naist-nlp/zeshel huggingface dataset:
Secret Vault - The Garden The Garden is a leisure facility in the Secret Vault , Vault - Tec ' s private Vault where its members intended to survive the apocalypse and later enter the world having useful technology . The Garden includes a large beautiful park with trees and grass . Some time after the war , the Secret Vault was torn apart by a local civil war between Vault - Tec scientists and Blake , the chief security officer , who believed the researches with FEV and radiation , conducted on living subjects , including human s , are " evil " . Their battles led to a major explosion that devastated a large portion of the Vault and enabled some species of radroaches and Deathclaws , native to the Vault , escape into the wasteland , at the same time allowing radscorpions and rats invade the Vault . Many people , including security officer Patty and chief scientist hide in the Garden , looking for a way to survive . It became the only safe haven the inhabitants of the Vault now have . When the Initiate was wounded by Attis , lost his hand and was left to die in the ruins section , , a young girl who was searching for her mother ' s lost ring , found him . She helped him to access the Garden , where the scientists used prototype regeneration technology to literally grow him a new arm . The place was inhabited by many people , including scientists . The residents were Mary , Patty , Dubois , and a scientist named Ching Tsun . They used regeneration technology , the CALIX computer main terminal , weapons manufacturing and some captured from the wastes to ensure their safety . When the Dubois gone missing in the ruins , Patty become a new leader of the survivors . She decided that the time to leave the doomed Vault has come , and asked the Initiate to help them shut down the auxiliary vent , so they could escape through it . He helped them , but when the people started to leave , Super Mutants attacked . With the help of Initiate and Ching Tsun , who stayed to fight the attackers , the people of the Vault succeeded in escaping their home to a new life in the wasteland . Only Patty is later revealed to remain in the Vault , in order to insure its researches will be destroyed and won ' t plague the world above . Notes . The Garden is call " Snoresville " by , due to the monotonous routine . Appearances . The Secret Vault ' s Garden appears only in " " .
Smart Grenade Smart Grenade is a perk in the " Fallout 4 " add - on " Nuka - World " . This is a hidden perk that works in conjunction with the smart fragmentation grenade . When using a smart fragmentation grenade this perk makes the thrower receive no damage . Obtaining . This perk is automatically obtained when loading the game with the " Nuka - World " add - on installed . Effects . Negates damage to thrower of a smart fragmentation grenade . Notes . The help text on the smart fragmentation grenade states that the thrower takes no damage . However the logic involved in the perk actually makes it only apply to the player . In fact if any NPC were to throw one , the player will receive no damage and anyone else in the blast range would .
Haddock Cove Haddock Cove is a location on the Island in 2287 . Background . An outpost created by the Husky family . Layout . Haddock Cove is a series of buildings on raised platforms . The first building is a single story structure with a lookout post containing a weapons workbench . If one follows the boardwalk it then leads to another building . There is a set of stairs one can walk down onto a small platform with a sleeping bag . There is another set of stairs leading to a second lookout post . If one continues along the boardwalk it splits , with a path heading towards another guard post and path heading to the third structure . This is a two story structure that leads to another building , on the bottom there is a cooking station next to a cabinet . The exit on the right leads to a small porch , the left exit leads to a fifth building . The last building , which is not connected , is a three floor treehouse with a bed on the first floor . Appearances . Haddock Cove appears only in " Fallout 4 " add - on " Far Harbor " . Behind the scenes . The Husky Family is believed to be named after members of a professional wrestling faction in called Bugs . Bray Husky ' s body will sometimes be missing .
