naist-nlp/zeshel huggingface dataset:
Chemistry flask A chemistry flask is a legendary junk item in " Fallout Shelter " . Characteristics . The chemistry flask is a legendary junk item in " Fallout Shelter " and thus can only be found at high level quests , on long dweller explorations or locations , with a low percentage chance of obtaining it . It can also be rarely found in a lunchbox . Like most items , it takes up one space of storage . Uses . Currently it is used for creating various weapons and armors in combination with recipes found in the wasteland and other junk of various quality . It is however , generally used to make higher quality items with workshops of various levels .
Zip ( car ) The Zip is a vehicle appearing in " Fallout 4 " . Background . This car seems to have been a lesser common car in the " Fallout " universe , as only a few of these tiny cars can be seen in the game before the Great War of 2077 , unlike the second microcar in the game , the Fusion Flea Supreme . It ' s not known which company was responsible for production of these cars . Characteristics . The Zip was a small , single - seated vehicle with two large glassed doors on each side for easy access . The steering wheel , left and right shift sticks were removable to allow the driver more room when stepping into the small car . It had a large windshield and no real back window or side mirrors , so backing this car out must have been quite a challenge . Two large headlights and a small one on top would have made driving at night easy , but it appears to have had no brake lights . Behind the scenes . The vehicle resembles a smaller version of the 1957 BMW Isetta 300 .
Namco Bandai Namco Bandai Games Inc . ( NBGI ) ( 株式会社バンダイナムコゲームス , Kabushiki Gaisha Bandai Namuko Gēmusu ? ) , also known by the publishing label Surge , is an arcade and home video game developer and publisher based in Japan which is the product of a merger between the video game development divisions of Bandai and Namco . Namco Bandai Games is a wholly owned subsidiary of Namco Bandai Holdings ( NBHD ) and specializes in production and sales of home video games . It is the head company of Namco Bandai Group ' s Game Contents Strategic Business Unit ( SBU ) . Namco Bandai Games has subsidiaries in Europe , Australia and North America , Namco Bandai Melbourne House and Namco Bandai Studios in Australia currently act also as subcontractors for Atari and develop games for Atari as well as developing games for Namco Bandai . Background . In early 2005 , Namco Ltd . and Bandai Co . Ltd . announced plans to combine their operations . The merger took effect in September of that same year and both companies came under the umbrella of the newly created Namco Bandai Holdings . On March 31 , 2006 , the game division of Bandai was merged to Namco and renamed Namco Bandai Games . In the United States , the Namco Hometek subsidiary was renamed to Namco Bandai Games America , which also publishes selected titles under the " Surge " brand beginning with Afro Samurai . On April 1 , 2008 , Banpresto ' s video game operations were absorbed by Namco Bandai Games as well . On August 6 , 2008 , it was announced that Bandai Networks Co . Ltd , Namco Bandai ' s mobile phone business , would be dissolved and absorbed into Namco Bandai Games on April 1 , 2009 . Games . " Fallout : New Vegas " . On January 28 , 2010 Namco Bandai announced that they made a deal with Bethesda Softworks to publish " " in Europe , Australia and New Zealand .
Sino - American War The Sino - American War was a conflict between the United States and China beginning in 2066 as part of the Resource Wars and culminated with the Great War in 2077 . Prelude . In the Spring of 2066 , with global oil resources diminishing and China ' s fossil fuel dependency causing an energy crisis in the nation , China became more aggressive in its trade talks with the United States . With the United States unwilling to export oil to China , Chinese - American relations turned for the worse . Aftermath . During and after the war the North American and East Asian continents suffered greatly . The most significant political consequences of the war in the United States were the Canadian annexation , the Canadian resistance and protests , and riots prompted by food shortages which resulted in the declaration of martial law . The conflict culminated in a nuclear exchange that would become known as the Great War . In a sense , the Sino - American war ended in stalemate as both sides were deprived of resources , suffered enormous military and civilian casualties and were ultimately decimated by total nuclear war .
