naist-nlp/zeshel huggingface dataset:
Ablutions Ablutions is a side quest in the " Fallout 4 " add - on " Far Harbor " . Detailed walkthrough . For this quest , Sister Mai , at the Nucleus asks the Sole Survivor to acquire a pump regulator to repair the decontamination arches near the entrance . Her directions lead to the Vim ! Pop factory which is inhabited by a large number of super mutants and their hounds . The regulator can be found in the Vim factory floor area with the two large mixing vats . Upon returning to Mai , questioning her about her " repairs " reveals that she is actually attempting to circumvent the decontamination arches ' filter systems in order to have them irradiate instead of decontaminate everyone passing through . She then leaves the honor of installing the pump regulator to the Sole Survivor . Reaching the mechanism at the bottom of the submarine dock involves trudging through the dock ' s heavily irradiated water , so suitable preparation is recommended . With an Intelligence of 7 or higher , the Survivor can opt to reverse Mai ' s alterations to the system before installing the new regulator , thus making the decontamination arches actually decontaminate as they were meant to do . Return to Mai to claim Radical Conversion , the unique radium rifle as just reward regardless of how the quest was resolved . Bugs . After completing the quest , then leaving and re - entering the Nucleus , the decontamination arches will only spray mist , and not affect the player ' s rads in any way , regardless of whether or not they chose to reverse the alterations .
Mikey ( Fallout 3 ) Mikey was mentioned by Patrick in his farewell . Patrick leaves his motorcycle to Mikey . Background . Mikey is only mentioned in a holotape left by his suicidal buddy , Patrick . Appearances . Mikey is only mentioned in " Fallout 3 " .
Mr . Handy buzz blade The Mr . Handy buzz blade is a weapon in the " Fallout 4 " add - on " Automatron " . Characteristics . The Mr . Handy buzz blade is just the severed buzz saw arm of a Mister Handy robot attached to the engine and shaft of a weed whacker . It spins while in use , similar to the Ripper . Variants . There are no known variants of this weapon so far .
Talius Talius is an FEV mutant who resides in the basement of the library of the Followers of the Apocalypse . Background . Talius was a vault dweller from Vault 13 , sent out by the overseer to find the water chip . Together with Ed , this means there are two confirmed vault dwellers from Vault 13 who were sent out before the Vault Dweller . Supplied with a shotgun and some 12 gauge shell s , Talius searched unsuccessfully for the water chip for some time before hearing of Necropolis ' s water pump . Presumably hoping that the pump ' s source was , in fact , a functioning water chip , he traveled to the city not having known of its newly garrisoned detachment of super mutant s . With the help of the ghoul leader Set , he was able to kill some of the mutants before being knocked unconscious by nightkin , and promptly taken to the Mariposa Military Base . He was dipped in the vats , which led to a rare transformation into a ghoul - like mutant similar to Harold , as opposed to the typical super mutant . He was rescued under ambiguous circumstances by the Followers of the Apocalypse , in his words , " from the full effects of the transformation into a heinous beast . " He joined as a full - fledged member shortly afterwards . Appearances . Talius appears in " Fallout " and mentioned in " Fallout Bible " .
Help me ( Fallout 3 ) Help me is a paper note in " Fallout 3 " . Location . Found on one of the number of skeletons in a closet in the offices ( east ) section in the Nuka - Cola plant . It describes the draconian punishments enforced by the robotic foreman of the plant .
Parkview Apartments The Parkview Apartments is a location in the Commonwealth in 2287 . The apartments surround the Parkview Lounge , an unmarked , quest - related location . When approaching the area , the Sole Survivor will likely witness a rooftop battle between some raiders and super mutants . Layout . There are two buildings connected by a walkway over the roof : the apartments and the lounge . Parkview lounge . The lounge consists of three interior floors . A staircase on the exterior of the apartments takes the Sole Survivor directly to the second floor . The second floor shows evidence of a recent firefight and contains a large bar and pool table . There is an elevator that goes down to the first floor and a staircase leading to the third . The third floor houses some more raider and mutant bodies and contains an office and sitting space . An Expert level safe can be found on the wall , low to the ground . There is also a door leading outside to the roof . On the roof , one can navigate around some ramps to the top and to either a bridge to the other building or the last room of the lounge portion . This room contains a wall - mounted , Expert safe and a steamer trunk with leveled loot . Across the bridge on the apartment roof is a location for a MILA . Appearances . The Parkview Apartments only appear in " Fallout 4 " .
