naist-nlp/zeshel huggingface dataset:
Vulpes Inculta Vulpes Inculta is the leader of the frumentarii in Caesar ' s Legion and one of the trusted men of Caesar , traveling in the Mojave Wasteland with a group of legionaries who ravaged Nipton in 2281 . Background . A remarkable individual from an unremarkable tribe in Utah , Vulpes was brought into the Caesar ' s Legion as a child . Having survived training , he was made a legionary and fought well enough to be promoted to the rank of Decanus . He became a frumentarius following a brilliant tactical maneuver , when in a battle against a tribe , he broke ranks and led his squad through a hole in the enemy defenses , capturing the tribe ' s chieftain . While his centurion wanted him crucified for disobeying orders , Caesar saw potential in the young Decanus and found a more interesting use of him . According to Ulysses , Vulpes Inculta was responsible for the pacification of the Twisted Hairs at Dry Wells once the Legion ' s campaign ended in Arizona . Those of the Twisted Hairs who resisted were crucified along the sides of Interstate 40 . By 2281 , Vulpes is the leader of the frumentarii and the mastermind behind many of the Legion ' s intrigues , notably the slaughter at Nipton as well as the destruction of Camp Searchlight , which was destroyed after Legionaries released the contents of several radioactive waste containers kept in the city ' s fire station . This severely weakened the NCR ' s position in the area , and allowed the Legion to cross the Colorado River and establish an outpost at Cottonwood Cove . Inventory . < nowiki > * < / nowiki > Only in Nipton < nowiki > * * < / nowiki > Only on the Strip Appearances . Vulpes Inculta appears only in " " and is mentioned by Ulysses in its " Lonesome Road " . Behind the scenes . In Latin , " vulpes " translates as " fox , " while " inculta " can translate as " uncultivated " or " rough . "
H2 - 22 H2 - 22 is a synth living in the Commonwealth in 2287 . Background . H2 is an escaped synth who was quickly taken into Old Man Stockton ' s care . The Sole Survivor will help him find a new life through quests with The Railroad . A holotape in the Memory Den during the quest Memory Interrupted reveals that H2 - 22 decided to wipe his memory to start a new life . After the quest is complete , Desdemona will inform the player character that H2 - 22 has safely escaped the Commonwealth . Notes . Even though Nick Valentine claims that all synths who escape the Institute lose their memories of it , surmising that this is due to a manufacturing failsafe , H2 - 22 can recall many details of his life there . Appearances . H2 - 22 appears only in " Fallout 4 " .
Virgin Fork campground The Virgin Fork campground is a in Zion Canyon . It is found east of the ant burrow and slightly northeast of Ranger substation Peregrine . Layout . The area consists of three destroyed Corvega s , three trailers with three bedroll s , several suitcases , and three picnic tables with plates and cups , and a campfire . Appearances . Virgin Fork campground appears only in the " " " Honest Hearts " .
