naist-nlp/zeshel huggingface dataset:
Beatrice ( Van Buren ) Beatrice is a female super mutant , living in Hoover Dam in 2253 . She is a possible companion of the Prisoner . Background . Beatrice is big , bad , and about as smart as a bag of hammers . But she is perfect for bouncer duties at Dusty ' s Desires . Beatrice is also uncertain exactly where she came from . She remembers wandering the wasteland , feeding on any wild animal that was foolish enough to attack her , and being attacked by assorted raiders and thugs here and there – whom she killed and ate as well . She also has limited flashbacks of being in a vault - like structure with others similar to herself , but she does not remember any details and makes no mention of the Master . Beatrice came upon Hoover Dam just before Dodge and his entourage took over . Beatrice was met with mixed results from the settlers , with some outright attacking her and others just giving her her space . For the ones who attacked Beatrice , they were quite tasty , but for the others who left her alone , she in turn left them alone , considering them as close to friends as she was likely to get . But there was one individual who was nice to her , and that person was Dusty Heart . She knew a kind gesture to one such as Beatrice would be met in kind , and sure enough , it was . Beatrice at first wanted to be her personal bodyguard ( though she could not think up the word , " bodyguard " ) , but Dusty instead gave Beatrice a paying job to be her bouncer for her new bar . Beatrice was delighted to help her new friend and has been the bouncer for Dusty ' s Desires ever since . Appearances . Beatrice 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 .
Frank ( wastelander ) Frank was an acquaintance of the pilgrims searching for Oasis . Background . He told the pilgrims the location of Oasis , and was subsequently killed by them . They came to regret their decision , as they soon became lost in their search . Appearances . Frank is mentioned only in " Fallout 3 " .
Darrow Darrow is the trader in Vault City Downtown in 2241 . Background . She is in charge of Sub - Amenities Office A , and by extension , of general supplies in Vault City . Randal is her boss . Appearances . Darrow appears only in " Fallout 2 " .
Nahant Wharf The Nahant Wharf is a location in the Commonwealth in 2287 . Layout . Nahant Wharf is one of the two ways to reach the Libertalia complex . There are no beds nor crafting equipment available . Appearances . The Nahant Wharf appears only in " Fallout 4 " .
Tribal Pack The Tribal Pack is a " " that gives the player access to a variety of extra items at the start of the game . This pack was available to those who pre - order " Fallout : New Vegas " from Amazon . com or from Direct2Drive . It was also the Pre - order available to Gamestop customers residing in the Republic of Ireland or Germany . The Tribal Pack is available if you purchase the game and register with Steam . This bonus pack , along with the other three , is available as part of the " Courier ' s Stash " . This is the only pre - order bonus pack to feature a unique melee weapon .
Cooper ( USAF Satellite Station Olivia ) Technical Sergeant Cooper is a character mentioned in " Fallout 4 " . Background . Technical Sergeant Cooper was an officer of the U . S . Army posted at USAF Satellite Station Olivia in 2077 . Appearances . Cooper is mentioned only in " Fallout 4 " .
Slave backpack The slave backpack is a type of in " " . Background . These large , heavy backpacks are used by Legion slaves at The Fort to carry lots of items at once up to their master Caesar . They are very heavy which makes the slaves take a long time to get up the hill . The slave ' s heavy backpack combined with their crippled legs makes it a burden for them to do their tasks . Locations . Used by Legion working at The Fort . However , it is un - playable . Notes . It can only be obtained using console commands .
High - tech gun case A high - tech gun case is a container found in the " " " Lonesome Road " . Characteristics . As the name suggests , it ' s a gun case that holds non - conventional and high tech weapons and modifications , like mini nukes , Gatling lasers , Tesla cannons , etc .