Thorndyke Thorndyke is a healer for the Children of the Cathedral and is stationed in the southern district of the Hub in 2161 . Background . He is a member of the Children of the Cathedral and acts as a doctor . He is very loyal to Jain and will obey her commands . Appearances . Thorndyke appears only in " Fallout " .
Tactical Thinking Tactical Thinking is a Brotherhood of Steel main quest in " Fallout 4 " . Quick walkthrough . Detailed walkthrough . Advancing in this quest will make the Sole Survivor an enemy of the Railroad , so if there are any loose ends to tie up with them , do so before speaking to Lancer Captain Kells . Even having this quest active in your log will shut off access to conversation or side quests with some Railroad personnel . Bear in mind , this quest appears automatically at the conclusion of Blind Betrayal . If the player is not ready to close off activities with the Railroad , avoid turning in that quest for now . At the start of the quest , the Sole Survivor is informed that Kells wishes to speak to them on the command deck of the Prydwen . In this discussion , Kells orders the Sole Survivor to assault the Railroad HQ and kill the Railroad leaders located there . The list of people to dispose of includes Doctor Carrington , Glory , Deacon , Tinker Tom , and Desdemona . After agreeing to Kells ' s orders , head north into the North End neighborhood of Boston , and enter the Old North Church . Resistance from the Railroad is met immediately upon entering the Church . After dispatching all enemies in the church chamber , proceed to the crypt . Several more Railroad personnel attack in the tunnels before the player can reach the end . When the player has reached the entrance to Railroad HQ , instead of needing to solve the dial puzzle from Road to Freedom , the Brotherhood of Steel has planted explosives which will blow a hole in the wall and grant the player easy access to the final segment of the mission . After entering through the destroyed wall and into Railroad HQ , the player is met with several Railroad threats . While only the people on the list provided in the quest details need to be killed to complete the quest , it may be easier to clear all of Railroad HQ of assailants , save for P . A . M . After all of the personnel on the list are dead , there are two options for proceeding : the player may reprogram P . A . M . , which is the desire of the Brotherhood , or destroy P . A . M . To reprogram P . A . M . , find the P . A . M . mainframe terminal , located near the main area of the Railroad HQ . In the mainframe , use the P . A . M . decryption program holotape that has been provided to successfully reprogram P . A . M . If choosing to destroy P . A . M . , skip the steps with the terminal and simply locate her and destroy her . Whichever method the player chooses , all of the tasks in Railroad HQ for the quest will be complete . To complete the quest , the player must return and report to Kells on the Prydwen . The Brotherhood will express disappointment if P . A . M . was destroyed rather than reprogrammed . On the other hand , if the player managed to reprogram P . A . M . , she is later transported onto the Prydwen .
Prep School Prep School is a miscellaneous quest in " Fallout 4 " . Detailed walkthrough . After completing Traffic Jam , Deb will tell the Sole Survivor to speak to Kessler , who also has a job to be done . Kessler is looking for someone to discreetly remove Bunker Hill ' s raider problem . In the past , they paid off Judge Zeller and his gang of raiders to leave their caravans - and the town itself - alone . Recently , though , Zeller ' s been demanding more money , then attacking the caravans regardless . Kessler would like the player character to kill Zeller and eliminate the raider problem once and for all . If a hard Charisma check is passed , Kessler will not raise the monetary reward . However , she will provide some extra ammunition , as well as 2 Med - X and 2 stimpaks . Even if the job is refused , the objective is added . Judge Zeller and his gang are located in the East Boston Preparatory School , due east of Bunker Hill ( across the water and just north of Boston Airport ) . The school has three floors and can contain anywhere from a dozen to 30 raiders . The self - appointed Judge Zeller holds court on the third floor , where he can be dispatched like any raider boss . With him and all of the other raiders killed , one is free to pick the locks on the three prison cells and free the caravan prisoners . They must be spoken to before they will actually start running out of their cells and the objective updates . Return to Kessler to receive the reward , namely 400 caps and the ability to build caravan trading posts at settlements .
