naist-nlp/zeshel huggingface dataset:
Mason District Mason District is an area in the Capital Wasteland located on the west side of Potomac River . It is overrun by super mutants . Layout . The Mason District mainly consists of a large flooded park surrounded by buildings , with a metro entrance in the south and north . Hubris Comics is at the northwest . In the flooded park , right outside Hubris Comics , are some super mutant s with a captive . Mason District can be reached through three underground tunnels : Notes . There is a sniper ' s nest that overlooks the park , in which the skeleton of a long deceased sniper can be found on the ground , the rifle near the body , and the chair they were sitting on lying on the ground . The corner apartment at the intersection of Jarndyce Way and Dexter Ave contains the nest on the second level . Appearances . Mason District appears only in " Fallout 3 " . Behind the scenes . Mason District is an actual location in nearby Fairfax County Virginia , and it even has a park complete with a playground .
Collander Collander is a junk item in " Fallout 4 " . Characteristics . The collander is a light blue , steel strainer often found in kitchens . It is used to separating fluids from bulky foods ( e . g . spaghetti ) . Crafting . The collander can be broken down into its individual components for use in crafting :
Freeside NPC dump The Freeside NPC dump is a in the game files of " " . Layout . This cell consists of four discrete rooms all separated from each other and suspended in a void . The rooms are all identical , with two doorways without doors in them . There is no way to travel between rooms without using the console . A static is also present where the player character spawns . Notes . Depending on the quests that have been completed in Freeside , the rooms will have various non - player characters from these quests located in them . Appearances . Freeside NPC dump appears in the game files of " " , but should not be considered canon because it is a test cell .
Hypo Hypo is a " Fallout 2 " and " Van Buren " drug . Effects . In terms of healing , it is a better version of the super stimpak and in addition , it has no side effects , whereas the super stimpak does a total of 9 HP damage over 2 minutes . Locations . Federation Crash Site special encounter , found on the corpses . Behind the scenes . This hypo is a reference to the hypospray from " " .
Gold ( quest item ) Gold is a quest item in " Fallout 4 " . Characteristics . Gold is a chemical sample found in Cambridge Polymer Labs , initially found as unidentified sample 611 . Once the sample has been loaded into one of the polymer coating applicator ' s sample to holder , the option ' scan loaded reagents ' needs to be selected from its terminal in order to identify the sample by its chemical name . It is one of the two key samples required to produce piezonucleic power armor along with lithium hydride . Other than being placed in the polymer coating applicator , gold cannot be removed from the player character ' s inventory . Location . Gold can only be found in Cambridge Polymer Labs . It is locked in the top floor room ( C3 ) , accessible from the hole in the ceiling in the room on the opposite side of the lab section or from the Expert locked terminal outside the door .
Strange meat Strange meat is a consumable in " Fallout 3 " and " " . Background . Widely suspected to be human flesh , no one knows exactly what it is , other than that it looks and tastes strange . The presence of the item is often used in the game to indicate that those possessing it are cannibals . Variants . Strange meat . It appears to be bits of meat skewered onto a stick . It restores a small amount of Hit Points and also gives a small dose of radiation . In " Fallout : New Vegas " , this meat causes a - 1 penalty to Strength .
