naist-nlp/zeshel huggingface dataset:
Armor of the 87th Tribe The Armor of the 87th Tribe is a piece of in the " " " Lonesome Road " . Background . It ' s the personal armor of centurion Gaius Magnus . It ' s a full suit of heavy gauge steel similar to Legate Lanius ' s armor , with a light green and yellow tint , and the Bull of Caesar ' s Legion is painted onto the front and the back of the breastplate . The Roman numerals for 87 , LXXXVII , are spelled out down the back right of the armor . Characteristics . It provides a Damage Threshold of 22 as well as a bonus of + 1 Charisma , + 10 Action Points and + 3 Critical chance . With Jury Rigging , it can be repaired with any set of heavy armor . The Charisma , AP and critical chance bonus come from an effect labeled as " 87th Tribal Ways . "
Dress cane The dress cane is a in " " . Characteristics . The dress cane is a carried by the members of the White Glove Society . Like all things owned by the White Gloves , it is in excellent condition , and is made of a sturdy , shiny black wood with an ivory handle . It cannot be walked with and is always held as a weapon , even when walking slowly . Special attack . It has a attack that does 125 % damage in V . A . T . S . at the cost of 8 more action points ( requires a Melee skill of 50 ) . It is possible to execute " Lights Out " outside of V . A . T . S . ( without the required Melee skill of 50 to perform the move ) by initiating a power attack ( hold attack button ) while moving forward . Durability . The dress cane can successfully strike about 245 times from full before breaking . Locations . It can be found on most White Glove Society members in the Ultra - Luxe .
Back Alley Bowling Back Alley Bowling is a location in the Commonwealth in " Fallout 4 " , and is part of the General Atomics Galleria . Layout . As you enter , you ' ll be greeted by Tenpin , Split and Strike . If you make your way around the back of the bowling alley , Kingpin will be by some notable loot . Leaving the room via the stairs leads to a locked terminal . Appearances . Back Alley Bowling appears only in " Fallout 4 " . Behind the scenes . In the left - most ball return chute , ( between lanes 1 and 2 ) there are left hand bones , which could be a reference to the 1996 film " " . In the film , the character Roy Munson has his hand pushed inside a chute and loses it , although in the film it was his right hand .
Larry ( Necropolis ) Larry is a member of Harry ' s super mutant s in the Necropolis watershed . Background . Larry is part of Harry ' s squad of super mutants that protect the watershed . He has an equal intellect to his boss , although it means little . Appearances . Larry appears only in " Fallout " .
Karl ' s journal Karl ' s journal is a and a in " " . Characteristics . It is a journal owned by . It can be used to discredit him in Papa Khan ' s eyes for the quest Oh My Papa . Location . Found in a footlocker inside of the room to the left of Papa Khan ' s room in the Great Khan longhouse .
Caravan master The caravan masters are characters in " Fallout 2 " . They lead the caravan trades throughout New California in 2241 . Background . These people hire guards to watch for their supplies and keep threats off of their master ' s back . Their alignments vary from locations : from friendly people who appeal to well - doers , while others prefer troublemakers they share poor reputations with . Bad merchant . Though considered merchants , they are slaver s and do rather poorly in trading . However , they make up for it by being more ready to fight potential bandits around the Den while traveling towards Vault City , then heading west after hitting Broken Hills . Average merchant . Slightly better at trading compared to their slavering equivalents around the Den , but have to rely more on their guards . Inventory . < nowiki > * < / nowiki > Only around Klamath . < nowiki > * * < / nowiki > Between Klamath and the Den . < nowiki > * * * < / nowiki > Female New Reno caravan masters passing through Redding towards the Den . Master trader . Presumably the best of the many caravan traders in the wastes , delivering a lot more things on the ways to Vault City , Gecko , Modoc , even . Because of their greater focus on the trading , they are extremely reliant on the caravan guards . Appearances . The caravan masters appear only in " Fallout 2 " .
Bread box The bread box is a junk item in " Fallout 4 " . Characteristics . The breadbox is a plastic box found in many homes . Before the War , it was designed help to keep a single loaf of bread fresh once opened . It has an L - shaped hinged lid spanning over the top and front of the box . Currently , it has no uses other than decoration and scrapping . Crafting . The bread box can be broken down into its individual components for use in crafting :
Wasteland doctor ( Fallout Shelter ) The wasteland doctor is a rare outfit used by medics in battlefields , in " Fallout Shelter " . Characteristics . The outfit has a very minimalist style with just a t - shirt and pants , the t - shirt is dirtied and depicts a leather strap with a pouch connected to it on the torso . There is also a belt with utility pouches on it . This outfit provides dwellers with a + 3 boost to Perception and a + 2 Luck boost . Crafting . A high Perception statistic is needed to effectively create the wasteland doctor .
