naist-nlp/zeshel huggingface dataset:
The Crow ' s Nest The Crow ' s Nest is a at the Divide in the " " " Lonesome Road " . Background . The Crow ' s Nest appears to be a sniping post , most likely used by NCR riot control to keep coverage of the High Road . It may have been an office building at one point . It has since then collapsed on the far side , and the remaining ghoulified sniper camped there has either been killed or has died from other causes . Location . Located on the High Road . When starting at the beginning of the road and walking along , there are two collapsed buildings leaning over the highway . A warhead must be detonated in order to proceed . Facing from the start of the road on the left side are arrows pointing up toward some wreckage , which must be climbed to reach the Crow ' s Nest . There are multiple active satchel charge s on the two bridges connecting the building that must be climbed , and the other . Take caution , as the satchel charges can blow the player character off the platform . Layout . A Ralphie for the Feel Like a Kid Again challenge is on the back wall of the nest . However , there is an armed satchel charge which is difficult to disarm , near the center of the platform , hidden behind the lip of the concrete . Notes . Ulysses can be seen watching the player character when approaching for the first time . Appearances . The Crow ' s Nest appears only in the " " " Lonesome Road " .
Madame Jealle ' s Madame Jealle ' s ( called Shop in - game ) , euphemistically billed on its sign as the " Reading Room for the Discreet Gentleman " , is a small shop located west of the cafe in L ' Enfant Plaza , behind Besnik ' s Barber Shop . The entrance is in an alleyway behind the building . This was probably a pre - War " adult " store for men . Layout . Exterior . The entrance to the shop is a blue door in an alley behind Besnik ' s Barbershop northwest of the Capital Post building . Besnik ' s Barbershop is located across from L ' Enfant Café . L ' Enfant Café can be located by a huge sign that says " L ' Enfant Café " and a motorcycle which are out in front and can be seen from the street . Besides the abundance of super mutants located in L ' Enfant Plaza , two more spawn by the alley and two more at the other end . Beware that a trip wire that is linked to a trapped pipe is located just at the entrance of the alley . Shop . The door from L ' Enfant opens into a stairwell , which leads downward , into the main room . Several mannequins line the walls , and a couple of chairs dot the room . The front counter is the only major fixture in the otherwise small room . An Average locked safe containing a Stealth Boy is built in to the back wall behind the counter . Appearances . Madame Jealle ' s appears only in " Fallout 3 " .
Abigail Finch Abigail Finch is a character living on the Finch farm in 2287 . Background . Abigail lives on the farm with her husband Abraham and her two sons , Daniel and Jake , all of whom she deeply cares for . She strongly disapproves of Abraham and Jake ' s frequent arguments , which lead to the events of the quest Out of the Fire . Interactions with the player character . Quests . Out of the Fire : If Jake Finch is successfully saved from his initiation ritual at Saugus Ironworks and brought back to the farm , he and his father will argue loudly until Abigail puts an end to their quarrel and forces them to live with each other peacefully . Other interactions . She offers to purchase corn from the player character for 2 caps per ear . Notes . Despite terminal entries on the Prydwen stating that potatoes have gone extinct , Abigail mentions peeling them for Abraham . Appearances . Abigail Finch appears only in " Fallout 4 " .
D5 - 58 D5 - 58 is a character mentioned in " Fallout 4 " . Background . D5 - 58 is a synth working in the Institute in 2287 . It had recently received an upgrade to its synthetic optic nerve tissue at the time of the Sole Survivor ' s arrival . Appearances . D5 - 58 is mentioned only in " Fallout 4 " .
Institute relay targeting sequence Institute relay targeting sequence is a holotape in " Fallout 4 " . Location . Given to the Sole Survivor by Sturges during The Nuclear Option ( Minutemen ) , meant to use on a console in the The Institute relay control room , to bring in Preston Garvey and others .
