naist-nlp/zeshel huggingface dataset:
Archimedes II Archimedes II is an energy - based artillery weapon in " " . Characteristics . Before Archimedes II can be used , it must be activated by choosing to divert the power of HELIOS One to it at the end of the That Lucky Old Sun quest . Triggering it by firing Euclid ' s C - Finder at a target causes three laser beams to converge on the target , followed by a large blue laser beam from the sky which causes massive damage . The laser must charge for at least 24 hours before each subsequent use after the first . At the conclusion of I Could Make You Care by activating the weapon , Veronica Santangelo will refer to Archimedes II as " glorified artillery " when speaking to Elder McNamara ( or Elder Hardin , depending on the result of Still in the Dark ) . Variant . Archimedes II should not be confused with Archimedes I , a related weapon that acts as a security system for HELIOS One . Behind the scenes . The ancient writers Lucian and Anthemius of Tralles wrote that the Greek scientist built a ' heat ray ' weapon using mirrors to focus the sun ' s energy on enemy ships . It was purportedly used at the Roman Siege of Syracuse from 214 - 212 BC . Most scientists are skeptical that such a device would be practical or efficient ; however .
Arlington Library photo Arlington Library photo is an image note that was cut from " Fallout 3 " . Notes . This note was meant to be added to the Lone Wanderer ' s Pip - Boy as a note from Moira during the third chapter of the Wasteland Survival Guide quest . This can be seen from the editor id MS03 which links it to this quest . One of the tasks is obtaining a Card catalog holotape at the Arlington Library .
Klik Klik is the leader , or as far as anyone can tell , of the Scaven Pickers in 2253 . Background . She - at least most think it ’ s a she - is very forceful and impatient . She will spout her gibberish and expect an immediate response . It does not have to make sense , as long as there is some kind of response . Theory is , she does this to newcomers as a way of introducing herself - or it ’ s the beginning of a mating ritual . Interactions with the player character . Interactions overview . If the player is nice to her , she will be satisfied and leave the player be . Appearances . Klik has not appeared nor is she mentioned in any published game . She was to appear only in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It is not certain if she will appear in any future " Fallout " game .
Sink ( Fallout 4 ) The sink is a miscellaneous world object in " Fallout 4 " and a constructible settlement object in the add - on " Vault - Tec Workshop " . Crafting . The sinks are located under " Furniture → Miscellaneous " in the workshop .
Erik Jamison Erik Jamison is one of the founding character artists brought in to 3D Scan , Texture , and Animate the interactive character sequences for the original " Fallout " game at Interplay / Black Isle . Career . Teamed closely with Leonard Boyarsky and Scott Rodenhizer , Erik took the sketched reference and sculpted figure heads to create the living face - to - face characters where your speech choices , mixed with your skill stats , determined the developing story and outcome of the Fallout game . Compiling video references from the ' s choicest in - studio performances , the inhabitants grew to become formidable characters in a method that quickly evolved to become industry - standard for facial motion capture ; still ripe with opportunity for artistic enhancement and embellishments . Erik developed this new technique in his next projects : Star Trek : Secret of Vulcan Fury , Titanic ( film ) , Parasite Eve , Final Fantasy VIII & IX , Final Fantasy : Spirits Within ( film ) , Area 51 , and Gladiator : The Crimson Reign for the hordes that followed Interplay .
Enhanced combat shotgun The enhanced combat shotgun is a weapon that appears in " Fallout Shelter " . Characteristics . The enhanced combat shotgun is a modified fully - automatic drum magazine loading shotgun featured in " Fallout Shelter " . Dealing a minimum of 13 damage per attack , it has the highest damage output for a shotgun in the game . Crafting . A high Endurance statistic is needed to effectively create the enhanced combat shotgun .
Sean Linehan Sean Linehan is a character mentioned in " Fallout 4 " . Background . Sean Linehan was a man who lived before the Great War . Him and his family were scheduled to reside in Vault 114 . Appearances . Sean Linehan is mentioned only in " Fallout 4 " .
