the robot attack that claimed the lives of its fellow caravan members . Appearances . Hurtz appears only in the " Fallout 4 " add - on " Automatron " .
Clifton ' s eye Clifton ' s eye is a quest item in " Fallout 2 " . Location . The eye can be found in the wall safe in General Clifton ' s CO office , on the third floor of the Sierra Army Depot . It is used to open some of the biometric locks .