Retrieve the FOB from the base Commander Retrieve the FOB from the base Commander is a quest in " Fallout 2 " . Walkthrough . The Tanker FOB is located in the locker in the base commander ' s office in Navarro underground . There are two ways to gain access without fighting :
Deathclaw ( Fallout Shelter ) Deathclaws are enemies found in " Fallout Shelter " . Characteristics . Deathclaws are the strongest enemies in the game and can be encountered when they randomly attack the vault , similar to raiders , however they are much stronger and rarer than raiders . They can also be found while exploring the wasteland . They can also be encountered during quests . Their boss variant is tougher , stronger and larger in size ; it can let out a roar that greatly increases its allies ' next attack ; this ability can be interrupted . They yield ( especially the boss ) the highest experience when killed . Variants . Deathclaw . A regular deathclaw . They can be found out in the wasteland or can attack the vault at any time . Alpha deathclaw . A vastly stronger and more aggressive deathclaw . Enclave deathclaw . A deathclaw currently under the control of the Enclave . They are trained to kill everything in their path .
The Last Plank The Last Plank is a bar in Far Harbor in 2287 . Background . The Last Plank is inhabited by its barman Mitch , Debby , a house cat named Tink , and a couple patrons . Mitch rents the only private room and its bed for 10 caps to the Sole Survivor . Layout . There are two entrances to the Last Plank . Both lead to an open room on the first floor which consists of a bar area where there are Mitch , a few booths , tables and chairs , as well as a jukebox next to the bar . Old Longfellow is sitting in a corner table . On the second floor there are three rooms . Two bedrooms on either end of the upstairs and one open room in the middle . One private room that can be rented and is equipped with a bed and a few dressers . The other bedroom contains a bed with a desk . The room in - between the two bedrooms is an open area with the stairs leading up to one side and three beds . Notable loot . Apart from the following items , everything in the Last Plank is marked as owned and cannot be picked up freely . Appearances . The Last Plank appears only in the " Fallout 4 " add - on " Far Harbor " .
Defender ' s Harpoon Gun Defender ' s Harpoon Gun is a unique weapon featured in the " Fallout 4 " add - on " Far Harbor " . Characteristics . Defender ' s Harpoon Gun is a unique harpoon gun that bears the " Penetrating " legendary affix , meaning it ignores 30 % of the target ' s damage and energy resistance . , but is otherwise identical to its regular counterpart . Location . It can be obtained from the Mariner as a quest reward for completing Hull Breach 3 .
Child of Atom ( Fallout 4 ) Children of Atom are characters appearing in " Fallout 4 " . Background . The Church of the Children of Atom is a religion that worships a deity known as Atom and radiation , which they call " His Glow " originating from the town of Megaton in the Capital Wasteland . In the decade since the battle for Project Purity , the religion has expanded to all over the Commonwealth , settling in places ranging from the Crater of Atom in the Glowing Sea to all the way up to The Nucleus in The Island . The Children have sent preachers to various areas outside the Glowing Sea , although the outcome of these expeditions are not always peaceful , as travelers who cross paths with the Church are often met with suspicion and hostility . Interactions with the player character . Other interactions . Children of Atom are hostile to the player character , with the exception of the Crater of Atom in the Glowing Sea , The Nucleus and Brother Henri inside the Sentinel site , who can be aggravated to attack , but can become so through dialogue . Appearances . The Children of Atom appear in " Fallout 4 " .
Dean ' s hologram outfit Dean ' s hologram outfit is a piece of in the " " , " Dead Money " . Characteristics . It provides a Damage Threshold of 2 and can be repaired with s . Locations . It can only be seen when Dean Domino is performing on stage during the quest Curtain Call at the Tampico , so it can only be obtained through the use of console commands .