Carlitos Wayne Carlitos Wayne is a man hiding out in Vault 21 in 2281 . Background . Carlitos Wayne was a made man working as a minor member of the Omertas at the Gomorrah hotel and casino . Unfortunately for him , he ran afoul of Omertas lieutenant Cachino over his relationship with one of the prostitutes , Joana . Since Cachino also wanted her , he accused Carlitos of stealing Omertas funds and put a price on his head . Since then , Carlitos has been on the run . Carlitos is hiding out in the Vault 21 hotel as a guest of Sarah Weintraub . He can be typically found in the hotel ' s diner sitting at a back table . Alternatively , Carlitos may be located in a back room away from the hotel ' s patrons as befitting a man on the lam . Your objective marker should lead you to him . Appearances . Carlitos Wayne appears only in " " . Behind the scenes . Carlitos Wayne is named after the film " " .
Jimmy ( San Francisco ) Jimmy is a martial artist in Chinatown in 2241 . Background . The Dragon wants the Chosen One to prove themself against his students , before being able to enter martial combat with his arch enemy , Lo Pan . Six of his followers have to be defeated . Jimmy is the second one , following Zurak . Appearances . Jimmy appears only in " Fallout 2 " .
Pipe bolt - action The pipe bolt - action is a weapon in " Fallout 4 " . Characteristics . The pipe bolt - action weapon frame may not perform as well as other high - caliber options , but it ' s remarkably versatile and easily acquired . Like other makeshift firearms , pipe bolt - action weapons are commonly carried by settler s and low - level enemies , such as raiders , in early parts of the game . While the basic pipe gun is a jack - of - all - trades that shines in fully automatic versions tailored for close quarters combat , the bolt - action variant puts emphasis on hard - hitting precision at medium to long range . It therefore serves as the low - tech equivalent to the hunting rifle when equipped with a full stock . Otherwise it handles like a middle ground between a regular pipe pistol and a pipe revolver . Upgrading pipe bolt - action guns with a . 50 receiver allows them to retain their usefulness into the early mid - game stages . However , once the more powerful contenders like hunting rifles or even Gauss rifles become available and the player has invested enough points in the Gun Nut and Science ! perks to maximize these weapons ' potential , pipe bolt - action weapons become largely obsolete .
Poison Resistance Poison Resistance is derived statistic in " Fallout " , " Fallout 2 " , " Fallout 3 " , " " and " " . It is also a rare resistance in " Fallout 4 " . This statistic reduces poison damage by a percentage as well as the chance to get poisoned . In " Fallout 3 " and " " , this statistic is hidden . " Fallout 3 " . Poison Resistance is also present in " Fallout 3 " . It has a much smaller part than in the previous games since only a few enemies ( Radscorpions chief among them ) use poison , and poison effects tend to be weak . Example : A starting Endurance of 5 . " Fallout : New Vegas " . Fallout : New Vegas uses the same equation as " Fallout 3 " , but Poison Resistance has much more use : there are cazador es , bark scorpion s , night stalker s , and weapon poisons , all in addition to radscorpion s . In " Lonesome Road " , there are also venomous tunneler s . Moreover , poison in " Fallout : New Vegas " is generally much more lethal . " Honest Hearts perks " " Old World Blues perks " Items and consumables " Fallout 4 " . Poison Resistance is not a derived statistic in Fallout 4 . Its a particularly rare resistance to acquire and can only be done so via three methods : Only a handful of enemies deal poison damage , such as the mirelurk queen and Bloodbug s .
Peabody Scribe Peabody is a Brotherhood of Steel scribe at the Citadel in 2277 . Background . Scribe Peabody is the Brotherhood scribe assigned to the armory . He ' s a weapons expert and is in charge of maintaining and repairing all the Brotherhood ' s various firearms , Energy Weapons , Big Guns , and anything else that shoots and kills people . He also helped repair Liberty Prime ' s weapon systems . Unlike Scribe Rothchild , he loves " field work " and often wishes he could go on combat missions with the Brotherhood Knights and Paladins . Daily schedule . He is in the armory in the Citadel laboratory most of the day . Appearances . Peabody appears only in " Fallout 3 " . Bugs . With " Broken Steel " installed , Peabody will still call the Wanderer an outsider , even though they are now a Knight of the Brotherhood .