Magical companion ammo ( Fallout 4 ) Magical companion ammo is for use in companions ' weapons in " Fallout 4 " . Characteristics . The " magical companion ammo " is the ammo that the companion ' s default weapon uses , and always is used when not having any weapon equipped . This type of " invisible " ( and infinite ) ammo is called " magical companion ammo " . Active follower companions equipped with any melee weapon ( their own or provided by the player ) don ' t consume any ammo at all . A companion can pickup a weapon and ammo on their own from defeated enemies and use it when fighting . The only way for a companion to spend " real " ammo is when all three of the following conditions are met : If all three conditions are not met , or at least one of those cease to be true , the companion will stop consuming " real " ammo , and as the active follower , will switch to his own default companion weapon that uses " magical companion ammo " . But if is not currently the active follower companion , then he will carry on with the same game mechanics for weapon and ammo that apply to the settlers . Settlers can be equipped with a gun by the player and they will not consume any ammo , but in order to use that weapon , they need to have at least 1 ( one ) ammo in their inventory of the type that the equipped weapon uses . That single ammo will never be consumed and act as infinite ammo . So , if a weapon is given and equipped in the companion ' s inventory to use and actively following the player character , they will need to be supplied with ammunition for that type of weapon . If no ammo is supplied ( or runs out when using it ) , the active follower companion will then switch weapon for another prefered weapon that he has ammo for . If no other better prefered weapon is present , then he will switch to the default one ( which magically never runs out of ammo despite not showing as having any at the companion trade screen ) . If the companion is dismissed at a settlement , by activating another companion as follower , or just by dismissing him to a settlement by chat options , he will turn to use the settler ' s / provisioner ' s weapon and ammo mechanics untill he is set as the active follower companion again . Active follower companions will use their own weapon ( the ones in the list below ) and will never run out of ammo ( since they " use " the " magical companion ammo " that , as their own gun , does not show up on their inventory when on the trade screen ) .
Old Olney S . Wilson Building Old Olney S . Wilson Building is a collapsing office building in the " Fallout 3 " add - on " Broken Steel " which can be accessed via Old Olney underground . As part of the quest Shock Value , the Lone Wanderer passes through this area to reach Olney Powerworks . The area is inhabited by four Enclave soldiers who arrive via a Vertibird on the top level shortly before the Lone Wanderer . Appearances . Old Olney S . Wilson Building appears only in the " Fallout 3 " add - on " Broken Steel " .
Black Ops armor Black Ops armor is a unique legendary set of armor in " Fallout 4 " . Characteristics . Black Ops armor is unique wearable apparel . The set consists of a sturdy combat armor chest piece and right leg . The chest piece offers the fortifying legendary armor effect , which increases the Sole Survivor ' s Strength and Endurance by 1 point . It comes with the Reinforced and Dense modifications and affords 2 more points Damage Resistance and Energy Resistance when compared to a normal sturdy combat armor chest piece . The right leg offers the Sprinters effect , which increases the Sole Survivor ' s movement speed by 10 % . It comes with the Shadowed and Lead Lined modifications and affords 2 more points DR and ER compared to a sturdy combat armor right leg . Locations . Both known pieces of the set can be bought from Deb in Bunker Hill .
Cure the Devil Dog Cure the Devil Dog was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Background . The Devil Dog is sick with something like rabies . It makes him aggressive and intractable . If you cure his sickness before you tame him , it means he wanders away from Blackfoot territory , possibly to be found in a high - Outdoorsman encounter later in the game . If you tame him first , he gets sicker and sicker ( and more and more aggressive and stubborn ) , until he becomes seriously fatigued and then dies shortly after . A good doggie owner will try to cure him before that happens .
Test cell for traps The test cell for traps is a is a in the game files of " " . Layout . A small room that contains many of the traps that appear in the game " Fallout : New Vegas " . Traps are located on the east , west , and south side of the room and a reloading bench is located on the north side . A ruler also appears on the west side of the room on the floor beside several traps . The room also contains two open doorways on the west and south ends . Walking through these doorways will result in the player falling through the map and respawning back in the test room . Traps . The following is a list of the different traps that appear in the Test Cell For Traps . The following firing mechanisms are also used . Appearances . Test Cell For Traps appears in the game files of " " but should not be considered canon because it is a test cell .
Storage drive The storage drive is a miscellaneous item in the " Fallout 4 " add - on " Far Harbor " . Location . Three can be found , on a shipwreck southwest of Acadia , near Southwest Harbor . Two of the devices are on the deck , with a third inside the blue shipping crate onboard .