Port - A - Diner Port - A - Diners are claw style vending machines in " Fallout 4 " which will rarely dispense perfectly preserved pie . The chance is extremely low , with even a whole day of game time harboring no results . When activated once per day , each individual Port - A - Diner will have its own individual chance . Allowing you to hit all of them individually in order to gain one perfectly preserved pie for any number of machines . Giving the perfectly preserved pie to one of your companions will cause them to eat it when injured , consuming the pie . Upon giving it to the chef in Vault 81 , she will say " How did you get one of my pies ? ! " in an on - screen dialogue . This will only be said once , regardless of how many times you get a new pie from the Port - A - Diner . When activating the Port - A - Diner , if the claw immediately drops down it will result in a failed attempt . Only when the machine is activated and the claw slightly adjusts itself above the pie will it result in a successful attempt . Locations . There are many Port - A - Diners scattered throughout the Commonwealth . < section begin = " locations " / > < section end = " locations " / > Bugs . Sometimes you will not get a pie ( Port - A - Diner ' s container will be empty ) even if the mechanical claw successfully took it . This bug appears to be very common in Medford Memorial Hospital .
Plastic explosives ( Fallout : Brotherhood of Steel ) Plastic explosives are a cut content Explosive in " " . It can be seen in the weapons video of the bonus section from the main menu after completing the game . Characteristics . It is a subversive charge in the form of two plastic explosives stapled with sticky tape , equipped with an electric detonator and a timer . Notes . Plastic explosives were not included in the game , but its image is available in design documents .
Encrypted telemetry data Encrypted telemetry data is a note in the " Fallout 3 " add - on " Broken Steel " . Location . This note is added to the Lone Wanderer ' s Pip - Boy after downloading the telemetry data from the Satellite uplink terminal in the Satellite relay station during Death From Above .
Plant spray Plant spray is a cut item from " Fallout 2 " . Characteristics . A spray can full of a substance that kills various types of plants . With Killap ' s Restoration Project installed , the player may use the plant spray on any Spore Plant to instantly kill it . The Spray ' s cost is 2 AP and one must use it on the plant , meaning they have to run toward it ; it is recommended to keep it in the action bar throughout the jungle segment of the Environmental Protection Agency . Location . It was originally supposed to appear in the Environmental Protection Agency building , but was cut from the final game along with the corresponding content . . One can be found in a white shed outside the EPA . Appearances . Plant spray was to appear in " Fallout 2 " , but was cut from the final game .
Mysterious Stranger outfit The Mysterious Stranger outfit and Mysterious Stranger hat are worn by the Mysterious Stranger in " Fallout 3 " and " " . The Mysterious Stranger outfit is also worn by Miss Fortune in " Fallout : New Vegas " , appearing as a dramatically different piece of clothing when worn by a female . Location . They cannot be obtained without using console commands . Notes . The Mysterious Stranger outfit cannot be worn with any headgear other than the Mysterious Stranger hat , as trying to do so unequips the outfit . Behind the scenes . The suit is a nod to the classic film noir style detective , i . e . Long overcoat with a shady hat pulled over his / her face .
Nick Kesting ( Fallout 2 ) Nick Kesting 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 . Nick Kesting is mentioned only in " Fallout 2 " . Behind the scenes . Nick Kesting is a reference to Nick Kesting , a " Fallout 2 " dev .
P . T . Barnum P . T . Barnum is a freak show operator in the Hub in 2161 . Background . Barnum is descended from a long line of circus folk . Barnum ' s grandfather emerged from the same vault that went on to populate the Hub , and founded a nightclub there that he filled with magicians , dancers , and the like . Eventually Barnum ' s father took over this business , which was still doing well at The Hub . Barnum , knowing he was different , preferred travel to staying at the Hub so he bought a caravan and set out into the wastes . He collected a few things , and even made a few creatures of his own . For a while he did well ( especially with the Khans , who loved his dancing women ) , but then his performers began to depart , leaving him with only mutated creatures and makeshift wonders . On his way back to The Hub in defeat , he heard stories about the " Animal Men " , strange creatures who lived in a radioactive pit down south . Obsessed with the idea of these strange creatures , he eventually pinpointed their approximate location . Knowing he was unequipped for such a task , he hired a Jackal to bring him back a specimen , which he did , capturing two S ' Lanter children . Interactions with the player character . When the Vault Dweller comes across Barnum ' s caravan , he is paranoid and in possession of a shotgun . He can be talked down , or he can be killed . If the Vault Dweller speaks with him , Barnum will tell them his history , but he won ' t give the children back , unless he gets something better in return . Although Barnum wants to return to the Hub , there seems to be a rare red scorpion up near L . A . whose venom is sought by Barnum ' s father . Once the Vault Dweller kills the scorpion and brings Barnum the venom , he will give them the children and be on his way . Appearances . P . T . Barnum was set to appear in the original " Fallout " , but was cut before final release . Behind the scenes . P . T . Barnum is a reference to circus pioneer , a travelling showman who later founded the with .
