naist-nlp/zeshel huggingface dataset:
Farrel wants you to find Cornelius ' s gold pocket watch . Find it and return it to Farrel Farrel wants you to find Cornelius ' s gold pocket watch . Find it and return it to Farrel is a quest in " Fallout 2 " obtained from Farrel in Modoc . Detailed walkthrough . Obtaining the watch . Asking Cornelius about the watch , he will mention that Farrel has a safe . However , Farrel is a bit touchy about it and won ' t let you open it . If you do , the watch isn ' t there and Modoc will turn hostile . Anyway , go outside and into the outhouse . You can open the " toilet " and climb down . A huge cavern filled with goo ( yuck ) is there , with a pile of rocks blocking the passage to the north . Your character will remark that the cavern is full of methane gas , so the smallest spark would blow it sky - high . Leave your NPCs outside and obtain dynamite or plastic explosives ( at Jo ' s ) . Put it near the blockade then RUN ! As soon as you climb back up , it will go off , turning the outhouse into a crater and covering half of Modoc with goo ( extra yuck ) . It is possible to die in the explosion , so save first . It is also possible to survive the explosion in the cavern if you hide in the farthest corner , but you will have to leave and come back for the rocks to be cleared , so doing this is not beneficial in any way . Setting off the explosion earns you 500 XP . Now , go into the cleared blockade . You will find a mole rat defending it ' s lair . Kill it , then scour the lair for the watch and a bag . Returning the watch . Give the watch to Farrel , or give the watch to Cornelius and say the rat had it for a reward of 1500 XP and + 10 Karma . You may also return the watch to Cornelius and claim that Farrel stole it for a reward of 500 XP and - 5 Karma instead . Finishing the quest without returning the watch . If you attempt to open the safe in Farrel ' s house once , so that Farrel yells at you , you may then tell Cornelius that Farrel is keeping the watch in his safe . Doing so will earn you negative Karma and no XP . Bugs . If the watch is below a bag in your inventory when you give it away it won ' t be removed from the inventory , so you can give it to both Cornelius and Farrel for additional XP .
Find Mutants Find Mutants is a in " " . It is given to the player at the West Bridge of Los . Walkthrough . Object is to find mutants somewhere in Los and see what they ' re up to . Talk to the ghouls on the Bridge and see if they can help you . Enter the East gate and make your way to the docks entrance . The path to follow has the form of a reversed S - shape , starting going east . Fight of ghouls and cross chasms using pipes to land on a small island in the east . Go west again manoeuvering past fences . By then you ' ll have made it to the southwest of the Bridge town . Round a fenced area and get ready for a bunch of pipe hops while getting rid of ghouls . Pick up valuable loot on a secret island walking the invisible path in the outer southeast . Backtrack and enter the Docks of Los . Once on the docks , a similar S - shaped path has to be followed , starting at the northeast of the map . Go south until you encounter the first dock . Bend a curve around crates between the first and second dock and go north . Facing some thougher ghouls manoeuver your way around toxic puddles in the north area . While going south again you ' ll have to pass through a torture chamber . Exit it to face some more sludge , and make a small detour to the west to take out some ghouls behind fences to unlock a large glowing ghoul that drops the . Enter the warehouse district in the southwest . In this district are the mutants you ' re after . To find them , go the only way possible , north , following a small curve through ghoul barricades . Kill them for some needed experience and make a U - turn . By then you ' ll be in the center of the district and can make the choice to go east to the holding pens and postpone finishing this quest and first free Rhombus , completing Find Brotherhood Paladins . Going south however , will result in encountering two super mutants , that once seen , will give the Initiate 400 Experience Points . The door to the nearby Vault - Tec Warehouse will still be locked at that time . To get the key , first Rhombus has to be freed and Find the Secret Vault has to be started . When returning from the pens to the warehouse district , the mutants have respawned and one of them will have the key on him .