Wrench ( Fallout : New Vegas ) The wrench is a in " " . Characteristics . One of these can be combined at a workbench with other components to create a weapon repair kit . Used with . One wrench , with the following components are used to create a weapon repair kit : Prior to , the recipe required an additional 1 scrap metal , 1 wonderglue , and 1 wrench . Notes . There are many wrenches in Novac all of which need to be stolen , but even after stealing all of them it does not effect the players enough to lower it in Novac .
Jiggs ' Loot Jiggs ' Loot is an unmarked " Fallout 3 " quest . Detailed walkthrough . There are a series of secret codes hidden within access terminals around the Museum of Technology . This is part of a series of security tests for a scavenger , Prime ' s allocation of loot for another comrade expected to show up at the museum . Be careful , you only get one attempt at entering the codes . If you make an error , you will not be able to complete this quest and will be unable to obtain the Xuanlong assault rifle . Although Prime alludes that he has left ' . . . the usual breadcrumbs ' for the player to follow , the clue is actually in Prime ' s name , as the correct numbers are all prime values ( divisible by only themselves and the number 1 , for example , 2 , 3 , 5 , 7 , etc . ) . Successfully unlocking all three terminals will grant the player the password for the Security Office terminal , allowing them to unlock the safe . The first terminal is on the wall straight ahead when you enter the museum . As soon as you enter the west wing , the second terminal will be on your immediate left ( it will be the second terminal to the right ) . The third terminal is on the bottom floor near the Delta IX rocket . The safe is located west of the planetarium in the security office that overlooks the Virgo II . The terminal codes are : Accessing any of these terminals allow you to begin this sequence . Inside , the safe holds 200 caps , sundry other valuables , and the gun locker key for the planetarium office ' s cabinet . This cabinet contains several firearms , including a laser pistol or missile launcher and assorted ammunition ( greatly varies , usually 3x assault rifles and a random weapon / ammunition ) . There is a Nuka - Cola Quantum on a shelf near the gun safe above the desk . After entering the last terminal code , the player receives another note from Prime , Earned your share . In the note Prime tells his buddy to meet him at the " usual spot " , the diner near Jury Street Metro station , which is marked on your map the moment you access the password . By the time you arrive , Prime is dead ( lying on a table behind the counter ) , but is still worth finding . His corpse is in possession of 500 more caps , explosives , ammunition , and the unique weapon , the Xuanlong assault rifle .
Junction 15 railway station The Junction 15 railway station is a in the Mojave Wasteland . It is north of Neil ' s shack on the I - 15 road . Layout . This location is simply an old abandoned train station that cannot be entered next to train tracks . This area is also very dangerous because there are typically around six to eight and a few s . Appearances . The Junction 15 railway station appears only in " " .
Summer shorts Summer shorts are a piece of clothing in " Fallout 4 " . Characteristics . Summer shorts are an outfit consisting of a blue - striped , sleeveless blouse , short yellow shorts and white flats . It provides an increase of 2 to Charisma . It may be worn with armor on the arms and legs but not the chest .
The Secret of Cabot House The Secret of Cabot House is a side quest in " Fallout 4 " . Detailed walkthrough . When returning to the Cabot House after saving Jack ' s sister , the Sole Survivor will get this mission assigned by Jack to help prevent raiders from freeing Lorenzo . Although one can actually fail in preventing the raiders from freeing Lorenzo , the Sole Survivor still has to kill them all once Lorenzo is released . Regardless of the choice above , when finished on the floor with Lorenzo ' s cell , don ' t try to leave the asylum by retracing the player character ' s steps unless they have a jet pack . Doing so will lead to a dead end under the room they dropped from on the way down . Instead , use the elevator in the control room to return to Cabot ' s office . Plan B : Free Lorenzo . Choosing to save Lorenzo by pushing the switch by his door will prompt Lorenzo to leave his cell ; him saying he wants to have a " long overdue " conversation with his son . He tells the player character " we ' ll have to kill him , you know . And the rest of them . " He says his son trapped him in there in 1898 ; nearly 400 years before the in - game date . Plan C : Take Both Actions . The following describes the details for Plan C in which one frees Lorenzo and then kills him before he leaves the area that is outside his cell :
Eagle Sheriff Eagle is a protectron in Nuka - World in 2287 . Background . Programmed by the Nuka - Cola Corporation , it was deployed in Dry Rock Gulch as a guide to assist visitors navigate the park . Following the infestation of Dry Rock Gulch with bloodworm s after the Great War , it detected signs of life in Mad Mulligan ' s Minecart Coaster . These signs were initially thought to be employees , but it was determined that they were likely " an infestation of deadly worms . " Appearances . Sheriff Eagle appears only in the " Fallout 4 " add - on " Nuka - World " .