Reconstructed audio log The reconstructed audio logs ( spelled rescontructed audio log in - game ) are a series of which were cut from the final version of the " Fallout 3 " add - on " " . They can only be found in the G . E . C . K . . The script notes state : " Static and broken audio throughout the entire holotape . This is reconstructed surveillance . Overheard office chatter . "
10mm SMG ( Fallout ) The H & K MP9 10mm SMG is a small gun in " Fallout " and " Fallout 2 " . Characteristics . It is considered to be one of the finest weapons in the world . The single shot is acceptable , instantly obsoleting the Colt 6520 pistol , and the burst mode is excellent . The MP9 is easy to control , and can dish out more punishment than other firearms in its size category . Consequently , it is highly popular among people requiring a powerful , but compact source of firepower with low maintenance requirements . This weapon is vital amongst freelance - mercs as it can spew death at close range . It is an excellent weapon early in the game and can shred unarmored foes as a single burst will kill even enemies in leather armor . It is very deadly at close range . Ammo can be found almost anywhere . Ian and Sulik are very deadly with these . It is the only burst weapon Ian can use , and the first SMG players are likely to find for Sulik .
Enrico Savinelli Enrico Savinelli is the head of the New Reno - Redding caravan in 2241 . Background . Savinelli is a short , nervous looking guy with slicked - back hair , who is in charge of trading drugs for gold ore in Redding . His job makes him a rather edgy fellow , who does not care about failures and ( typically ) manifests his disappointment with a few direct words . His caravan leaves always on the 21st of every month , alternating between New Reno and Redding . Inventory . " Note : New Reno version of Savinelli is completely empty " Appearances . Enrico Savinelli appears only in " Fallout 2 " .
Declaration of Vital Essence The Declaration of Vital Essence is a in " " . Location . It can be found in Nipton in a heavily booby - trapped house ( east of the general store with sandbags ) in a tool cabinet in the kitchen across from the front door . Behind the scenes . The note is a reference to the character General Jack Ripper from the film , who was obsessed with " Purity of Essence " and the protection of his precious bodily fluids .
Primm Pass Primm Pass is a narrow pass through the mountains that serves as a direct route from Primm to Novac without traveling through the Nipton area . Layout . The western entrance to this pass is next to the emergency service railyard . Its eastern entrance is near to Harper ' s shack , and can be accessed by heading southeast from the shack and following the terrain back to the west . There is a here that will notice anyone attempting to enter the pass , even if they are sneaking . On the ground will be a lot of white bones . Appearances . Primm Pass appears only in " " . Bugs . When spawning at Primm Pass , the deathclaw may be replaced by a Legionary assassin who charges you , but when crippling his limbs , it will still say " deathclaw . . . crippled " . The loot on the body is the normal loot of a Legionary assassin .
Give filtration schematics to former BOS scribes for better water purification process Give filtration schematics to former BOS scribes for better water purification process was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Background . Pierre is the head " former " scribe and engineer of the Rim . He ' s been tasked with creating a better filtration process to make the irrigation water drinkable . Walkthrough . He ' ll ask the player if he sees anything in the wasteland that could help , he would appreciate the feedback . He ' ll suggest the player go to Jericho since that is where they get most of their drinking water from . The player can then go to Jericho , do his thing there and hopefully get some filtration schematics out of it ( Jeff H . ) . Coming back to Hoover , the player can do one of two things , depending on his skills : The first is if the player has really good mechanics skills . The player may then install the upgrades to the filtration process and earn the hooplas of Pierre , along with an advanced tool kit ( or whatever the best toolset is in the game ) . The second option is to just give the schematics to Pierre and let him deal with it . He ' ll get the upgrades in , but the player will have to be content with the XP , a regular tool , and Pierre just being a bit friendlier . Who knows , maybe he ' ll divulge the whereabouts of Maxson ' s bunker ?
Grenade launcher ( Fallout 3 ) The grenade launcher is a cut content weapon in the " Broken Steel " add - on for " Fallout 3 " . Characteristics . The grenade launcher is listed in the G . E . C . K . , but was not placed in - game . It is a modified combat shotgun that shoots grenades instead of shotgun shells . This weapon was created during one of Bethesda ' s tutorials on how to use the GECK and appears to have been left in the game . Durability . The grenade launcher can fire a total of about 145 rounds , the equivalent of 49 reloads , from full before breaking . Locations . This item only exists in the game files , and cannot be obtained without PC console commands .