Tumbleweeds Tumbleweeds are in " " . Characteristics . In " New Vegas " , tumbleweeds appear as balls of golden brown weeds which roll around the Mojave Desert . Often they can get stuck on things , such as the buildings of Goodsprings . Tumble weeds travel west , which could imply that there is a slight westward breeze in the Mojave Wasteland . A tumbleweed is very light , so shooting it will make it fly several feet . Because a shotgun shoots many pellets at once , shooting it with one will commonly send the tumbleweed flying into the sky so far that it usually disappears from sight before it can be seen landing . If you jump on top of one , it strangely makes the same noise as walking on a metallic platform .
Fallout : New Vegas map Red = Primary locations Blue = Vaults Early concept . Early concept of the " Fallout : New Vegas " map , explained by Chris Avellone during the Rezzed 2013 Developer Sessions . It features several names which were eventually cut from the game . Locations mentioned on the map , but cut from the final release :
Throwing knife spear The throwing knife spear is a in the " " " Dead Money " . Characteristics . The throwing knife spear is similar in shape and design to the knife spear , except it has only one cosmic knife aerodynamically tied to the end of it . Compared to standard throwing spear s , throwing knife spears have a slightly higher weight and lower damage . However , throwing knife spears have a high ( 2x ) limb damage modifier , while standard throwing spears lack any limb damage bonus . Throwing knife spears are used to create and maintain the knife spear . Locations . They are plentiful in the Villa . They are carried by ghost harvesters who use them as their main weapon . Each ghost harvester yields 5 of them upon death . Bugs . If thrown by the player while crouching and on top of a bear trap , it will explode .
Simone Cameron Simone Cameron is a 26 - year old guard living at the Temple of the Union in 2277 . Background . Simone is 26 , and was part of a mercenary crew before slavers took her . She was a slave for only seven months , feigning obedience and escaping as soon as the opportunity presented itself . As a former mercenary , she is very comfortable with weapons and fighting , and possesses the highest combat skill out of all of Hannibal ' s followers . She is a rough and tough person , with a total lack of respect for almost anyone except Hannibal . Interactions with the player character . Effects of player ' s actions . Killing the slaves will make her hostile . Inventory . < nowiki > * < / nowiki > Only after arriving at the Memorial , by siding with the slaves . Appearances . Simone Cameron appears only in " Fallout 3 " .
Assault on Osceolla The Assault on Osceolla was the assault of the main base of Gammorin ' s army in Osceolla , Missouri conducted by the Midwestern Brotherhood of Steel around 2197 . It was the final confrontation of the Brotherhood and Gammorin ' s Army . Invasion . The Warrior ' s team was sent into the compound with two objectives : to eliminate Gammorin , leader of the super mutant forces in the midwest , and to save General Barnaky , previously taken prisoner during the Battle of St . Louis . They stormed the base , killing many of the mutants inside . Once they encountered the leader of the mutant army , the Warrior and his or her team made a shocking discovery : Gammorin was originally part of the Brotherhood of Steel , having once been Paladin Latham , but became insane following a head injury from a fight with the original Gammorin . He believed that the Super Mutants were the ideal that the Brotherhood should have been . Gammorin spoke of the Elders ' foolishness and blindness to a new menace from the west , which he claimed that only his mutants could to fight . At the end of the fight , being mortally wounded , his last words were that all he had done was in the name of stopping the coming threat . They succeeded in their first objective , but General Barnaky was already captured by the Calculator ' s robot army . A letter to his wife , Maria , and a nuclear weapon control device , which would later prove to be useful with the ICBM warhead from Kansas City , were also retrieved . Aftermath . With their leader dead , the mutants quickly split into factions as they had following the Unity crisis . Some turned to internal fighting as they wrestled for control , while others offered to join the Brotherhood in the fight against the Calculator . Dagger Squad continued to hunt any mutant stragglers still loyal to the army . Appearances . The Assault on Osceolla appears only in " " .
Deputy Beagle ' s journal Deputy Beagle ' s journal is a in " " . Location . It can be acquired by pickpocketing or killing Deputy Beagle , or taken from his inventory after choosing a dialogue option to give him a weapon . Notes . In his journal , Beagle states that Benny is heading " west to Novac " , when Novac is in fact to the east of Primm .