Rotten eyeball The rotten eyeball is a quest item in " " . Characteristics . The rotten eyeball is one of Harold ' s missing pieces that is found in the Bridge East area of Los . It can be found by crossing a set of pipes that lead off from the main path . For slightly better directions see Find Missing Pieces . Locations . Bridge East - found inside of a footlocker .
Lydia Montenegro Lydia Montenegro is a resident of Tenpenny Tower in 2277 . Background . Lydia runs the Boutique Le Chic , which serves as the general store . She speaks as though she ' s running a high - end shop and not peddling salvage to wasteland dwellers , such is the elitist illusion she lives under . Lydia spends her days in the shop , then relaxes at the Federalist Lounge with her friend Michael Hawthorne . Interactions with the player character . Quests . Tenpenny Tower : she is one of several bigoted residents that the Lone Wanderer has to try and convince to change her views if they are attempting to help move Roy Phillips ' ghoul s into Tenpenny Tower . Effects of player ' s actions . She will leave the tower if her safe in Boutique le Chic is looted , claiming it ' s not safe despite all the guards . If her safe is looted before she is spoken to , which triggers her to leave and wander aimlessly around the wasteland , she will only come back if Roy and his gang are killed . If she is convinced to leave , or simply killed , house upgrades will no longer be available to buy . If this happens , the only other option is to let the ghouls invade the tower . After the invasion , Michael Masters will take over the shop , and his shop will sell the house upgrades . Appearances . Lydia Montenegro appears only in " Fallout 3 " . Bugs . If she decides to leave Tenpenny Tower , she supposedly heads out to Megaton and can be found outside the main gate causing tremendous graphics lag for some reason . Scaring her away or killing her instantly removes her effect on performance . Note that if you kill her while she is at Megaton , all of the guards outside Tenpenny Tower will become hostile , regardless of whether the killing is witnessed .
Sergeant Ash Sergeant Ash is a unique weapon featured in the " Fallout 4 " add - on " Far Harbor " . Characteristics . Sergeant Ash is a unique flamer that has the Kneecapper legendary effect , which has a 20 % chance of crippling the target ' s legs . Location . Sold by Dejen in Acadia . Behind the scenes . The name of the weapon could be a possible reference to the British Robot Wars house robot Sergeant Bash which had a flamethrower as one of his weapons .
Test gun The test gun is a weapon which was cut from the final version of the " Fallout 3 " add - on , " " . Characteristics . The test gun is visually identical to the 10mm pistol . Due to its name and its nature as cut content , it can be assumed that the weapon was placed in the game files for developer testing purposes . Additionally , its traits in the GECK lists the same flare effect as the grenade launcher , another cut weapon . Durability . The test gun can fire a total of about 556 rounds , the equivalent of 47 reloads , from full before breaking . Locations . This item cannot be obtained except through the use of console commands . Appearances . The test gun appears in the game files of " Fallout 3 " but should not be considered canon due to it being a developer test weapon .