Penetrator Penetrator is a perk in " Fallout 4 " . Effects . This perk allows one to target their opponent ' s body parts even if they are behind cover , allowing them to shoot through solid objects and hitting the body part that they were aiming for . This is very useful against enemies like robots and people in power armor , because they generally have their fusion cores or combat inhibitors on their backs . With this perk it actually allows one to target their weak spots , through their body , meaning that even if they are facing towards the player character , it is still possible to hit exactly where wanted , such as fusion core . At least some portion of the enemy must be visible to be able to target them in VATS , if they are completely behind cover and hidden , one will be unable to target them .
Pre - War countries Little is known about the pre - War countries , aside from the United States . Nonetheless , some of them are mentioned in world descriptions prior to the Great War . Notes . The world map in Federal surveillance center K - 21B and the globe offer insight into the " Fallout " world . Interestingly on both , several bodies of water such as the Mediterranean Sea are the same color as land masses , either a developer error or another divergence from the real - world . As well , the Soviet Union , present in the " Fallout " universe , is split into former - Soviet states such as Ukraine and Russia like in the real - world rather than united as one country .
Combat shotgun ( Fallout Shelter ) The combat shotgun is a weapon that appears in " Fallout Shelter " . Characteristics . The combat shotgun is a 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 combat shotgun .
Harkness A3 - 21 , also known as Harkness , is an android and Rivet City ' s security chief in the year 2277 . His past is scattered across the Capital Wasteland for the Lone Wanderer to find and decide what fate will befall him . Background . Rivet City ' s hard - nosed security chief , 35 - year - old Harkness is a good guy and a good friend , despite his rough demeanor . Harkness is extremely fair - minded . He treats Hangar Deck citizens with the same regard as Upper Deck citizens . As a result , he is very well liked by the Hangar Deck residents . Harkness is a prototype Generation 3 synthetic humanoid , or " synth , " and the most advanced android ever created by the Institute , as of 2277 . He originally worked for the Synth Retention Bureau in the Commonwealth . He later escaped after he became sentient and started to sympathize with the escaped synths he was tasked to capture . The synths working at the Synth Retention Bureau are told that those who try to escape are simply malfunctioning , when in actuality their complex AI has allowed them to start thinking for themselves and become fully sentient . The synths that Harkness captured seeded ideas about self - determination and freedom within his mind , thus contributing to his decision to escape . " Self determination is NOT a malfunction , " as Harkness would later say in a holotape before escaping . While he successfully escaped the Commonwealth , he was hunted by the Synth Retention Bureau like any other escapee . He needed to get facial reconstruction surgery , an altered voice , and have his memories of being a synth suppressed / replaced with those of his new Harkness persona . This was all necessary to hinder the SRB ' s investigation and help him start a new life . With the help of the Railroad , he managed to get in contact with Horace Pinkerton in Rivet City , Capital Wasteland . Pinkerton was one of few surgeons capable of performing the facial surgery , on top of being familiar enough with robotics to be able to suppress / replace Harkness ' memories . Pinkerton proceeded to steal a mem chip from Vault 112 and implanted it in A3 - 21 , leading A3 - 21 to believe himself to be an old combat veteran awakening from a coma . Upon assuming his new persona , Harkness joined the Rivet City security force , eventually becoming its chief officer and member of the council . Daily schedule . During the day , Harkness will be outside Flak ' N Shrapnel ' s weapon store in the Rivet City marketplace . He may be on the top floor of the bridge tower from midnight to 6 : 00 a . m . When meeting him for the first time , if the player character tells him they are going to leave , he ' ll be stuck at the entrance for the rest of the game . However , the player character can still walk past him without incident . Appearances . Harkness appears in " Fallout 3 " and " Fallout Shelter " .