Bloatfly larva The bloatfly larva is a type of ammunition in " Fallout 4 " . Characteristics . The bloatfly larva ( syringe ) is a small syringe similar in appearance to a tranquilizer dart . It is not actually considered ammunition , instead located under Aid . Accordingly , it is not weightless , though it does weigh very little . Effects . By itself , the bloatfly larva syringe does little damage . However , when injected into an enemy , a bloatfly will sometimes spawn from their corpse after death . This can be used to create a distraction , as the spawned bloatfly will be hostile towards everyone around them ( the player included ) . Spawned bloatflies can be any variant of Bloatfly : Black , Festering , Glowing , and even Legendary versions of each . Thus , the bloatfly larva syringe can be a useful way to " farm " Legendary enemies for valuable loot without reloading saves .
Sentry bot toy The sentry bot toy is a cut in " " . Characteristics . The sentry bot toy is a fully articulated miniature replica of a . When picked up it has no effect , simply occupying the player ' s inventory . However , when dropped the sentry bot toy will follow the player around . Though it is mobile , it lacks the ability to attack , and will flee if involved in combat . When not moving , the sentry bot toy will periodically change poses . The sentry bot toy can be damaged and destroyed , most commonly if something attacks it . Once this happens it will no longer follow the player , though it can be picked up and dropped as normal . It is not possible to repair the sentry bot toy once it is broken . Appearances . The sentry bot toy was cut from the final version of " " and is only available through the use of console commands .
Fort Williamette Fort Williamette is a Brotherhood of Steel base in Oregon in " Fallout Extreme " . Background . < section begin = " CXGamesSummary " / > The Cause was to destroy this Brotherhood of Steel base in their swing up through the continental U . S . and into Alaska . < section end = " CXGamesSummary " / > Appearances . Fort Williamette was to appear in the canceled " Fallout Extreme " .
Fragmentation grenade MIRV The fragmentation grenade MIRV is a weapon found only in the " Fallout 4 " add - on " Nuka - World " . Characteristics . Fragmentation grenade MIRVs are explosive grenades that detonate into several other grenades . Despite the listed damage of 1 , each bomblet seems to detonate as if it were its own grenade , making it a devastating weapon . Locations . One can be found on each of the three gang bosses in Nuka - World :
Schenzy residence The Schenzy residence is a location in " Fallout 3 " . It is the residence of Karen Schenzy in Arefu . Layout . A small , one - room house with a single exit . It is across from Evan King ' s house . Notes . When the player knocks on the door and Karen Schenzy asks who it is , replying that you are a member of The Family and are demanding to be let in will cause her to refuse you admittance . It is only when you say that Evan King sent you that she will allow you to enter . Appearances . The Schenzy residence appears only in " Fallout 3 " .
Meeting People Meeting People is a in " " . Characteristics . Reading this magazine raises your Speech skill by 10 points ( 20 points with the Comprehension perk ) for 60 seconds ( 180 seconds with Retention ) . Crafting . This item can be by the player character . Creation requirements ¹ Craftable without a workbench via a dialogue option with Veronica , or with ED - E once the add - on " Lonesome Road " is installed . Locations . Below a list of all fixed locations of Meeting People skill magazines in " " and its . For an overview of magazines per location , see the . < section begin = " Locations " / > < section end = " Locations " / >
Ammo box , . 22LR plinking Ammo box , . 22LR plinking is a type of in " " . Characteristics . ' Plinking ' is an onomatopoetic name , referring to the metallic ' plinking ' sound of the ammunition as it hits tin cans or other , similar objects . Though less harmful ( - 15 % ) than standard . 22 - caliber ammunition , plinking ammunition can ( usually ) be found in abundance . A single box of . 22LR ' plinking ' ammunition will spawn 100 rounds when added to the player ' s inventory . Plinking ammunition works well in conjunction with the silenced . 22 SMG , where individual projectile damage can be made less of an issue due to the volume of shots fired . Bugs . See main articles for all related bugs .