Crystal Crystal is a crafting component in " Fallout 4 " . Characteristics . A transparent , highly refractive material used mainly for making highly accurate lenses . Crystal is a component used to make various items , including weapon modifications and various settlement items , including the recruitment radio beacon .
Jefferson Memorial terminal entries The Jefferson Memorial terminal entries are entries found on Scribe Bigsley ' s terminal in the Jefferson Memorial following the completion of Take it Back ! . Turret control system . This Average locked wall terminal is located just around the corner from the long hallway when entering ( base game ) .
To anyone who gets this To anyone who gets this is a paper note in " Fallout 3 " . Location . Found in Vault 106 ' s living quarters , right in front of the locked ( average ) door south in the local map . It is written by a non - insane vault resident .
Morningstar mine scrip The Morningstar mine scrip is a miscellaneous item in " Fallout 2 " . Characteristics . It is used as an alternative currency in the town of Redding . They are backed by the Morningstar Mining Company and issued as payment to their workers . It consists of a small wooden token stamped with the Morningstar Mine company logo and has a face value of 5 NCR dollars .
Bohr Bohr is Keely ' s assistant and was to be found in Vault 22 in 2281 , but he was cut from the final game . Background . Bohr assists Keely with her research in Vault 22 and his duties include computing protein sequences . He was ordered to wait for her return by Keely before she went down to the lower levels and has been waiting for her return ever since . Interactions with the player character . Bohr ' s dialogue gives the player the opportunity to ask where Keely is , although he does not know the specific answer . The player can also ask what he knows about Vault 22 , but he doesn ' t know the answer to that , either . Appearances . Bohr was to appear in " " , but was cut before final release .
Spiked mutant armor Spiked mutant armor is an armor in " " . Characteristics . Somewhat heavier armor using lightweight plastic straps and metal encased in leather panels . It can only be worn by super mutants . Together with plating mutant armor , it is one of the two armors available for super mutants . Locations . Pump wears it by default .
Slag citizen Slag citizens are characters living under the Ghost Farm in 2241 . Background . They are inhabitants of the caves under the Ghost Farm . Interactions with the player character . Effects of player ' s actions . Delivering the note and proving to Jo that Karl is alive will make them like the Chosen One . Appearances . Slag citizens only appear in " Fallout 2 " .
Vault - Tec Game Studios Vault - Tec Game Studios was a subsidiary of the Vault - Tec Corporation that developed several Pip - Boy game tapes . Products . Vault - Tec Game Studios created a variety of different games : Appearances . Vault - Tec Game Studios is mentioned only in " Fallout 4 " and its add - on " Automatron " .
Red ' s jumpsuit Red ' s jumpsuit and Red ' s bandana are pieces of clothing and headwear in " Fallout 3 " , worn by Red of Big Town . Characteristics . The jumpsuit is colored red and provides + 5 to Small Guns . Red ' s bandana is a red colored variant of the normal bandana and rarely ever seems to take any damage due to the small area of body it covers . Location . Both items can easily be taken while giving her a weapon during the Big Trouble in Big Town quest . They can also be obtained by reverse - pickpocket ing , or by taking them during Strictly Business , when the player asks to see her inventory . Notes . When you offer her a weapon during Big Trouble in Big Town , you can see her inventory and take her jumpsuit , bandana , and reading glasses without losing Karma .
Biological research station The GS - 2000 Biological Research Station is an automated personality in the Big MT in 2281 . Background . The to activate this station can be found in the X - 22 botanical garden . One can talk to it once it is brought back online . Its personality is akin to that of a suave smooth - talker . The biological research station refers to the Courier as " baby " regardless of gender and makes endless innuendos in reference to his or her " seed . " Interactions with the player character . Other interactions . The biological research station will plant 11 types of seeds from the samples provided to it , which will sprout into plants , which can be harvested . The plants can be harvested every 3 days that have passed in the Big MT . Conveniently , the plants are the same types that are able to be given to the biological research station in exchange for Salient Green on a 1 for 1 basis . The following types of plants are grown by , and can be exchanged for , Salient Green at the biological research station : Appearances . The biological research station appears only in the " " " Old World Blues " .