Blackhall Manor Blackhall Manor is a location in Point Lookout , inhabited solely by Obadiah Blackhall . Background . According to Obadiah Blackhall , the mansion has been in his family for generations , dating back to long before the Great War , and is a " fine example of Victorian architecture . " He intends to keep this tradition alive , staying in the estate until he dies or the swampfolk get him . Layout . The mansion opens up into a main room with a kitchen on the left and a library on the right where Obadiah sits . In the library is a staircase that ascends to the second floor which has some bedrooms , one with an Average locked safe . After entering the library , on the left is a hallway that leads to a basement where Obadiah performs ritual acts . Appearances . Blackhall Manor appears only in the " Fallout 3 " add - on " Point Lookout " .
The King The King is an Elvis impersonator who leads a gang called the " Kings , " operating out of the School of Impersonation located in southern Freeside in 2281 . Background . Born in the mid - 2240 ' s , The King was a member of one of the original tribes of New Vegas before they were united and brought to power by Mr . House . He and his gang took up residence in an old impersonation school . They believed it to be a place of worship due to the posters and holotapes all of one man , whose real name couldn ' t be found , but was only known as " The King . " In the upper levels of the school they found outfits that the original king would wear and vast amounts of hair gel . The King watched the old holotapes of the man , learned to speak like him , and started to teach others to do so . Unlike other gangs in the Mojave Wasteland , the Kings are built on respect and don ' t go looking for their next fight . His right hand man is Pacer , a childhood friend who sometimes tends to undermine his peaceful intentions . He has a cyberdog named , which he bought from a a few years ago . Appearances . The King appears only in " " . Bugs . If you speak to The King about joining the Kings before the completion of his quest Nothin ' But a Hound Dog , he might decline . Returning later after completing it , the option will not be reopened , ( unless The King owes you a favor which is earned in another mission ) and it will be thereafter impossible to join the King ' s Gang . It is uncertain if this is a bug or intentional .
HR 2999 HR 2999 is a " " multiplayer character in 2297 and can be recruited for 15 , 468 game points in " Fallout Tactics " multiplayer . Background . Robot 2999 is the machine equivalent of a grunt . It ' s good with all type of weapons and is extremely well made . Appearances . HR 2999 appears only in " Fallout Tactics " multiplayer .
First aid box First aid boxes are containers found in " Fallout 3 " and " " . Characteristics . Medical kits that usually contain general health - restoring consumable items . Locations . They can be found in various locations , on a wall , shelves or even the floor . It is common to find first aid boxes in bathrooms , hospital rooms , wasteland camps , metro tunnels , and such . The boxes are often wall - mounted and in close proximity to doorways . Possible contents . First aid boxes will usually have random variety of general first aid loot including :
Edgar ( Far Harbor ) Edgar was a member of the Church of the Children of Atom and a good friend of Sister Aubert . He was eventually killed by Tektus because he was a good friend of the old high confessor , Martin . Appearances . Edgar is mentioned only in the " Fallout 4 " add - on " Far Harbor .
Billy ( Fallout : New Vegas ) Billy is a mentioned - only character in " " . He is affiliated with . Background . He received a letter from Sue about her losing 2 , 000 at the New Vegas Strip and The Tops Casino , and that she will scrounge the money back . Appearances . Billy is mentioned only in " " .
Lance Ames Lance Ames is a character mentioned in " Fallout 4 " . Background . Lance Ames was a man who lived before the Great War . He was returning with his brother and wife to his home in West Everett Estates when the nuclear bombs were dropped . They had to finish the trip home on foot . Lance arrived in time to save his neighbor Wayne Tournquist ' s life . Lance and his brother started the building of a wall around the neighborhood . While on a scavenging run , his brother made the mistake of telling the location of their home to a questionable group of individuals . These same men later took over the estates , killing all the residents , except Leon who joined out of fear , in the process . Appearances . Lance Ames is mentioned only in " Fallout 4 " .