10mm submachine gun ( Fallout : New Vegas ) The 10mm submachine gun is a in " " Characteristics . The 10mm submachine gun ( SMG ) is a one handed automatic . Although the in - game description for the 10mm SMG lists a high damage - per - second ( DPS ) , it shares the common weakness of most shotguns and automatic weapons in " Fallout : New Vegas " in that much of its theoretical power is negated by the damage threshold system . In addition to losing much of its damage , the high spread of this weapon requires the player character to be at close ranges for all of the rounds fired to impact on the target . Another downfall of the SMG is its consumption , as this SMG can eat through at alarming speeds : emptying its magazine in 3 1 / 3 seconds . However , with full automatic fire and a 30 - round magazine , the SMG is a decent side arm for close quarters . Durability . The 10mm submachine gun can fire a total of about 2495 standard rounds , the equivalent of 84 reloads , or 63 reloads when modified with extended magazines , from full before breaking .
B . O . M . B . - 001 design document The B . O . M . B . - 001 design document for the " Van Buren " project ( Black Isle ' s canceled " Fallout 3 " ) was leaked from a top secret source on October 1 , 2005 at No Mutants Allowed . It was written by Damien " Puuk " Foletto and is a complete description of all places , characters and quests in the location " B . O . M . B . - 001 " . Contents . The original document has been split into 3 parts for reading at the wiki .
Souvenir teddy bear The souvenir teddy bear is a junk item in the " Fallout 4 " add - on " Nuka - World " . Characteristics . The souvenir teddy bear , which comes in two slightly different versions , is a tatty looking blue teddy bear with a small bow tie . Crafting . The souvenir teddy bear can be broken down into its individual components for use in crafting :
Spurlock Corporal Spurlock is found dead aboard Mothership " Zeta " in the cryo lab in 2277 . Background . A proud medic attached to the 108th Infantry Battalion , Corporal Spurlock was used to the sight of blood , arterial sprays , and lost limbs . However , after a quick and frightening abduction when the medical squad became separated from the main infantry forces , Spurlock fought hard to control her fear as she was still awake for most of her own dissection . Spurlock succumbed to massive shock and internal bleeding , and her corpse awaits the Lone Wanderer somewhere in the Cryo Lab . Appearances . Corporal Spurlock appears only in the " Fallout 3 " add - on " Mothership Zeta " .
Kevin ( Fallout 3 ) Kevin is a mentioned - only character in " Fallout 3 " . Background . Kevin was a wastelander who was slowly dying of severe radiation sickness . His brother tended to him , but there was not much he could do . Eventually , his brother sent the marry me ! holotape to the woman he loved , but she also died in the Wastes . The fate of Kevin and his brother are unknown , but it can be assumed that Kevin succumbed to radiation poisoning and died . Appearances . Kevin is only mentioned in " Fallout 3 " .
Stealth Girl Stealth Girl is a in " " given by Lily Bowen if she is the Courier ' s . Lily can be obtained as a companion during the Guess Who I Saw Today . Effects . With this perk , last twice as long while also granting sneak attack critical s an extra 10 % damage . This perk makes a single Stealth Boy last 4 minutes ( instead of 2 ) . Behind the scenes . This perk is named after the , an item in the canceled " " . The Stealth Girl acted as a Stealth Boy , but lasted three times as long .
Integrated Human Resources Management System v2 . 3 The Integrated Human Resources Management System v2 . 3 was a software program for increasing standards of human resources for companies and government offices . Background . It was created as a joint project between the District of Columbia Office of Software Management and the United States Office of Computational Organization by a contract with Computechtron . Appearances . The Integrated Human Resources Management System v2 . 3 is mentioned only in " Fallout 3 " .