Claire Redelle Claire Redelle is a character mentioned in " Fallout 4 " . Background . Claire Redelle was an actress hired by Aaron Babowski to replace Shannon Rivers for the role of the Mistress of Mystery . This prompted a dispute between him and Tina Hopkins , the writer , leading to her quitting the project . Appearances . Claire Redelle is mentioned only in " Fallout 4 " .
Manually disable 5 out of 8 nuclear missiles ( Missile Room 1 ) Manually disable 5 out of 8 nuclear missiles ( Missile Room 1 ) was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It was located in B . O . M . B . - 001 . Walkthrough . The player has the option of disabling the launch doors for the eight nuclear missiles in Missile Room 1 before meeting up with Presper and his crew . However , the player would need to get the Missile Room 1 ' s access codes before doing so . The player may get the codes from Alpha or the central computer in the Living Quarters . Once inside , the player , using a manual crank , can set the missile doors to " lock , " which will prevent the missile doors from opening during launch . Each missile will take about 10 minutes to disable ( a lot of cranking – so fade out , fade in ) . Once the missiles start launching – the missiles on the Command Center side are the first to launch – an emergency light and alarm will click on giving a warning that the station ' s structural integrity is collapsing ( a result of five missiles firing their engines but have nowhere to go ) . This gives the PC one minute to get out of Dodge before B . O . M . B . - 001 lights up the night sky . Using explosives on the door to open it will get one of two results ; the first , if the player uses < 3 explosives on the door , nothing will happen . If the player uses > 2 explosives on the door , it will cause a hull breach , sucking the player into oblivion , then causing the emergency launch protocols to kick in and launch all the missiles – but hey , there ' s a 50 % chance each missile will miss their mark with this scenario . Notes . This quest will set in motion the actual end - game .
Kingsport Lighthouse The Kingsport Lighthouse is a location and settlement in the Commonwealth in 2287 . Layout . Kingsport Lighthouse features a medium sized building area . There is a workshop and weapon workbench present in the lighthouse behind the house . The house itself is two floors high , with little loot . There is however , a roof that is missing two parts . Behind the house there is a lighthouse , with an isolated glowing one behind a barred door at the top . Behind the lighthouse , there is a small bay with a boat to the right side and a small house and dock on the left . The road up to the lighthouse is littered by a few powerful mines and a tripwire rigged up to a nuclear trap . The yellow barrels at the end of the dock are highly radioactive . They can be scrapped for materials in workshop mode , which will get rid of the radiation permanently . The settlement ' s buildable area includes the house , the tower , the docks , and even the boat . The hostile Children of Atom and the glowing one atop the lighthouse must be cleared out first . Because of impassable rock ledges bordering most of its landward approaches , attackers usually approach from either the shoreline south from the pier , or directly up the driveway . Appearances . The Kingsport Lighthouse only appears in " Fallout 4 " . Behind the scenes . Like the Pickman Gallery and Dunwich Borers , the lighthouse may be a reference to the works of H . P . Lovecraft . Kingsport was a fictional Massachusetts town created by Lovecraft , and the setting for several of his stories , and residents included a cult performing strange rites , which the Children of Atom may be a reference to .
Joe Savoldi Joe Savoldi is the bartender in Bunker Hill in 2287 . Background . His bar is located in the trading shack on the north - west corner . He is the bartender of Bunker Hill . His son , Tony Savoldi , rents mattresses inside the same shack . Interactions with the player character . Quests . " Fallen Hero " - The Sole Survivor is tasked by Joe Savoldi to find his grandfather Brent Savoldi and bring back his hat . Appearances . Joe appears only in " Fallout 4 " . Bugs . When first meeting him , he ' s talking to his son about the Railroad , and involves the player . Choosing the dialogue option " Saving Synths sounds noble " will cause Hate from Nick Valentine if he is with you .