Supervisor Greene Supervisor Greene is a Mister Handy in 2287 at Graygarden as a merchant . Background . Supervisor Greene is an olive green Mister Handy model robot with a personality modified into that of an archetypical game show host . He , along with the two other supervisors , White and Brown , have much more advanced " cognitive processors " than the typical Mister Handy , which give them distinctive personalities derived from their creator , Dr . Edward Gray ' s , favorite television show characters . Greene offers limited merchant services akin to a general goods trader . Greene will almost always be found tending the settlement ' s mutfuit orchard , and will from time to time engage in conversation with the other supervisors . Appearances . Supervisor Greene appears only in " Fallout 4 " .
Dr . Lorri ' s surgeries Dr . Lorri ' s surgeries is an unmarked quest in " Fallout " . Detailed walkthrough . Find Lorri in the Lost Hills bunker and select a suitable implant operation . Then pay for the selected implant surgery and wait for the operation procedure to finish .
Germantown logs The Germantown logs are a series of terminal entries in " Fallout 3 " . When the Lone Wanderer explores the ruined town of Germantown , this terminal can be found in the courtyard in front of the Germantown Police HQ building , containing the logs of one Nancy Kroydon . These logs are an eyewitness account relating the events that transpired immediately prior and sometime after the start of the War . They detail her attempts to treat survivors of the war as they fall ill from radiation poisoning , and the logs end when she succumbs to radiation sickness herself . National Catastrophe Relief Auxiliary - Response Unit MD - 478 . by Nancy Kroydon , Presiding Officer
Tin can ( Fallout 3 ) Tin cans are miscellaneous item s in " Fallout 3 " and " " . Characteristics . Tin cans are sealed metal containers used to hold and preserve perishable food , such as Pork n ' Beans . Their airtight seal allows food to keep for years , though all tin cans found are open , empty , and unlabeled . In - game , they are typically found either in places where food is or was once sold , such as grocery stores and gas stations , or alongside camping grounds and hideouts .
Dummy Cell VES VEFR Encounters The Dummy Cell VES VEFR Encounters is a in the game files of " " . Layout . A simple hotel lobby with the same layout as 2EOCasLoHotelLobby01 . In addition , it is populated with one naked , 5 hostile NCR Rangers troopers and a single nightkin on the far side of the room . In the rear room , there is also a disguised Frumentarius . Appearances . Dummy Cell VES VEFR Encounters appears in the game files of " " , but should not be considered canon because it is a test cell .
Ed Hyland ( Fallout 2 ) Ed Hyland is a deceased person whose grave can be found in " Fallout 2 " . Background . His tomb is randomly generated in either The Den , Golgotha or Redding . Appearances . Ed Hyland is mentioned only in " Fallout 2 " . Behind the scenes . Ed Hyland is a reference to Edward Hyland , a " Fallout 2 " dev .
Lamplight restrooms The Lamplight restrooms are the only restrooms in Little Lamplight . Layout . The Little Lamplight restrooms are below the souvenir shop . The path to the north leads to Murder Pass . The door to the west leads to the Great Chamber . This building has only the one room that is split into three small sections . Most of the middle and right ( boys ) sections are broken whereas the left section ( girls ) is fully intact . There are also unexplained skeletons on the floor in the middle room and boys ' bathroom . Appearances . Lamplight restrooms appear only in " Fallout 3 " .