Robot workbench The robot workbench is a world object in the " Fallout 4 " add - on " Automatron " . It is used to modify robot companions by equipping them with various robot mods , including Codsworth and Ada . It can only be crafted once the Mechanical Menace quest has been completed . Characteristics . The robot workbench is by far the largest crafting station in the game both in width and in height . Rooms in player - built houses are usually not high enough to accommodate the workbench , but placing it inside a building is ill - advised anyway because some automatrons ( sentry bots in particular ) are too large to navigate enclosed spaces , much less fit through human - sized doors . While this problem can be circumvented by ordering the automatron to follow the Sole Survivor as a companion and wait for it to teleport to its master ' s side when the distance grows too long , it is far more convenient to just build the workbench outside . There is , however , one notable exception : The Red Rocket truck stop garage is spacious enough to build a robot workbench in , and its door can easily be passed by even the largest automatrons . Crafting . Construction . The robot workbench , unlike other workbenches , appears in the " Special " category of the workshop menu , and doesn ' t require Local Leader rank two to construct at a settlement . However , it does require the completion of the quest Mechanical Menace before it becomes available to contruct . Automatron construction . The automatron produced is a basic protectron with no armor . The new robot will be given a default name of the form " Automatron - XXX " , with XXX being a randomly generated number , but they can be renamed like any weapon or piece of armor . Core robot models and variants . Players can choose components from a total of ten different robot models and their " Nuka - world " variants : Modification categories . Constructing an automatron encompasses choices in seven categories . An eighth category , " Special Mods " , is only relevant for the Automatron questline and plays no role for the construction of generic robots . Optimization . When building a robot the head and both arms are optional - an automatron can be finished without them , although in such a case it will usually be lacking means of inflicting damage or interacting with its surroundings , as demonstrated by Bosun aboard the USS Constitution . Robot parts can be freely mixed with almost no restrictions , thus enabling the player to create highly unusual but very deadly combinations . As an example , a Mister Handy torso and thruster assembly including a Tesla field and three buzzsaw - equipped appendages , combined with sentry bot arms wielding Gatling lasers and decked out in voltaic armor plating , results in an automatron that can single - handedly massacre entire hostile strongholds at range without needing ammunition , will devastate almost anything foolish enough to enter melee range , can move at impressive speed , can carry more than most organic companions , and is small enough to accompany its master everywhere .
Janet Rockwell ' s diary Janet Rockwell ' s diary is a world object in " Fallout 3 " . Location . Found on a sub end table in Janet Rockwell ' s bedroom in the Rockwell residence . Notes . The diary can only be read after Betty has given the assignment to find a way of breaking up the Rockwells ' marriage .
Tank track robot The tank track robot was a utility robot used in agriculture before the Great War . After the War , in the Midwest of 2197 , it was adapted by the Calculator , the mad cyborg from Vault 0 , for close range combat . Characteristics . Gameplay attributes . It attacks using its spinning flails which can do a great deal of damage . Though highly resistant it can be easily defeated because it can ' t fit through most doorways , lacks a ranged attack , and takes time to spin up its flails , making it fairly easy to maneuver away from before it can do any damage . Appearances . The tank track robot appears in " " .
Steal necklace from the Merchants Steal necklace from the Merchants is a side quest in " Fallout " . Detailed walkthrough . In the Hub ' s Old Town is a building with a staircase that leads down to the Thieves ' Circle . The Vault Dweller must pass some traps and locked doors to find Loxley and his thieves . Loxley will give the Vault Dweller credit for navigating through the defenses and extend an offer of membership to the Thieves ' Guild , provided that they steal a necklace from the house of an eminent local merchant . Completing the initial dialogue and accepting this quest will grant 900 XP . If Jasmine is spoken to , she will give the Vault Dweller some supplies for the mission . Daren Hightower ' s home can be found in the Heights district of the Hub . His house is heavily guarded , but if the Vault Dweller sneaks in at night ( around 6 : 00pm ) , they should be able to make it in and out without being seen . Alternatively , during the day , the Vault Dweller can talk their way past the first two guards by saying they need to speak with Mr . Hightower , and then entering combat to avoid Mr . Hightower ' s dialogue . If the Vault Dweller gets caught sneaking in , they may have to kill the guards . In any case , the objective of the mission is to get inside a room toward the lower left of Hightower ' s house . Inside one can find a strongbox , protected by a trap that will explode if the Vault Dweller tries to lockpick the box before disarming it ( using lockpicks may not work but using lockpicking skill from the skilldex will ) . Inside the strongbox is the fancy gold , silver and diamond necklace . Returning it to Loxley in the Thieves ' Circle completes the quest .