Scrap Palace The Scrap Palace is a location in the Commonwealth in 2287 . Layout . The Scrap Palace is a junkyard patrolled by super mutants with the standard fare of wrecked vehicles and freight cars from trains . Upon entering the area , there is a small shack containing a weapons workbench , an advanced lock floor safe and very little else . Nearby is a pre - War white portable trailer resting on its side that is inaccessible to the player character . If the Sole Survivor is allied with the Brotherhood of Steel , a team of knights may raid the facility upon arrival . There is also a chance for Rust Devils to patrol nearby if the " Automatron " add - on is installed . The main building holds little of note on the ground floor , except a tool chest , several meatbags and a few other assorted loot storage containers . On the second floor , however , there is an Expert safe and a steamer trunk on the end near the top of the stairs . Crossing the platform to the other side with the male mannequin reveals a Novice - locked wooden crate and an armor workbench . The rest of the scrapyard is quite small with nothing more of value . Appearances . The Scrap Palace only appears in " Fallout 4 " .
Generator ( Fallout 3 ) Generators are small - scale devices that operate using a fuel source , providing power for buildings and equipment , and are found throughout the Capital Wasteland in " Fallout 3 " and the Mojave Wasteland in " " . " Variations . There are a number of different types of generator that may be encountered throughout the Wasteland : National Archives turret generator . The player character can interact with the turret generator in the National Archives . A successful repair skill check of 60 will allow player to pull open the maintenance panel and shut it down , thereby disabling all of the turrets on the level . Appearances . Generators are found in " Fallout 3 " and " Fallout : New Vegas " .
Level Levels are the general competency of the player character in the SPECIAL character system . A measure of experience and abilities . The level is determined by the amount of Experience Points the player character has earned throughout their adventure . Level up . " Fallout " , " Fallout 2 " and " Fallout Tactics " Level Up " Fallout 3 " Level Up " Fallout New Vegas " Level Up Each time one levels up , they have the option to modify skill s but not primary statistic s . They can also gain special perk s . Therefore , the player character becomes stronger and better with each level gained . Level cap . The maximum level reachable varies from game to game : " Fallout 4 " . The number of points to earn in level " n " in order to progress to the next are : Simplified : The XP thresholds for level " n " are thus :
Hull Breach Hull Breach is a side quest in the " Fallout 4 " add - on " Far Harbor " . Detailed walkthrough . Part 1 . Go to the Mariner ; her office is to the immediate left upon entering Far Harbor . She asks the Sole Survivor to find her a special set of tools to help improve the capabilities of the hull . The tools can be found in Eagle ' s Cove Tannery which is occupied by feral ghouls . Recover the tools and return to her . Exiting the tannery through either the front , or a back door , will lead to the player character meeting a man named Machete Mike , who claims the tools are a rare set of Pelman ' s . He offers 2000 caps for them ( 2750 after a Speech check ) , wherein one accepts the offer , but fails the quest ; or , refuses the offer without any further conflict . Mike may be killed after refusing his offer , netting the around 3000 caps , but will restrict advancement in the quest line . However , if one tries to pickpocket Machete Mike , he will turn hostile and attack ; at this point one can kill him in self - defense and loot the caps from his body or simply run away without being penalized ( inconsistent ) , and the quest can be continued . However , even killing Mike in this way may still result in the player character being barred from starting the second and third portions of this quest . Return the tools to the Mariner to receive the caps and experience . The next time Far Harbor is visited , large spiked barriers will be found on the outside of the Hull . Part 2 . During , or after completing , Rite of Passage , the Mariner will offer a second opportunity to improve the Hull even more . Conversing with her reveals that she desires completion as soon as possible due to the doctor diagnosing her with an incurable illness . She sends the player character to the MS Azalea , to clear it of the occupying trappers . After killing the leader , Bilge , the Sole Survivor must returns to Far Harbor to accept the caps and the Mariner ' s respect . The next time Far Harbor is visited , two large sections of the Azalea ' s hull will have been attached to sections of the Hull . Part 3 . During The Changing Tide , the Mariner needs one more task completing , in order to finalize the Hull ' s defenses , primarily against the corrosive acid of mirelurk queens . She sends the Sole Survivor to collect three mirelurk carapace s to coat the Hull with , making it acid - resistant . While any mirelurk will do , a particularly rugged type can be found at Haddock Cove . Collecting the carapaces takes the Sole Survivor back to the Mariner , who thanks them and rewards them with a Legendary harpoon gun , of varied effects . The next time Far Harbor is visited , three overhangs built out of the carapaces will be added along the walkway above the Hull .