Monroeville Monroeville is a city mentioned by Everett . Background . Everett mentions Monroeville while giving the Lone Wanderer The Mauler , a reward for collecting steel ingot s in the Pitt steelyard . The trog infestation of the Pitt reaches as far as Monroeville , and Monroeville apparently has a ghoul population to match . Appearances . Monroeville is mentioned only in the " Fallout 3 " add - on " The Pitt " . Behind the scenes . The reference to Monroeville mall being occupied by ghouls could be a nod to the movie , where the building was largely filled with zombies .
Merk ' s guard Merk ' s guards are characters in New California Republic in 2241 . Background . They are Merk ' s bodyguards , standing guard near the bazaar ' s entrance gate . They protect him and his clientele . Appearances . Merk ' s guards appear only in " Fallout 2 " .
Worn fedora The worn fedora is a piece of headwear featured in " Fallout 4 " . Characteristics . This is a highly worn and damaged fedora , made of a dark grey felt material , that has its brim curved . It provides a bonus of + 1 Perception when worn .
Daily Report In " Fallout Shelter " , for each day the game is played , bottle caps and a production bonus for the next 24h are awarded to the player , based on the Vault ' s level of happiness . On the seventh day , a lunchbox is awarded instead of bottle caps . The amount of time until the next evaluation is displayed in the daily report . The daily report can be displayed by tapping the objectives tab on the Pip - Boy icon and by then switching to the daily report tab . Caps gained . The amount of earned bottle caps is dependent on the Vault happiness during the evaluation . Based on the happiness rank , an independent variable will net a variable amount of caps .
Clarisse Clarisse is a character appearing in the special encounter Invasion Re - creationists . She is standing next to a sign post and a group of " recreationists " are standing by picnic tables . After being talked to , she will walk over to a thick line in the sand with a sign on either side representing the US - Canadian border . She then directs the group to walk across . Interactions with the player character . Interactions overview . Talking to Clarisse will start the invasion reenactment . Appearances . Clarisse appears only in " " .
Jones ( Fallout 2 ) Doc Jones is a prisoner of Darion in 2241 . Background . Doc Jones works for the New Khans of Vault 15 , albeit against his will . Serving as the personal doctor for Darion , he is privy to many of the New Khans ' leader ' s personality disorders and eccentricities . He fell under the service of Darion while on route from Vault City to New Reno to spend his vacation . According to his story , Jones originally came from NCR . There he trained under the local medical staff after realizing he had medical talent . After he had learned all he could , he traveled to Vault City , but was denied access . Eventually , he was lucky to meet Dr . Troy after treating a citizen outside the walls . He was allowed to gain access for medical training , but , upon completion he was captured by the New Khans . It ' s unclear what his relationship with the people of Vault City was before his capture , as few people are known to leave Vault City willingly . Therefore , one might infer that Doc Jones had misgivings about his work for the people of Vault City , the citizens of the city , and / or the social structure of the city itself . Overall , Jones appears altruistic in nature , caring little if not none at all about wealth or reward , as seen by his wanting to treat the squatters above the vault instead of Darion . Interactions with the player character . Other interactions . After the Chosen One kills Darion , the doctor chooses to go live and work in the settlement of the squatters instead of in the Vault . Appearances . Doc Jones appears only in " Fallout 2 " . Behind the scenes . According to the game file Party . txt , it seems Doc Jones could have been recruited as a companion after freeing him from the New Khans .
Stop Gizmo Stop Gizmo is a side quest in " Fallout " . Detailed walkthrough . To complete this quest , the Vault Dweller first needs to get Gizmo ' s confession . Once delivered , Killian Darkwater will offer the Vault Dweller the option to join him in taking out Gizmo . Should the Vault Dweller accept , they will be directed to Lars . Once spoken to and the process agreed , the Vault Dweller will be immediately transported , together with Killian and Lars , to Gizmo ' s office . Gizmo and his bodyguard Izo will immediately attack , so the Vault Dweller is given no choice but to battle them and kill Gizmo . Notes . If the Vault Dweller refuses to go when asking Lars , the quest will be failed . Bugs . Sometimes after talking to Killian when Kenji shows up , he will not attack Killian . This prevents the quest from starting and so the rewards cannot be obtained . There is no known way around it .