Case box , . 357 Magnum Case box , . 357 Magnum is a in " " . Characteristics . Case boxes contain ammunition casings used in the crafting of ammunition . Each box contains 25 case , . 357 Magnum that can be used to make . 357 Magnum round s . Uses . Ammunition casings are used in the crafting of ammunition at reloading bench ' s . Combine ( 1 ) case , . 357 Magnum , ( 16 ) , ( 8 ) powder , pistol , and ( 1 ) primer , small pistol to get ( 1 ) . 357 Magnum round .
Dreth Dreth is a trader in the Commonwealth in 2287 . Background . She sells a small number of weapons , food and ammunition , and is accompanied by two Gunner mercenary guards . She can be found as a random encounter at a camp site . Appearances . Dreth appears only in " Fallout 4 " . Bugs . Dreth can become " broken , " only responding " Yes ? " when spoken to and will not give any dialogue options , meaning the player character cannot trade with her .
Tobacco addiction Tobacco addiction is a form of addiction which can occur in " " through the consumption of coyote tobacco chew , the only form of consumable , addiction - causing tobacco in the game . Effects . A 10 % chance to become addicted , and a - 1 penalty to Charisma and Perception .
Dog tags ( Fallout ) Dog tags are a quest item in " Fallout " . Characteristics . A set of metal - plated dog tags . They contain essential personal and medical information about Killian Darkwater . These dog tags were also used by Killian ' s grandfather , during the war . Killian has never taken off the dog tags .
Used oil can Used oil can is a junk item in " Fallout 4 " . Characteristics . The used oil can is a small can that contains a small amount of oil . Crafting . The used oil can can be broken down into its individual components for use in crafting :
Garage alcove The garage alcove is an unmarked location in the Commonwealth in 2287 . It is located next to Med - Tek Research . Layout . It is a well - lit single story alcove with a single power armor station and weapons workbench . A broken - down vehicle is parked in the driveway . Notes . May be visited during the Long Time Coming quest or during Railroad quests to Malden Center and station . Appearances . The garage alcove appears only in " Fallout 4 " .
Veteran decanus helmet The Veteran decanus helmet is a piece of in " " . Characteristics . Though similar in appearance with the recruit decanus helmet , the veteran helmet also has white feathers interspersed with the red and black feathers . It provides a Damage Threshold of 3 and can be repaired with copies of itself , Recruit decanus helmet s , Prime decanus helmet s or with any headwear using the Jury Rigging perk .
DLC03TestWQ DLC03TestWQ ( named Test Water Quest on the local map ) is a test cell in " Broken Steel " that can only be accessed by using console commands . The console commands to enter these rooms are , as it can only be accessed by console commands it must also be exited this way ( i . e . ) . Layout . The cell features various empty rooms . It appears to be an early Museum Authority Building from " Broken Steel " . Appearances . DLC03TestWQ appears in the game files of the " Fallout 3 " add - on " Broken Steel " but should not be considered canon because it is a test cell .
Goggles helmet Goggles helmet is a piece of in " " . Characteristics . It is a dull brown helmet with a pair of goggles pulled down over the wearer ' s eyes . It provides a Damage Threshold of 2 . Notes . Glasses can be worn with the goggles helmet , they will be visible and in front of the goggles .
Bawls Guarana Bawls Guarana ( named Bawls bottle in - game ) is a item in " " . Background . Bawls Guarana started as the brainchild of a then 20 year - old college graduate named Hoby Buppert , who was looking for an alternative to coffee in 1997 . As part of a class project , he came up with a carbonated and non - alcoholic beverage made with guarana , a highly caffeinated berry native to the Amazonian rainforest . Named for the caffeinated " bounce " it gives you , which contains a natural form of caffeine nearly three times stronger than that found in traditional sodas . Looking for a place to settle , Hoby Buppert chooses Texas , a quiet place , conducive to the growth of Guarana . The company markets its drinks only in Texas forever , never looking to emigrate because of the market leader , the Nuka - Cola Corporation . But before the Great War , Bawls Guarana concluded a lucrative contract with Vault - Tec , which wanted to build the Secret Vault in Texas . They sponsored the construction and only its product was allowed in the vault , at the expense of Nuka - Cola , non - existent in this region . Characteristics . Despite advertising in Carbon , you can find Bawls bottles only in the Secret Vault , especially in the Bawls vending machine that contains 9 bottles ( and 4 more if you destroy the machine ) . Each bottle will heal you 1 / 4 of your Hit Points until 2 / 5 with the skill First - Aid at maximum level . Behind the scenes . The drink is sold at a variety of collectors ' sites such as Thinkgeek .