MDPL mass relay station The MDPL mass relay station is a location south of Roosevelt Academy and east of Five Axles Rest Stop . Background . This station was once a Brotherhood of Steel outpost , and their emblem can be seen on the wall next to the entrance on a wooden board , but later the station was overrun by raiders . Layout . The station is a fortified outpost repurposed by raiders for their own use . Three raiders patrol the exterior between the power transformers and the entrance . The entry door leads to a small foyer , beyond which is a computer room / barracks . The main room is guarded by a pair of raiders , one of whom is the named Torcher , who , unsurprisingly , wields a flamer . Beside undamaged computer equipment , there is a static chemistry set , three beds and several containers . The terminal ( very hard ) on the desk allows the player to unlock the safe containing a Nuka - Cola Quantum . Appearances . The MDPL mass relay station appears only in " Fallout 3 " .
Sylvia ' s holotape Sylvia ' s holotape is a holotape in " Fallout 4 " . It is recorded by Perry Owens . Location . The tape can be found just outside University Point . in a red toolbox on the counter of the exterior building with the yellow and blue liquors sign .
Mary Goodman Mary is a character mentioned in " Fallout 4 " . Background . Mary was a scientist working at the Cambridge Polymer Labs . She and the other scientists were locked inside the labs by Jon Elwood - Woolum when the bombs fell . When she tried to get the U - 238 from the isotope containment , she was locked in there by Wil Bergman . Notes . Mary may be the glowing one encountered in the Isotope containment . According to Ericka ' s terminal she was locked in there , and according to the Isotope containment terminal there was a radioactive leak . The combination seems to support this claim . She could alternatively be the scientist ' skeleton found in the location . Appearances . Mary is mentioned only in " Fallout 4 " .
Tommy Lonegan Tommy Lonegan is the proprietor of the Combat Zone arena , living in the Commonwealth in 2287 . Background . Tommy Lonegan is the owner - operator of the Combat Zone , formerly known as the Orpheum Theater of Boston prior to the Great War . A deal made with a local raider gang has brought this dapper business - ghoul steady profits , yet has made his fighting club , the Combat Zone , less welcoming to the general public . He doesn ' t mind the fact that the gang ' s nature drives away potential customers , because they still continue to be loyal patrons , that are willing to place their bets on the party most likely to win . Tommy Lonegan cooperates with the Institute ' s Synth Retention Bureau , providing tips on escaped synth s in return for caps . He is the current holder of Cait ' s employment contract , and is compliant with the fact that he will have to let her go , in the event that he loses his current clientele , as he is concerned with the state of her chem addiction . Appearances . Tommy Lonegan appears only in " Fallout 4 " .
Counter ( Fallout 4 ) The counter is a settlement object in " Fallout 4 " and its add - on " Vault - Tec Workshop " . Characteristics . The counter is a long , rectangular island counter with a metal surface and light blue trims below the surface and above the floor molding , the post - War variant has lost the coloring in its trim and the surface has dulled and rusted . One end of the counter curves out slightly , giving it a circular end . Crafting . Wooden counters are located under " Furniture → Miscellaneous " , while metal counters are located under " Furniture → Tables " in the workshop . Locations . Can be crafted and used at any settlement . Notes . The counters found in Sanctuary Hills cannot be scrapped .
Soda fountain dress The soda - fountain dress is a craftable rare outfit in " Fallout Shelter " . It was added to the game with the 1 . 5 update . Characteristics . The soda - fountain dress is a rare outfit that can only be worn by female dwellers . It provides 1 to Perception , Endurance , Intelligence and Luck . Crafting . A high Luck statistic is needed to effectively create the soda - fountain dress .