Get Hermes XIII launch codes Get Hermes XIII launch codes was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It is located in the Reservation . Background . At some point in the game , particularly the second section of the game , the player will need to acquire the launch codes for the Hermes XIII space rocket . The only place these codes exist is in Dr . Willem Clark ' s warped head , and his personal computer in his office located on Sub - Level 3 in the Reservation . As with Colonel Green ' s quest , there are several ways to go about getting these codes . Walkthrough . The first is for the player to complete Colonel Green ' s quest . Doing so will allow the player free access to Dr . Willem Clark ' s personal computer . No pass codes are necessary to access the computer at this time since Willem did not think anyone would be able to get to it – ever ! If by some strange chance the player has never been to the Reservation by the time the second part of the game has started ( all the prisoners have been returned to Tibbets and Odysseus has contacted B . O . M . B . - 001 ) , the PC can learn of the launch codes ' whereabouts from the Mission Control computer at Bloomfield ( once power is restored , the player will have free access to the Mission Control computers ) , or get the information from Bear . Once the player has this information , the PC may then explain to Measles , upon arriving at the Reservation , that all communities in the wasteland are at risk of destruction if the player does not get the codes . This intrigues Measles and he will let the PC speak with Willem through a computer terminal . The simple fact that the player speaks about B . O . M . B . - 001 and the Hermes XIII gets Willem to perk up and listen . To verify the PC ' s claim , Willem will ask the player to take Measles with and go to Fort Abandon . This is purely a recon mission and Willem will stress to the player he only wants visual verification on the NCR troops before he turns over the launch codes ( if the player has the room , Measles will join as a companion . If not , then Measles is a tag along who does his own thing and only follows the PC ' s group ) . Willem will not give the codes unless the PC agrees to show Measles Fort Abandon and the NCR troops . Once the player arrives at Fort Abandon , Measles will ask the player to wait while he ( Measles ) sneaks to get a closer look . Fade out , fade in , Measles will return , confirm what he saw , and ask to go back to the Reservation . Once back , Measles will convey what he saw and Willem will give up the Hermes XIII launch codes . If the PC already has Measles as a companion at this point , he will remain as a companion if the PC chooses . The above scenario can be done even if the player has been to the Reservation previously . The only catch is that the player must still be in good standing with Willem et al . Completing the prisoner quest is the trigger for the above option ( s ) .
Beastlord Beastlords are characters living in the Midwest in 2197 . Background . Due to radioactive effects , the beastlords gained ability to speak with animals with telepathic powers . This led them to breed and capture many creatures ( including the notorious deathclaws ) and use them to attack settlements . Appearances . The Beastlords appear in " " .
Jerry ( Fallout : New Vegas ) Jerry the Punk is a Great Khan poet living in Red Rock Canyon in 2281 . Background . Jerry is a Great Khan that can ' t quite complete the ritual initiation to become a Khan . When Jerry was a child , the Followers of the Apocalypse came to Red Rock Canyon with pre - War books . Jerry used to spend hours reading these books , especially poetry books . Appearances . Jerry the Punk appears only in " " .
Private Hart ' s holotape Private Hart ' s holotape is a holodisk in " Fallout 4 " . Location . The holodisk can be found on Private Hart ' s remains , next to the Museum of Witchcraft main exit , during The Devil ' s Due quest . Notes . Looting this item is required to complete the objective " Explore the museum " , which isn ' t actually completed by killing the Museum of Witchcraft ' s boss .
Special package The special package is a in " " . Characteristics . A normal looking package . From the outside that is . It contains explosives and are meant to kill Hieronymous . Location . Given to the Initiate after accepting Salieri ' s request to deliver it to his brother Hieronymous .
Maisie Maisie is a house cat found at the Abernathy farm in 2287 . Background . Maisie is one of a handful of living cats found in the post - War wasteland . She belongs to the Abernathy family and never strays from home . Appearances . Maisie appears only in " Fallout 4 " .
Buck ' s Steak House The Buck ' s Steak House is an in Freeside . It is found on the main road to the Strip . Background . Buck ' s Steak House was probably a steak house offering buffets every sunday . The barricades indicate that it was closed before 2281 . Appearances . Buck ' s Steak House appears only in " " .
Karma ( Fallout ) Karma , or " general reputation " in - game , is a reflection of all the good and / or evil choices made during the game and how the player character is perceived by the inhabitants of the Wasteland . Besides general reputation , the character can be endowed with various reputation titles . Obtaining Karma points . Negative . Each time one is sent to jail in Junktown , even if it ' s just to keep you out of the way when Killian deals with Gizmo on his own , the fine is 100 caps and - 1 Karma . Not having the funds to pay the fine gives - 3 Karma instead .