Gene Gene is a dog breeder wandering in the Commonwealth in 2287 . Background . Gene wanders the Commonwealth to sell dogs he raised himself , albeit begrudgingly , stating that he " feels blue for a week after selling a dog . " Here is a method to add Gene back to the random encounter pool if he has died in your game " ( PC only ) " : After doing this , Gene has now been re - added to the random encounter pool and you will now encounter him again in the Commonwealth . This may work with other NPC random encounters that have died that you wish to revive ( although some random encounters exist in different rooms so it is important to verify if they were in this room to begin with ! ) Appearances . Gene appears only in " Fallout 4 " . Bugs . If the player character interacts with Gene , he may only respond with " yeah " or some other generic dialogue , and the option to purchase a dog may not be made available . The option to purchase a dog may be fixed if you choose every other dialogue option .
Steve ( Vault City ) Steve is the sub - greeting chief of Vault City in 2241 . Background . Steve is a cheerful young man . His role is to greet newcomers to the city . He is quite inexperienced and is a subordinate of Melinda , the chief greeting officer . Appearances . Steve appears only in " Fallout 2 " .
Vault 101 ' s second overseer Vault 101 ' s second overseer was the second overseer of Vault 101 , hand - picked by Vault 101 ' s original overseer . Background . Becoming overseer in 2127 , he led Vault 101 dwellers according to the same isolationist doctrine preached by his predecessor , but also attempted to garner as many senior vault dwellers to become complicit in the vault experiments . In addition , the second Vault 101 overseer was the first overseer able to communicate with , and even visit , the outside world by using the secret tunnel in the Overseer ' s office . However , for all other intents and purposes , the vault dwellers were sealed in with the motto " we are born in the vault , we live in the vault , and we die in the vault " . Appearances . Vault 101 ' s second overseer is mentioned only in the " Fallout 3 Official Game Guide " .
MacArthur Army Base The MacArthur Army Base is a military facility in 2253 . Background . In a random encounter around New Canaan you will find a squad of Enclave troopers that will approach you , asking for directions toward the MacArthur Army Base . If you are hostile to them or " weird " , they will open fire on you . Appearances . MacArthur Army Base was going to be mentioned in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios .
Morte ( special encounter ) Morte is a special encounter in " " . Morte is a skull floating around the wasteland , having landed in the Fallout world after accidentally going through a portal in a brothel window in Sigil , the City of Doors . Behind the scenes . Morte is an important character and a potential companion in the game " " made by Black Isle Studios .
Fallout freak ( film ) Fallout freaks are creatures found in California in 2063 , and were going to appear in the " Fallout movie " . Background . In the Fallout film treatment , Max refers to some mutated villagers as Fallout freaks . He comments that they “ Came out of their vault too early . Nothing of value inside there , unless you like your steaks with hair on the inside . ” Characteristics . Biology . They probably suffered different mutations , but cannot be classed as fully human anymore . The one seen in the film treatment was a two - headed boy waving from a walled village . Appearances . Fallout freaks were meant to appear in the canceled " Fallout movie " by Interplay Films .
Trudy ( Fallout : New Vegas ) Trudy is the bartender of the Prospector Saloon and the mayor of the town of Goodsprings in 2281 . Background . Trudy was born in 2252 to parents who were among a group of travelers . Trudy grew up among the travelers , and when she became an adult she , along with other new adults , were the only ones still in the group . She decided to settle in the spot where Goodsprings , NV used to stand . The other members of the group followed suit , and the town of Goodsprings was born again , with Trudy as the mayor . Notes . Once the Courier achieves at least Accepted status in Goodsprings , Trudy will offer a " special discount " which is truly unique : she will both buy and sell at precisely the listed value of the item regardless of the Courier ' s Barter ability , and will accept stolen objects even from her own saloon . Appearances . Trudy appears only in " " .
Lil ' Pip 3000 Much less cumbersome than the Pip - Boy 2000 Plus , the Lil ' Pip 3000 offers all the functionality of its bigger brother , and features two colors in addition to bright green for standard display : bright blue and bright red . It features a flip - up split - screen monitor and can be comfortably worn on the arm . Despite its many advantages , the Lil ' Pip 3000 was not a sales success . The device was more fragile than the 2000 models and it used integrated circuits instead of vacuum tubes to achieve its small size .