Bulb lantern The bulb lantern is a settlement object in the " Fallout 4 " add - on " Far Harbor " . Characteristics . The bulb lantern is a light consisting of a chain link with several light bulb s attached to it . The lantern emits a weak glow when powered .
Flamer fuel ( Fallout 3 ) Flamer fuel is a type of ammunition in " Fallout 3 " . Characteristics . It is a gray canister carrying a concentrated and highly - flammable liquid , and is used as ammunition for the flamer and other fire - based weapons . Locations . Though flamer fuel is quite common , very few enemies carry flamers , though sometimes raiders use them . Therefore , flamer fuel is mostly found in ammunition box es scattered throughout the Wasteland or at shops , where it can be found in moderate quantities ( usually around 74 ) . The Mister Handy and Mister Gutsy robot models also drop large amounts of flamer fuel when destroyed . A massive amount of the ammunition can be found in the Franklin Metro utility , in the containers near where the Burnmaster is found . With the Scrounger perk , availability is dramatically increased . With 10 Luck , ammunition boxes will virtually never contain less than 100 units of fuel , and often will contain as much as 130 . With the " Broken Steel " add - on , flamer fuel can also be found on Enclave Hellfire trooper s . The Hellfire troopers appear more frequently at higher levels .
Doug " Skully " Finch Doug " Skully " Finch 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 . is mentioned only in " Fallout 2 " . Behind the scenes . Doug " Skully " Finch is a reference to Douglas Finch , a " Fallout 2 " dev .
Alexandria Arms Alexandria Arms is a location in the Capital Wasteland , near Arlington Library . It is an abandoned two - story hotel and conference center that has limited structural damage . It is a medium - sized building with only one interior cell . The building is occupied by raiders . Layout . Exterior . Immediately to the southwest of the hotel there is a bombed - out building that serves as a post for one additional raider . The building is littered with traps . There are frag mines covering the area leading to the side entrance and tripwires that set off rigged shotguns , bear traps , a girder on a chain , and a pitching machine . There is also an automated turret on the top floor . On the third floor are four safes , three first aid box es , one locked footlocker , a workbench , a bed , a raider , and some . 308 caliber rounds . When the player leaves and comes back , one raider sniper will usually take residence on the top floor . The lab table is set on top of two safes , one that is locked and one that is open . Interior . The player enters into an imposing grand lobby that includes two ( non - functioning ) grand water fountains and a dozen pillars reaching toward the ceiling . There is also an elevator on the opposite side of the lobby , however the elevator is inaccessible . This elevator seems to have no purpose whatsoever . There are also the remains of victims of the raiders hanging from said ceiling and found elsewhere in the hotel . There are some rather gruesome torsos in the lobby which the player can grab / move , which is a rarity . Upstairs there is another large lobby / meeting room , several Nuka - Cola vending machine s and a set of six well - furnished suites . Appearances . Alexandria Arms appears only in " Fallout 3 " .