Dayglow < section begin = " DayglowPV13Summary " / > Dayglow , originally known as San Diego in the Wasteland before 2162 , is a town upon the remains of , near the site of the Glow and located in southern California . < section end = " DayglowPV13Summary " / > Background . The town is north and west of the Glow , which can be seen from its borders . The exact intensity of bombing on San Diego remains a mystery . However , dialogue suggests that the city was hit by at least one nuclear weapon . Before 2161 , the town was populated by an unknown number of people , some of whom later became the Followers of the Apocalypse , including Nicole , the founder of the Followers and her parents . Butch Harris also seems to have lived here for a time before moving to the Boneyard , and later the Hub . After the exodus , due to the spread of sickness , the town was completely abandoned . After 2162 , a number of ghoul s are rumored to live there , as part of the Great Migration from the Necropolis - once the ghouls learned of West Tek , they were eager to see if they could scavenge technology from the abandoned facility . The town was renamed Dayglow and some ghouls formed partnerships with scavenging companies from New Adytum and the Hub , and have built quite a profitable business . At least one super mutant , a refugee from the Cathedral , was also rumored to be working with the ghouls and humans in Dayglow . In 2189 , Dayglow became one of the five founding states within the NCR . The Dayglow Incorporation Address by NCR President Tandi at Dayglow is represented on the NCR $ 100 bill . Appearances . Dayglow doesn ' t appear in any of the " Fallout " games , but is vaguely mentioned in " Fallout " ( only as " near the Glow " ) , " Fallout 2 " , " " , " Honest Hearts " , The Armageddon Rag , Vol . 4 and " Fallout Bible " .
Harry ( Fallout : New Vegas ) Harry was a soldier for the NCR in 2281 . Background . Harry was sent out to get extra supplies from HELIOS One , but was ambushed by Caesar ' s Legion and was killed during the attack . He wrote a letter for his wife , but never got the opportunity to mail it . Notes . This letter may be retrieved by looting his corpse . His appearance seems to be randomly generated . Appearances . Harry is mentioned only in " " .
Syringer ammo Syringer ammo is a type of ammunition in " Fallout 4 " . Characteristics . Chemistry stations are used to craft these ballistic injectables . There are many variants of this ammunition that have varying effects . Each syringe will cost a different amount of materials to craft , depending on the syringe . Variants . < section begin = " type " / > < section end = " type " / > Locations . All ammo variants can be crafted using the chemistry station .
Auto . rifle upgr . internals Auto . rifle upgr . internals is a for the automatic rifle in the " " add - on " Dead Money " . Effects . Increases the automatic rifle ' s rate of fire by 10 % , thereby increasing shots per second from 6 to 6 . 6 . Location . The vending machine code for the mod can be found in Puesta Del Sol South , directly behind the cables where you left Dean Domino during the Strike Up the Band quest . After obtaining the code , the mod can be purchased from any Sierra Madre vending machine for 250 Sierra Madre chips .
Long - fuse dynamite Long - fuse dynamite appears as a thrown explosive in " " . Characteristics . Long - fuse dynamite is just like normal but , as the name suggests , has a longer fuse , which lasts for 6 seconds . Unlike powder charge s , dynamite explodes when you shoot it , either in the hand of an enemy or on the ground when it is dropped . If you ' d rather not wait for six seconds , use V . A . T . S . to deliver the throw . Your target tends to wait patiently for the dynamite to explode .
Caravaneer outfit The caravaneer outift is a piece of in " " . Characteristics . It is worn by caravaneers and travelers . The male version consists of a dark brown shirt with orange and mustard - yellow stripes with a white satchel over the shoulder with the NCR logo on it . Around the neck is a red bandanna with black goggles . The female version is a cream colored floral - print dress with a white apron and beige cardigan .