Anchorage terminal entries Anchorage Cliffs terminal entries are a series of terminal entries found in the " Fallout 3 " add - on " " . These entries are found on terminals spread throughout Chinese outposts in the Anchorage Reclamation simulation . Chinese terminal . First encountered terminal entry , on a terminal in the field storage building at the beginning of the quest The Guns of Anchorage . Chinese terminal . Entry found on a terminal in a tent near the first Chinese outpost during the quest Paving the Way , in the part where the player has to secure the Chimera Armor Depot . Chinese terminal . Entry found on a terminal in during the quest in the trenches , near a bunker with two turrets . American Artillery Protocols . A series of three terminal entries , found on two terminals in the Chinese Artillery Outpost . A third terminal with the same entries is found in test cell location DLC02testText .
Laser rifle beam splitter The laser rifle beam splitter is a sold in " " . Effects . This weapon mod splits a beam into two . If both beams hit their intended target , the base damage is 30 % higher . Both beams are in close proximity to one another , so this does not really give the split laser much in the way of a ' shotgun ' effect , rendering it ineffective in crowd control situations . While this upgrade will improve damage against most types of enemies , it will make a laser rifle less effective against heavily armored foes , since armor subtracts from the damage dealt by each specific laser beam . This mod synergizes well with a high critical chance , as each beam is capable of scoring a separate critical hit . Location . Sold by : Bugs . Attaching it to a laser rifle produces three rather than two beams , each producing 1 / 3rd of the original laser ' s damage .
Night Vision Night Vision is a " Fallout " , " Fallout 2 " , " " and J . E . Sawyer ' s " Fallout " Role - Playing Game perk . " Fallout " , " Fallout 2 " and " Fallout Tactics " . With the Night Vision Perk , you can see in the dark better . Each level of this perk will reduces darkness and darkness penalties by 10 % ( " Fallout " ) or 20 % ( " Fallout 2 " and " Fallout Tactics " ) . Also only in " Fallout " , in dark indoor areas or outdoor areas at night - time , this results in an increase in monitor brightness and ranged weapon accuracy . The perk increases ranged accuracy by 15 % , and possessing all three levels increases ranged accuracy by 30 % in total . Notes . In " Fallout 2 " , this perk comes with an equipped FN FAL ( night sight ) in the form of Weapon Night Sight . J . E . Sawyer ' s " Fallout " Role - Playing Game . With the Night Vision Perk , you can see in the dark better . This will halve any and all penalties for darkness .
Implant An implant is a medical device manufactured to enhance an existing biological structure . The implants are transplanted by an Auto - Doc ( although one exception exists ) . The modifications may be from a small implant or from a set of reinforced combat armor ( for the concussive protection plates , the thermal - dissipative membranes and the thermal cells ) , which are surgically implanted into the patient ' s skeleton . Small implant operation ( physical implant and special implant ) only takes a few minutes and leaves no scar and other visible signs . It is in contrast to more advanced changes like electronic , mechanical or robotic elements built into the body ( i . e . Cyborg ) . The combat implants ( dermal impact and phoenix thermal ) coming from reinforced combat armor plates are more complex operations . They take between 2 – 3 days for operation , but leave only minimal scarring with no other visible signs ( causing swelling , tenderness , burning and itching feeling during a few weeks , stopping once the innards of the patient get used to the fibers ) . They can be improved once , this time taking 5 – 6 days but reduces the Charisma of the patient , because for the dermal impact assault enhancement ( consisting of extra assault - issue impact plates crammed under the skin that double the Strength of the original grafts ) , all these metal plates under the skin deformed the natural shape of the skeleton and the body , giving an angular form ( the patient also must try to stay out of the sun until most of the scabs slough off ) . For the phoenix assault enhancement ( with additional thermal dissipators layered over the membranes doubling the thermal resistance ) , the thermal dissipators under the skin going to make slightly hunchbacked ( it also causing temporary skin blister and the patient must not to pick at the pus - crusts near the drainage incisions until they stop suppurating ) . Plans for the combat implant can be found