Crippled Arm Crippled Arm is a condition in " Fallout " , " Fallout 2 " , " Fallout 3 " , " Fallout 4 " , " " , and " " . " Fallout " , " Fallout 2 " and " " . If one arm has been crippled , the character is unable to use two - handed weapons like hammers , rifles and big guns . If both arms have been crippled , it is not possible to attack with weapons . This can be cured by visiting a doctor or using the Doctor skill . " Fallout 3 " and " " . Weapon accuracy is reduced in V . A . T . S . by a crippled arm , but still allow using weapons . In first person mode , the held weapon will sway , and while this may not seem to affect accuracy with regular non - V . A . T . S . shots , it does make the crosshairs sway significantly while using the scopes on weapons like a sniper rifle or scoped . 44 Magnum , making it much harder to aim . A crippled arm can be healed by sleeping , visiting a doctor , using a doctor ' s bag , or applying a stimpak on the crippled arm . For more information on crippled limbs , see Crippled Limbs . " Fallout 3 " exploit . " Fallout 3 " has a mechanism that gives any non - player character a certain amount of ammunition when they equip a weapon so that they can use it . Since this amount is usually much higher than the amount non - player characters usually carry , and since crippling an opponent ' s arms will make them drop their current weapon and try to pick it up again , this can be exploited . When encountering an enemy using a gun with desired ammunition , their arm can be crippled , then letting them pick up and re - equip the weapon ( and get the bonus ammunition ) , then do the same thing again with their other arm so that they get the bonus ammunition again when they pick up the weapon the second time . For example , an non - player character equipped with a minigun usually has around 50 5mm rounds on them , but crippling their arm once and allowing them to recover their weapon will increase the number to around 150 rounds ; doing so again will further increase the number of 5mm rounds to about 250 . Obviously , this can be used to get very large amounts of ammunition compared to what would normally be found . This technique is best utilized on opponents with Big Guns that have large magazines such as a minigun , Gatling laser , or possibly a flamer , but potentially any ranged weapon will do . Please note that super mutant overlord s carrying a tri - beam laser rifle will not drop their weapon if their left arm is crippled . This can still be used in " " but the reduced number of enemies using weapons with large magazines will greatly reduce the utility of this exploit .
Gizmo ' s guard Aside from his right - hand man Izo , Gizmo hires these two unnamed guards in 2161 , to protect him and his casino . Background . They are employees of Gizmo and are instructed to take out any troublemaker in the Casino . Notes . For some reason they will not aid in the defense of Gizmo in the Stop Gizmo quest . Appearances . Gizmo ' s guards appear only in the original " Fallout " .
Dubois ( Fallout 3 ) Centre Dubois is the center player of an ice hockey team / gang , called Sudden - Death Overtime , who want to bring the ice hockey - mania back to America in 2277 . Background . Centre Dubois is a member of the Sudden - Death Overtime gang , obsessed with an ancient ice sport that Goalie Ledoux ' s ancestors played . Relationships . Since Centre Dubois is a member of the Sudden - Death Overtime gang , she is friends with the other members : Goalie Ledoux , Winger Mercier and Winger Gervais . Appearances . Centre Dubois appears only in " Fallout 3 " .
Agnes Taylor Agnes Taylor ( simply called Grandma Taylor ) is a resident of Vault 101 in 2277 . Background . Agnes was once quite the explorer , working on clandestine infiltrations of nearby surface settlements at the behest of the Overseer . Recently though , she ' s been having trouble with her heart , a fact that worries her husband ( Officer Taylor ) greatly . She was appointed as an " ambassador , " along with Lewis , to the town of Megaton by the team leader . Her duties in this position included acting as a contact between the two settlements and to further survey the surrounding environment . She later returned to Vault 101 . Relationships . She is the wife of Officer Taylor . Appearances . Agnes Taylor appears only in " Fallout 3 " .
Defeat Mutant General Defeat Mutant General is a in " " . It is located in the Secret Vault residence hub . Walkthrough . After making your way through the first three sections of the Secret Vault - Residence Area , Attis enters the hub arena and wants the Initiate ' s keycard to the Vault ' s laboratory . Obviously , the Initiate won ' t give it up freely , and the first Attis boss battle unfolds . Attis is a mutant General , and he packs enough firepower that he doesn ' t need the army he ' s got with him . Look for the control console in the northeast corner of the room to reprogram the security robots to fight on your side . To unleash them , use the terminal to the south . Keep some distance attacking him while keeping in mind that laser based weapons have no effect . Just when you think you ' ve beaten Attis , he starts playing dirty . His mutant thugs overtake you and Attis lops off one of your arms to keep as a souvenir . He then hurls you into the abyss .