Calibrated shocks The calibrated shocks is a power armor leg mod in " Fallout 4 " . Effects . When installed on power armor , the calibrated shocks add 50 points to Carry Weight , allowing a potential 100 additional points per suit . Crafting . In order to craft the calibrated shocks , a power armor frame with the desired leg piece ( s ) attached must be installed at a power armor station . Location . The calibrated shocks are only available via crafting at a power armor station , with the exception of the T - 51 variant which can purchased at the Atom Cats garage .
Cryo mine ( Mothership Zeta ) The cryo mine is a mine that is added to " Fallout 3 " with the " Mothership Zeta " add - on . Characteristics . The cryo mine deals a single point of damage to its target , but also freezes them solid for 3 seconds . Locations . These mines can be obtained from Elliott Tercorien after releasing him from stasis and going through the cryo lab with him . He will pick up some cryogenic parts in the area where Beckett and Daniels are frozen which enables him to start making the mines upon return to the engineering core . He will give the Lone Wanderer three cryo grenade s and three cryo mines after they wait an hour for him to make them . After that one must wait another 3 hours for him to make two more each time the Wanderer asks .
Dog meat ( Fallout : New Vegas ) Dog meat is a consumable item in " " . Characteristics . It restores some of your Hit Points , but also gives you a small amount of radiation . Additionally , in hardcore mode , it can reduce Starvation by 35 , at the expense of - 1 Strength for a 2 minute duration . Used in campfires to make .
Salt shaker The salt shaker and clean salt shaker are junk items in " Fallout 4 " . Characteristics . The traditional counterpart to the pepper mill , it is a green plastic container for salt with a hole in the top for easy dispensing . The clean salt shaker has been secured from the harsh environments following the Great War and avoided rough handling , the result of which is a near perfect condition pre - War item . Crafting . The salt shaker can be broken down into its individual components for use in crafting :
Follows - Chalk Follows - Chalk is a tribal living in Zion Canyon in 2281 . Background . When Follows - Chalk was a young boy , a man came through the valley with one of the caravans " Tall man , big moustache , carried a guitar " . Follows - Chalk asked him what he did for a living , and the interpreter told him that he was a singer . " What is that ? " he asked . The man explained that he went from place to place and sang for people , who gave him food and shelter and care in return . Follows - Chalk couldn ' t believe that there was a place in this world where a man could do that . He promised himself then that one day he ' d explore that world himself . Follows Chalk ' s name is derived from the fact that the more experienced Dead Horse scouts leave chalk marks to indicate areas where game is plentiful . As he is not a full scout yet , he simply " follows the chalk " of the veterans . As a young tribesman , he admits to not believing in the local taboo legends , and expresses excitement when exploring taboo areas ( pre - War buildings ) . Follows - Chalk idolizes Joshua Graham , which worries Graham , who feels he should have as little influence over the tribe as possible . Appearances . Follows - Chalk appears only in the " " " Honest Hearts " . Behind the scenes . Follows - Chalk was written by Travis Stout .
Slasher knife The slasher knife is the signature weapon of the Pint - Sized Slasher . It can only be found in the Tranquility Lane simulation . Outside of Tranquility Lane , it cannot be obtained without console commands . Characteristics . The knife does a lot more damage than a normal knife - more than twice that of any other knife in the game . This results in it almost always dismembering the target . It can be repaired with other knives , including unique variants . Durability . The slasher knife can successfully strike about 400 times from full before breaking . Locations . The knife is obtained along with the Pint - Sized Slasher mask during the Tranquility Lane quest if you decide to help Betty kill all the residents of Tranquility Lane . It is then located in the doghouse beside the abandoned house and is automatically equipped when you receive it . At the end of the quest or upon exiting the simulation , the knife is automatically removed from your inventory . The glitch which allows you to take items out of the Anchorage Reclamation simulation does not work here due to the fact that it is a " quest item " and cannot be removed from the player .