in Vault 8 of Vault City in " Fallout 2 " , and Doctor Usanagi of the Followers of the Apocalypse can perform the operation for both the physical implant and the special implant in the New Vegas medical clinic in " " . Other special implants are available in Big MT in the " " " Old World Blues " . A particular implant which differs in application from the other implants is the Implant GRX , an implant which can be injected directly like a stimpak without using an Auto - Doc . It causes a brief slowdown of the surroundings for two to three seconds and appears to be destroyed afterwards by the body . The user must have a resistant body to use it without side effects and the total limit per day is five at first , but can be increased to ten . Types . Combat Implant . The combat implant enhances the resistance against certain type of damage . The four known are : Physical Implant . The physical implant increases one of the SPECIAL stats by one . The seven known are : Special implant . The special implant adds special effects . The seven known are :
Colorful dark green undergarments The colorful dark green undergarments are a piece of clothing in the " Fallout 4 " add - on " Nuka - World " . Characteristics . The outfit appears sewn together out of several knitted weave fabric pieces , with a turquoise cowl , dark green top and sleeves , turquoise pants and dark green canvas footwear . The colorful dark green undergarments increase the wearer ' s Luck by 2 and provide a single point to Damage Resistance when worn . While it allows armor pieces to be worn over it , it cannot be modified with ballistic weave at an armor workbench .
Update the Blackfoot Outdoorsman Lab Update the Blackfoot Outdoorsman lab was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios , but was cut . It was to be located inside of the Blackfoot Village . Background . Their Outdoorsman Lab is fine and dandy , but it would be nicer for your purposes if you had a Science Lab instead . So you decide to upgrade it . Character type completion breakdown . ScienceBoy - Is again the winner .
Tool case The tool case and instrument case are containers in " Fallout 4 " . Characteristics . The tool case and instrument case are flat , orange cases with hinge hinge catches either side of the handle to hold it closed . Locations . Tool cases can be found in a significant number of locations , notably in domestic and commercial garages , warehouses and locations with industrial affiliations . The instrument case can only be found in USAF Satellite Station Olivia and Medford Memorial Hospital .
Rogers Rogers is a character mentioned in " Fallout 4 " . Background . Mr / Ms Rogers was a criminal before the Great War . The case can be found inside a terminal located at the Nahant Sherrif ' s Department . Appearances . Rogers is mentioned only in " Fallout 4 " .
Tame the Devil Dog Tame the Devil Dog was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It was located in Blackfoot Village . Background . If you have a high Outdoorsman skill and the appropriate bribes of food , you can tame the Devil Dog and make him a companion .
Killian Darkwater Killian Darkwater is the mayor of Junktown , and the owner of Darkwaters general store in 2161 . Background . Aside from being mayor , Killian is also head of the local guard force , and a thorn in the side of Gizmo , who would like to see Killian eliminated . He is tough and strong , a decent man who hates bullies . Though not a violent man , he will fight to the death to protect himself and his town . Knowing that Gizmo is trying to kill him , he always keeps two guards outside the door to his store . Killian is the grandson of Junktown ' s founder , an American soldier who found himself without an allegiance after the nuclear holocaust devastated the planet . He is a tough but fair leader , aiming to make Junktown a safe and prosperous town for its citizens . He values law and order above all else , putting him at odds with the less reputable elements of the town ' s society , especially Gizmo , who resents Killian for " cramping " his business . Killian took over Junktown when his father died . He wears his grandfather ' s dog tags around his neck , never parting with them . Appearances . Killian Darkwater appears in " Fallout " and is mentioned in " Fallout Bible " .
Auto - Doc Upgrade : Implant C - 13 Auto - Doc Upgrade : Implant C - 13 is a holodisk in " " " Old World Blues " . Characteristics . When installed in the Sink Auto - Doc and activated , this implant confers a + 10 % damage bonus when fighting cazador es . Location . The holotape can be found in Y - 17 medical facility on a desk to the far right corner , in front of a destroyed terminal .