Mark ( Fallout ) Mark was one of the members of Richard Grey ' s expedition to the Mariposa Military Base , along with Grey , Harold and Francine . While Francine was killed by one of the base ' s security robot s , Mark was wounded and Harold sent him to the surface . It is not known what happened to him afterwards .
Destroyed collar The destroyed collar is a slave collar that has detonated , and can be used as a necklace of sorts that appears that the wearer attempted ( and failed ) to take it off , judging by the decapitated head and the nearby wrench . Characteristics . The collar , when worn , has zero DT , and no in - game effect except for being visible as a bulky metallic collar on your character with no visible differences to a functional collar . Locations . It is obtained when you start the Brotherhood of Steel story line but is removed after the first quest you do for them . It can also be found on a corpse labeled " Man " in the westernmost corner of a ruined building at Freeside ' s East Gate near Jacob Hoff and across from Mick & Ralph ' s , which is part of the I Could Make You Care quest line , if choosing the rangefinder . Notes . It leaves one to wonder how this particular collar did not completely explode . For instance in " Fallout 3 " , the collars were un - lootable and could not even be seen on the corpse visually once they detonated .
Echo Boy Echo Boy , or EchoBoy is a piece of technology used by the Brotherhood of Steel for surveillance and reconnaissance . Background . There is very little information about the nature of Echo Boy . However , it is known that the technology makes it possible to detect large concentrations of metal . The foregoing suggests that it is of electromagnetic nature . Another guess would be it uses Sonar technology much like bats , where an ultra high frequency sound bounces off a large mass of metal . Much like a submarine . Brotherhood has used Echo Boy at least twice during 2197 - before operations in Mardin and Jefferson City . Appearances . Echo Boy technology is only mentioned in " " . Information obtained with its help has been displayed on the maps of the Warrior ' s Pip - Boy 2000 .
Distress signal ( Relay tower 0SC - 527 ) Distress signal is a radio station in " Fallout 4 " . It can be picked up after extending the satellites at relay tower 0SC - 527 . Location . The origin of the broadcast is a ham radio in a secret room in the basement of Fallon ' s department store . The secret room is located behind a bookcase in the southwestern corner , and can be accessed by pressing a red button underneath the counter of the jewelry store in the basement . Inside are a great deal of locked safes and the broadcasting ham radio .
Lepelletier Officer Lepelletier is a member of Rivet City security in 2277 . Background . A Rivet City security force team member who , through hard work and dedication , has landed herself the unfortunate position of being in charge of the Water Caravan Escort detail . Rivet City has contracted out with the Brotherhood of Steel to help escort water caravans to their destination , in exchange for getting money and technology from the Brotherhood . Officer Lepelletier has a makeshift office set up outside Rivet City where she handles coordinating the caravans and security details . There is usually a small contigent of caravan drivers , brahmin , and disgruntled Rivet City guard s buzzing around the bridge gangplank building . Lepelletier ' s caravans have been getting hijacked more regularly , and she suspects something organized is going on . Appearances . Officer Lepelletier appears only in the " Fallout 3 " add - on " Broken Steel " .
Robin ( Fallout Tactics ) Robin is a recruit in " " . Background . " Sometimes discretion is the better part of valor ! Robin can slide in and out of an encounter like a sharp knife through brahmin steak . " Availability . Robin becomes available the first time the Warrior visits any Brotherhood bunker . Appearances . Robin appears only in " " .
Friend of the Night Friend of the Night is a in " " . Effects . This perk causes a noticeable increase in brightness at nighttime between the hours of 8 : 15pm and 5 : 45am . The effect is not a gradual one , and its presence can be recognized by a colored tint on the game world reflecting the dominant color of your surroundings ( most often light blue when outdoors ) . Keep in mind that once taken , the perk will always cause you to see the world differently at night .