Smooch dealer Smooch dealer was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It is located in the Reservation . Walkthrough . Marty loves his chemical experiments and usage . In fact , his greatest addition to the world of recreational drugs is " smooch " - think of smooch as a sticky , jelly - like version of marijuana , but ten times more powerful than Hawaiian Gold ( not that I would know about such things ) . Smooch can be smoked , cooked into bread - like substances , or eaten raw – though the taste of raw smooch has been known to make even ghoul s puke . The effects render the user in an ambivalent state of bliss and tired merriment . Not much work gets done when someone is flying on smooch , but they won ' t care , and feel damn good about it . The effects are the same for ghoul and human alike , except with humans the effects tend to last longer and humans become addicted to smooch almost twice as fast – which is a fine side effect as far as Marty is concerned . Marty wants a distributor for his precious smooch . Currently , he does his own distribution in the Reservation town , but he would like to expand the popularity of his product to outside communities . So Marty will offer an exchange ; he will give the player tidbits about what is going on in the sub - levels of the Reservation and in return , the player will need to establish smooch footholds in outside , preferably human communities . The player won ' t have to go back and forth every month to keep the supplies up because a little bit of smooch can go a long way , but Marty will ask if the player can make smooch runs every few months ( basically whenever the player decides to head back to the Reservation after a three month wait ) just so he does not lose his new clients . Marty will also throw in the added incentive of money – a 25 % cut in the profits . Every time the player comes back to the Reservation to re - supply smooch to his customers ( every few months , remember ) , Marty will give the player his cut of cash .
Hole in the Wall Hole in the Wall is a side quest in " Fallout 4 " . Detailed walkthrough . After donating blood to Dr . Forsythe , leave the vault and either pursue the Here Kitty , Kitty quest to find Ashes or else wait for 24 hours or more before returning . ( You may have to complete another quest in addition to waiting 24 hours before the next scene will trigger . ) Austin Engill will have been moved to the vault ' s medical bay . Speaking with Dr . Penske begins the quest . Austin was bitten by a mole rat when wandering in a secret partition of Vault 81 and subsequently fell ill . The player must follow Bobby De Luca to the entrance hidden in the reactor room . They are asked to go into that part of the vault and find a cure . During the investigation , they must fight their way through run - down rooms full of Vault 81 lab mole rats , which will transmit a disease if they manage to bite the Sole Survivor , their companion or any activated protectron , conferring a potentially permanent loss of 10 HP . The true purpose of Vault 81 as an infectious disease incubation and vaccine development facility is also discovered . In the final area there is a terminal that must be hacked or unlocked with a password in the far room on the upper floor past a mole rat brood mother . The password to the locked terminal is next to the research comm terminal in the subsequent room . After this the player finds a robot named Curie who has manufactured the cure ; however , there is only one dose left . Curie follows the player out of the secret vault up an elevator back to the locked door by the main vault ' s entrance . The player must then return to Dr . Forsythe in the medical bay with the cure and make a choice : Option 1 : Give Austin the cure . If the Sole Survivor gives the cure to Dr . Forsythe , they receive rewards including the syringer rifle and a room in Vault 81 located across from the depot . Most items throughout the vault are no longer marked as owned and can be freely picked up without angering the residents . As a side effect , if the player character has contracted the disease during this quest , they keep the disease . Option 2 : Deny Austin the cure . No matter whether it ' s by directly refusing it in dialogue ( requires selecting " Only one , it ' s mine " followed by " Let him die " ) , selling or losing it , or using it on yourself ( possibly to cure your own mole rat disease ) , all of these options are treated the same : Austin dies and everyone in Vault 81 blames the Sole Survivor . A small memorial for him is prepared in the classroom under the " America lives on . . . in you " poster , consisting of a candle , a new teal flared vase , a toy car , a baseball glove and a teddy bear . Either way , the quest concludes and Curie asks to accompany the Sole Survivor around the Commonwealth in order to further her scientific research , becoming available as a companion .
Missile launcher ( Fallout 3 ) The missile launcher is a big gun found in " Fallout 3 " . Characteristics . A very common and very powerful big gun , the potential of the missile launcher is somewhat reduced by its long reload time and inability to kill anything stronger than a super mutant brute in a single shot . Durability . The missile launcher can fire about 83 missiles from full before breaking .
Christopher Columbus Park The Christopher Columbus Park is an unmarked location in the Commonwealth in 2287 . It is just east of Faneuil Hall , and just behind the Custom House Tower . Appearances . The Christopher Columbus Park only appears in " Fallout 4 " . Behind the scenes . The location is based on the real - world Christopher Columbus Waterfront Park , located in approximately the same area in Boston , Massachusetts .