Radscorpion ( Fallout Shelter ) Radscorpions are enemies in " Fallout Shelter " . They are physically seen in game during vault invasions and quests . Characteristics . A radscorpion attack is the most dangerous encounter during incident s as it deals heavy physical and radiation damage , and can drain up to 50 % of a vault ' s power if not dealt with quickly . They start appearing when a vault ' s population reaches 50 dwellers ( 35 in survival mode . ) Unlike the radroaches and mole rats , the radscorpion will jump from room to room very frequently , which makes it very difficult to deal with . Radscorpions can also be encountered during quests . However , unlike the ones that attack the vault , they deal no radiation damage except for glowing radscorpions . Not only does it constantly deal radiation damage to the dwellers , but it also has a special attack which involves pouncing on a dweller , inflicting massive damage . This attack has the potential to kill a dweller in a single strike . Notes . During an attack , radscorpions will drain the vault of 1000 power points in two minutes , however it will not draw any more beyond that point . Appearances . Radscorpions are encountered during quests , out in the wasteland and as invaders in one ' s vault in " Fallout Shelter " .
O ' Brian ( Vault 101 ) Officer O ' Brian is a member of Vault 101 security in 2277 . Background . Lightly armored and keen to deliver a bit of punishment to the vault civilians , Officer O ' Brian is a vicious , unthinking man who delights in the pain of others . The confusion of the Lone Wanderer ' s escape makes his violent tendencies all the more easy to hide . Officer O ' Brian is guarding the locked atrium door to the Vault 101 entrance together with Officer Richards . Appearances . Officer O ' Brian appears only in " Fallout 3 " .
Nuka - Punch Nuka - Punch is a soft drink featured in the " Fallout 4 " add - on " Nuka - World " . Characteristics . Nuka - Punch is a Nuka - Cola drink produced by mixing Nuka - Grape , Nuka - Cola Orange , Nuka - Cola Quartz and Nuka - Cherry together at a Nuka - mixer station . Upon being consumed , Nuka - Punch increases one ' s maximum Action Points by 10 and maximum Hit Points by 30 , removes 500 Rads , and restores 100 Hit Points and 50 Action Points . Nuka - Punch can be chilled by using Buddy to produce ice cold Nuka - Punch . Locations . Can be crafted at any Nuka - mixer station .
Rewire Trigger of Bear ' s C4 Heart Bomb to Explode Rewire Trigger of Bear ' s C4 Heart Bomb to Explode was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It was located in Bloomfield Space Center . Quick walkthrough . If the player has a high mechanic skill , he can sneak up on Kyle while he ' s sleeping ( preferably after he passed out from being drunk ) and rewire his watch trigger to explode when used . So , the next day when the player tells Bear to be defiant to Kyle and Kyle pressed the radio trigger , it explodes and blows off his lone good hand .
. 223 minigun The . 223 minigun or Rockwell CZ25 military minigun is a weapon that was to appear in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It also featured in the " Van Buren " tech demo . Locations . Great Midwest Commonwealth Armored Infantry soldier Armstrong carries one , which the player can obtain if they kill then loot him .
Find Vic the Trader Find Vic the Trader is a quest in " Fallout 2 " . Background . You receive this quest from the Village Elder after completing the Temple of Trials . The Elder informs you that you must seek out a man named Vic in Klamath and inquire about the Vault 13 water flask he had traded here recently . Detailed walkthrough . When your character arrives at Klamath , you ' ll soon find that Vic is no longer there . It appears that he has run into some trouble down at The Den . Head your way there as soon as you can . Grab the radio from Vic ' s shack before you leave ! It will save you some backtracking later on . This can be found in the top corner adjacent to where you enter . The shack has a sign with Vic ' s on it . You will need to go to the back of the shack and lockpick the door . Alternatively , if you have some spare plastic explosives or dynamite , blow the door off its hinges . The radio can be found on a half - height bookshelf along with various other items . Upon arriving at The Den , you ' ll need to travel over to the east side and visit Metzger . The slaver boss tells you that Vic sold him a broken radio and won ' t let him leave until it ' s fixed . Ask Metzger for permission to speak to Vic ( if you can ' t , talk to Vic through the window ) .