Leroy Walker Leroy Walker is a slaver from Paradise Falls in 2277 . Background . Leroy is a strident believer that " might makes right . " Weaklings deserve what they get in life and should serve at the whim of the more powerful . He is a rarity among slavers . He ' s not in it for the money ; he genuinely believes that this is the natural law of the universe . Leroy is the slaver in charge of handling runaways . Currently there is no bigger issue for him than the Temple of the Union . In his eyes , if they succeed in making the Lincoln Memorial into a shrine for abolitionists and runaway slaves , Paradise Falls and the slavers will be severely hurt . Daily schedule . He can usually be found in the Operations Office on the ground floor ; go left while facing the steps into the memorial itself . Appearances . Leroy Walker appears only in " Fallout 3 " . Behind the scenes . was the first Confederate States Secretary of War and issued the orders for the firing on Fort Sumter , which began the American Civil War .
Dead prospector Dead prospectors are found in the Mojave Wasteland in 2281 . Background . Prospector s are scavengers who roam the wastes for various items of interest . Many dead prospectors can be found around the Mojave in many different locations , typically carrying some form of armor , a gun , its corresponding ammunition , casings for said weapon , a melee weapon , some form of an aid item and occasionally some Caravan cards . Appearances . Dead prospectors appears only in " " .
Painted Rock The Painted Rock were a tribe from what was formerly the American Southwest . Background . Little is known of the Painted Rock tribe other than the fact that several of the Legion ' s veteran soldiers were once members . Appearances . The Painted Rock are mentioned in " " .
Rivet City bow The Rivet City bow is the broken - off section of the aircraft carrier where Rivet City is located . Layout . Although technically a part of Rivet City , the Rivet City bow consists of the broken - off front third of the aircraft carrier . Pinkerton has set up his lab within the bow part of the carrier after being ' removed ' from the Rivet City council in a coup . Access to the bow is gained via an underwater door which can be most easily entered by exiting the Flight Deck door in the marketplace and jumping into the water . You will have to swim for quite a bit once you enter , and there is a hollow section half way along in which you can pause and take a breather . The entrance is guarded by mirelurks , the exact amount / type depending on your level . Another entry is south west of Rivet City across a small pier . The door is locked " Very Hard " ( requiring a Lockpick skill 100 ) on both sides . Alternatively there is a power switch to the right of the door , when used this unlocks the door as well , but this can only be accessed from the inside of the bow . If you enter this way , watch out for the frag mine that is placed on top of an empty ammunition box . If re - locked via the trigger , the door will drop to " Easy " for unknown reasons . Keep an eye out for further traps in the gas - filled hallway as you make your way towards Pinkerton ' s lab . A room containing two rigged shotguns , purified water , and frag mines is off to the right of the gas - filled hallway , and a tripwire activating a grenade bouquet is immediately after the door . Eventually you will reach a door that can only be opened remotely , via an activation switch . The switch can be found on the wall directly opposite the door . Beware of the rigged computer next to the door . Note : All of these will have to be stolen , which leads to Karma loss and can potentially turn Pinkerton hostile . However , if you fight and " kill " him , he will only be knocked unconscious , as he is marked as essential ( before the completion of The Replicated Man only ) . He will then wake up as if nothing happened . Appearances . The Rivet City bow appears only in " Fallout 3 " .
Vortis ' holding center Vortis ' holding center is a slave holding center and , as the name suggests , it is run by Vortis in New California in 2241 . Layout . The holding center ' s primary building is in two parts : the first , largest part is where the counter , Vortis and a large number of slavers can be found . This is where the slaves are handed over to Vortis for ' safe keeping ' . The second room has two large double beds and a few lockers . The holding pens themselves are split into four blocks each with four cells , totaling sixteen cells . This area is constantly guarded by one slaver who will attack those who stray into this area . There is also a small outhouse here with nothing more than a small water - closet . The whole area is enclosed by a chain - link fence for extra security . Appearances . Vortis ' holding center appears only in " Fallout 2 " .