Crane Cranes are world objects in " Fallout 4 " . Characteristics . The crane is a pre - War type of heavy machinery used for lifting heavy cargo or for digging . It appears to be top heavy due to its height and width . There is only room for one operator to run it .
The Preacher The Preacher ( simply called wastelander in - game ) is a crazed inhabitant of Seward Square in 2277 . Background . The Preacher is standing on the second floor of a building in an alleyway west of the Ranger compound entrance in Seward Square . From there he preaches mad " logic " to anyone that can hear him . He rants about the apocalypse , the sun , his headache and an evil worm that he plans to blow up . The alley he overlooks has been rigged with 5 frag mines and 5 mini nukes that he detonates if the Lone Wanderer tries to get close to him . There is a hostage ( another wastelander ) at the east end of the alley the Wanderer can talk to about the booby - trapped alley and the Preacher . Appearances . The Preacher appears only in " Fallout 3 " .
Phillip Wilson Phillip Wilson was a librarian in the city of Macomb in 2197 . Background . Phillip was the only citizen of Macomb that did not lose his mind because of hunger . While running from the hostile locals , he lost his glasses . Being nearly blind without them , he was unable to read his books or even understand who was standing in front of him . Interactions with the player character . Mission . The Warrior agreed to help him and soon found his glasses . Phillip gave the Warrior a book as a reward . After the Warrior ' s visit to Macomb , the Brotherhood of Steel dispatched three extermination squads to this area , so it ' s unknown what happened to Phillip afterwards . He may have been killed on sight or taken to a labor camp . Notes . If the Warrior steals the book , and then gives Phillip his glasses , the Warrior won ' t receive another book . Appearances . Phillip Wilson appears only in " " .
Cash tender The cash tender is the cashier for Ascorti ' s casino in Redding in 2241 . Background . A sleazy cash tender who looks like he would buy just about anything to get people to gamble here . Appearances . The cash tender appears only in " Fallout 2 " .
Cole Cole is a brahmin in " " . He plays a part in the Sixth Sense special encounter . Background . Cole is a wounded brahmin in a large pen with seven " ghost " brahmin . Not much can be done here except hearing Cole expressing quotes from the movie " " . Appearances . Cole appears only in " " . Behind the scenes . This encounter is a spoof of the movie " " , where a boy sees people " alive " that communicate with him , while they are dead in reality .
Mardin Mardin is a location in " " , which can be reached from Bunker Beta . Background . Mardin is an underground cave labyrinth northwest of St . Louis , within which the lair of the Beastlords was located . The Beastlords possessed an inherent telepathic suggestion which allowed them to control various animals . It was acquired through prolonged exposure to an unknown radiation present within Mardin ' s underground caves . According to the Brotherhood scribes , this unique mutation only manifests in human s that have been exposed for at least twenty years . Around 2197 , a Brotherhood of Steel squad was sent to Mardin to eliminate the Beastlords . They attacked , killing many beastlords and their pets in the process . It was the Warrior who led the team , and when they advanced to the main room of Mardin , they finally found Daarr , the Beastlord emperor , and killed him either by their own force or by liberating Mother ( the deathclaw matriarch ) , who was the source of Beastlord ' s control over deathclaws . Mission . The mission in Mardin is to infiltrate the Beastlord ' s lair and kill their leader , as well as discovering how they are able to control the deathclaws . Appearances . Mardin appears only in " " .