Enclave Squad Sigma Enclave Squad Sigma is a special , elite unit of Enclave soldier s stationed at the mobile base crawler in 2277 . Background . Posted to previously unknown and highly secretive locations outside of the Capital Wasteland , only the most veteran of Enclave forces trained in multiple forms of combat earn the right to call themselves Sigma . These six - person squads feature a leader clad in Hellfire armor and carrying an incinerator . Each member has seen their share of combat and lived to tell about it . Sigma Squads are posted around locations deemed by Enclave High Command as “ imperative ” to the salvation of the cause . The Sigma Squad is assigned to protect the crawler in case of attack . It consists of 5 - 6 soldiers with different types of specialties , led by the Enclave Sigma Leader . Daily schedule . They are initially stationed in their sleeping quarters above the entrance to the Enclave Mobile Platform , but will proceed downstairs once the alarm is triggered to seek and destroy the Lone Wanderer . If the player manages to hide from them , the squad will retire back to their quarters upstairs , sans the leader , who idly wanders around the Mobile Base Crawler area . Appearances . Enclave Squad Sigma appears only in the " Fallout 3 " add - on " Broken Steel " .
Ewer residence The Ewer residence is a location in the Capital Wasteland . Layout . It is the residence of Ken and Brailee Ewers in Arefu and the first house on the left . You are instructed to visit the house and check on the residents by Evan King in the Blood Ties quest . This is a small , one room structure that is the first building seen in Arefu . It has random items strewn across it , but has little to no important loot . Notes . When knocking on the door , the player will be met with a humorous situation where Brailee Ewers will answer the door and ask if you are the mailman bringing her the latest fall clothing catalog ( due to her delusion that she is still in the Pre - War era ) . Appearances . Ewer residence appears only in " Fallout 3 " .
Bronwyn Sullivan Bronwyn Sullivan is a character mentioned in the " Fallout 4 " add - on " Automatron " . Background . Bronwyn Sullivan was a customer of RobCo Industries , owning a terminal that was sabotaged by ex - RobCo employee Carmike just before he quit . Appearances . Bronwyn Sullivan is mentioned only in the " Fallout 4 " add - on " Automatron " .
Stealth Boy ( Fallout : New Vegas ) The Stealth Boy is a in " " . Characteristics . The RobCo Stealth Boy 3001 is a personal stealth device worn on one ' s wrist . It generates a modulating field that transmits the reflected light from one side of an object to the other , making a person much harder to notice ( but not completely invisible ) . Side effects . While they seem to not have any adverse effects on humans , Stealth Boys increase the risk of schizophrenia in nightkin , who , as permanent Stealth Boy users , nearly always show one or several symptoms of paranoid schizophrenia , such as paranoia , hallucinations , and / or delusion . Doctor Henry in Jacobstown is researching these side effects , hoping to develop a means to help the nightkin .
Zen & Art of Piloting Zen & Art of Piloting is a skill book in " " . Characteristics . Reading this book permanently increases the Pilot skill . Locations . < section begin = " Locations " / > < section end = " Locations " / > Behind the scenes . The title is a reference to " " .
North Vegas Square The North Vegas Square is a trading settlement in the Mojave Wasteland . Background . The square is one of the slums of New Vegas , and home to a number of North Vegas resident s . The citizens living in this area are highly independent and xenophobic ; they are very suspicious of outsiders and reject the presence of the NCR trying to control their community . Although the streets and buildings are run - down , North Vegas Square has enough food , water and other resources to become a stable trading settlement , under the protection of , Crandon and a few other guards . Layout . Most of the buildings are decrepit and falling apart , more so than other locations in the Mojave Wasteland . The only places of interest here are an apartment building called The Gray and a manhole to the North sewers . Appearances . North Vegas Square appears only in " " .