Throwing hatchet The throwing hatchet is a in " " . Differing from standard hatchets , these hatchets have been rebalanced for ranged combat . Characteristics . Throwing hatchets require a Strength of 1 and a Melee Weapons skill of 25 to be used effectively . Like their non - thrown counterparts , throwing hatchets inflict an additional 50 % in Limb Damage and are one of the most damaging thrown weapons , with the exception of explosives . However , they are extremely heavy when compared to throwing spear s and , and are also much less common . Bugs . With " Old World Blues " installed , the damage and critical damage is reduced to 20 .
Carnivorous bush Carnivorous bushes are creatures found in the American Southwest . Background . An earthquake damaged a hub in the garden which then sent out scrambled commands that were interpreted by the greenhouse as instructions for altering the plant life and environment . As a result , a variety of carnivorous plant life was created . Appearances . Carnivorous bushes have not appeared nor are they mentioned in any published game . They were to appear only in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It is not certain if they will appear in any future " Fallout " game .
Wasteland outfit Wasteland outfits are outfits commonly worn by various wastelanders . Wasteland outfit . Wasteland outfits are pieces of clothing that provides only the most basic protection . They are easy to come by as they can be bought from several traders and be found on many corpses or inside several homes . They can be worn to increase your Endurance and Agility stat ' s by 1 in " Fallout 3 " and " " , + 3 Endurance in " Fallout Shelter " . The doctor variants provide a Medicine bonus of + 5 .
Anti - mat . rifle suppressor Anti - mat . rifle suppressor is a for the GRA anti - materiel rifle in the " " " Gun Runners ' Arsenal " . Effects . This mod reduces the noise made by the weapon in order to minimize the chance of becoming detected when firing . Location . Sold by :
Recalibrate the two working power generators to be more efficient and increase power Recalibrate the two working power generators to be more efficient and increase power was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Walkthrough . Even thought the two working power generators are working , they could be more efficient and powerful . If the PC has the mechanical and science skills ( both medium ) , then he can recalibrate the generators to perform better .
Westside Cooperative The Westside Cooperative is a operating within the community of Westside in the Mojave Wasteland in 2281 . Background . The residents of the fortified Westside zone have a small , but tight - knit community based around growing crops for themselves , and to sell to travelers and larger factions . The inhabitants established up the Westside Co - op to to pool resources and better organize their work . Eventually , with the help of the Co - op , Westside grew from a subsistence farming hamlet up to a stable , self - sufficent community specialized in growing crops , operating independent from the NCR . The locals grow enough food to feed themselves and to export to other factions and travelers , thus meaning that they don ' t have to rely on merchants for food . The organization has refurbished an old commercial building , which is home to the grocery store they have set up . This is where most of their sales operations are conducted . Anyone can shop at the Co - op ' s store , but the profits are shared between the farmers who grow the food stocked in the store . Currently embroiled in tense negotiations with the NCR regarding the siphoning of their water supplies , the Westside Co - op features a motley band of folk , including an escapee from New Reno named Clayton Etienne , and a Follower of the Apocalypse called Tom Anderson , who is single - minded in his defense of this operation . The Co - op is managed by Ettiene and Anderson . Interactions with the player character . During the quest The White Wash , the Courier can blackmail the Co - op ' s owner , Clayton Ettienne , into sharing some of the organizations profits , under the promise they will keep the secret of Westside . Each time the player enters the store , Ettiene will give them a 100 - 200 cap share of the Co - op ' s profits . Appearances . The Westside Cooperative appears only in " " .
Kara Asante Kara Asante was a scientist of unknown affiliation before the Great War . Background . Kara Asante was brought in by General Rawlings to work at the robobrain research facility underneath the RobCo sales & service center in Boston . Anise Ciroletti was excited to be working with her , however the facility ' s cyber - robotics technician , Carson Samuels , seemed put off . Anna Karim and Gregory Adler , were not informed by Rawlings of Asante ' s addition to the team . Appearances . Kara Asante is only mentioned in the " Fallout 4 " add - on " Automatron " .