Hermit crab The hermit crab is a creature in the " Fallout 4 " add - on " Far Harbor " . Background . The hermit crab is a mutated version of its pre - War ancestor . This creature has most likely mutated from the radiation of the nuclear fallout . Characteristics . Biology . The Far Harbor hermit crab still resembles its unmutated pre - War ancestor quite closely both in appearance and habits , with only one major difference : its immense size . Towering head and shoulders over any human , hermit crabs are far too large to protect their vulnerable abdomen by squeezing it into an empty gastropod shell . Instead , they use wrecked vehicles to facilitate their ambush hunting style . Gameplay attributes . Hermit crabs are giant creatures on par with fog crawler s , mirelurk queens and super mutant behemoths , though not quite as tall as the latter . As rare as they are powerful , hermit crabs are only ever encountered alone in a select few locations on Far Harbor Island where they masquerade as a wrecked Lobster Grill van choked with tires , mud and debris . Should something or someone venture close enough , the hermit crab will reveal itself and attack with its massive claws . The process of extracting itself from its shell takes quite some time and should usually suffice to put some distance between the Sole Survivor and the crab , provided the creature did not get the jump on its prey . Needless to say for a beast this size , hermit crabs are heavy hitters and can inflict immense damage with their claws while soaking up massive amounts of firepower in return . Fortunately , these crabs are quite slow and not exactly agile . They also can neither fit through doors nor mount obstacles . However , they do have the ability to create hatchlings that pour out at the player in waves . They will stop , pull halfway back into their shell and begin shaking before releasing about 4 - 6 hermit crab hatchlings at a time . Sometimes they will do that upon death as well . Hermit crabs usually do not attack until suitable prey gets within four to five meters of their position . They will , however , reveal themselves and actively start searching for trespassers if one stays in the general area for too long . This happens even when the player remained hidden during this time . Variants . Hermit crab hatchling . Hermit crab hatchlings are , for all intents and purposes , identical to mirelurk hatchlings . They look similar ( except the color of the skin ) , show the same behavior and are equally weak in combat , although low - level players should not underestimate them when encountering them in larger numbers . Hermit crab . The average example of the species . These massive crustaceans are far too large for regular shells and have instead replaced them with " Lobster Grill Family Restaurant " brand trucks . Albino hermit crab . The albino hermit crab is the strongest variant of its kind . It has white skin and red eyes . Appearances . Hermit crabs appear only in the " Fallout 4 " add - on " Far Harbor " .
Sam ( Fallout Tactics ) Sam is a multiplayer character from the Brotherhood of Steel in " " . She can be selected in " Fallout Tactics " multiplayer for 1392 game points . Background . Fleet of foot and agile . Sam ' s best strategy is to creep up silently on the enemy and unload both barrels of a shotgun in their face . She ' s also good at spotting traps . Notes . Sam uses the same character portrait as Babs . Appearances . Sam appears only in " " .
184th Infantry Regiment The 184th Infantry Regiment was a regiment in the US Army , deployed to Boston prior to the war . Background . The regiment was deployed to the Roxbury neighborhood of Boston some time prior to the Great War . During the Food riots that engulfed Boston , the 184th gained notoriety when soldiers of the regiment opened fire on civilians outside the Roxbury Food Bank either shortly before or between October 19 and October 23 , 2077 , killing at least four and wounding eight others . The incident was reported by the Boston Bugle . According to Jonathan Corman , spokesman for the Army , the soldiers of the 184th acted within their authority and issued several verbal warnings and only opening fire after protesters had smashed a window and stormed the food bank . An eyewitness told a different story of how the soldiers had laughed and joked about who they were going to shoot first before the windows where even smashed and the food bank stormed , giving the soldiers the excuse they wanted to open fire . Appearances . The 184th Infantry Regiment is mentioned in a Boston Bugle article in " Fallout 4 " .
Plasma pistol ( GRA ) The plasma pistol ( GRA ) is an in the " " " Gun Runners ' Arsenal " . Characteristics . This weapon is a powerful energy - based pistol , firing superheated bolts of green plasma able to punch through most creatures and low to medium - level types of armor with ease . Compared to the standard , the GRA variant shares the same stats and textures . However this variant was specially designed by the Gun Runners to accept , which the standard plasma pistol cannot . This weapon is an improved holdout weapon . Durability . The plasma pistol ( GRA ) can fire a total of about 745 times using standard cells , the equivalent of 47 reloads , or 35 reloads when modified with the recycler , from full before breaking .