Lucky Lucky is a unique . 357 Magnum revolver in " " . Characteristics . Lucky is a unique version of the standard . 357 Magnum revolver . It deals moderate damage and has a high fire - rate and Critical Chance and uses a low amount of Action Points . The barrel , frame and cylinder are made of a smooth black metal decorated with ornate gold etchings , and the polished ivory handle is inlaid with the clubs symbol . The word " Lucky " is engraved on the silver plate on the ejector tube . Like most unique weapons , cannot be used on Lucky . However , it comes with the long barrel modification already added . It uses the least amount of AP of any revolver using only 17 AP . Furthermore , it is considered an improved holdout weapon and can be concealed and taken into weapon - free locations as long as one ' s Sneak is 50 or greater . Durability . Lucky can fire a total of about 1120 standard rounds , the equivalent of 187 reloads , from full before breaking . Location . Lucky is found in a locked floor safe ( Lockpick 75 ) inside the Bison Steve Hotel in Primm . Enter the hotel through the main front entrance and proceed through the doorway ahead . Follow the corridor and enter the gift shop on the left . The safe is behind the cash register . Behind the scenes . Lucky , as with the . 357 Magnum revolver , is based on the , with a few other guns used as a reference .
Beer ( Fallout Tactics ) Beer is a consumable item in " " . Characteristics . Beer is a home - brewed grain drink , enjoyed by many raiders in the Midwest . Notes . Unlike " Fallout " and " Fallout 2 " , beer in " Fallout Tactics " is not addictive . Instead , it causes the Drunk condition .
Hopeville women ' s barracks The Hopeville women ' s barracks is an in Hopeville in 2281 . Layout . The women ' s barracks is located near the west entrance of the Hopeville Missile Base , and can be seen upon exiting the Hopeville silo bunker entrance . It can only be accessed once the warhead on the truck outside is detonated . The interior has the layout of a standard barracks with many bunk beds and random loot containers such as crates and ammunition boxes . Walking into the rear of the barracks will trigger two marked men to spawn at the entrance and attack . Appearances . The Hopeville women ' s barracks appear only in the " " " Lonesome Road " .
Flotation Homes and Seaweed Flotation Homes and Seaweed was a Vault - Tec survival manual . Description . Designated VTF - 100 , this book covered survival strategies and other information useful in case of a worldwide flood . The latest release was a special July 2076 issue . Essentially , it was a complete survival guide for the ocean bound , with tons of tips , instructions , and plans . The special issue featured articles titled " Drowned - A permanent state of being ? " , " We field - test the latest waterproof SPF 900 sunscreens " , " Plant a garden you can come back to ! " , " Waterbeds - A practical alternative " , " Coping with your new mobile home " and " Houseboat Cruise Control ! " .
Sam Bernstein Sam Bernstein is a developer who worked at Bethesda Softworks on " Fallout 3 " , " " and " Fallout Shelter " as a Quality Assurance Tester , Senior Quality Assurance Tester , and Quality Assurance Lead respectively . On " Fallout 4 " , he worked as an additional Quality Assurance Tester . On Bethesda Game Studios forums , he goes by the nickname " Fappiano . "
Champion armor Champion armor is a set of upper body armor in " Fallout 4 " . Characteristics . Champion armor is extremely rare upper body armor . It is a set of metal armor consisting of a metal chest piece , metal left arm and metal right arm . The chest piece bears the Troubleshooter ' s effect , which reduces the damage taken from robots by 15 % , and comes with the polished and dense modifications . The left arm has the Fortifying effect , which increases Strength and Endurance by 1 , and comes with the polished and strengthened modifications . The right arm has the Cunning effect , which increases Agility and Perception by 1 , and also comes with the polished and strengthened modifications . Like all legendary armor variants , each piece in the set affords 2 additional points of Damage Resistance and Energy Resistance when compared to similarly modified standard armor pieces .
Build an alarm for Trig Build an alarm for Trig was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Background . Trig is attempting to build an electronic alarm for the path leading up to village , something which will alert the Ciphers to visitors . She can ' t quite get it working , though .
Navarro underground Navarro underground is a part of Navarro . Layout . A tunnel complex . Here is the armory , Dr . Schreber ' s lab , the commander ' s office and the deathclaw prison . Appearances . Navarro underground appears only in " Fallout 2 " .