KYE 1 . 1 KYE 1 . 1 is an artificial intelligence unit located in a control panel at DiMA ' s medical facility within the Vim ! Pop factory in 2287 . Background . KYE 1 . 1 is an artificial intelligence designed to control medical facilities . Specifically , DiMA ' s personal medical facility inside the Vim ! Pop factory . He is capable of scanning life signs , and will only grant access to authorized users , namely , a prototype synth . However , he feels lonely due to the isolation he experiences , and can be convinced to open the door for the Sole Survivor if they convince him that no authorized user will come . After the door is opened , he switches to sleep mode due to low power , and cannot be interacted with again . Appearances . KYE 1 . 1 appears only in the " Fallout 4 " add - on " Far Harbor " .
Southwest Harbor Southwest Harbor is a location on the Island in 2287 . Background . Before the war , Southwest Harbor was a town on Mount Desert Island inhabited by the Island ' s locals . At some point , the inhabitants apparently fled , likely from the encroaching Fog , leaving the town to be taken over by Trappers . It is also possible that some of the local harbormen had stayed in Southwest Harbor when the Fog rolled in and become Trappers themselves as they were driven to madness by the Fog . Layout . This location is the remains of an old pre - War town . It is mostly walled off , but has entrances from the dock and the front gates . Most of the buildings are burned out and have trapper architecture with loot and scrap scattered throughout . A pre - War gift shop holds a couple trappers and some loot on the southeast side , next to one of the breaks in the wall . The diner on the south side hosts some scrap , an old but functional jukebox , a low level turret and a chemistry station in the back . Next to the docks is a dockhouse with a power armor station , an armor workbench and tools scattered throughout . On the southwest coast of the harbor is a wrecked boat containing the storage drives needed to complete the quest , Data Recovery . Looking across the horizon from this point , one can see fuel trailing from the boat , set ablaze , with the Vim ! Pop factory looming behind the fog . Aboard the boat is a sea captain ' s hat , an open shipping container and two steamer trunks ; one that can only be opened with Victoria ' s key . Appearances . Southwest Harbor appears only in the " Fallout 4 " add - on " Far Harbor " . Behind the scenes . The location is based on the real - world town of , which is located near where it is in the game . Southwest Harbor in the game instead lies on the site of the real - world village of , while the actual Southwest Harbor is located across the bay to the southwest , approximately at the location of the Vim ! Pop factory . Gallery . < / gallery >
Cain Cain is a possible player character in " " . Background . As a mercenary , Cain is a ghoul through and through . Stooped , skeletal and bony , Cain is a real badass , the kind of guy that upon finding your burning body would roast desert rat over you rather than put you out . When his home was razed to the ground by the mutants , Cain took it personally . In an attempt to seek vengeance upon the mutants , he sought out the Brotherhood of Steel and demanded entry . As a some - what isolationist and anti - mutant order , the Brotherhood was reluctant to grant him admission , but Cain ’ s perseverance was fueled with a grim determination . He was finally given a test of Initiation , a suicide mission that should he survive would allow him to become one of the first ghouls ever to join the ranks of the Brotherhood . Traits . With less strength than Cyrus and less speed than Nadia , Cain ' s ability to withstand the effects of radiation is what truly sets him apart . Once he has gained the Rad Child skill , He will actually heal himself when coming in contact with Radioactive Substances . Notes . Currently , Cain is the only known playable ghoul in the entire Fallout series , to date ( if not counting the ghoul recruits in " Fallout Tactics " ) . Appearances . Cain appears only in " " .
Nordhagen Beach Nordhagen Beach is a location and possible settlement in the Commonwealth in 2287 . Layout . Nordhagen Beach is a small settlement along the coast . In its base state , there are three settlers ; two parents and a child that are unnamed . Heading east from the bridge one will see a light green car on the right hand side of the road . Past this and on the left is a visible sand road with two plastic flamingos on the left side leading to the settlement ' s only structure ; a single brick building containing one bed and two mattress es . In addition , there is an end table and several junk items . Just before the doorway to the building there is a chemistry station against the wall . On the western side of the building is the settlement ' s workshop , a water pump and a wooden perimeter fence spanning to the north and northeast . There is a wooden rowboat just behind the fence and a partially buried truck and tractor in front of them , all of which can be scrapped if the settlement is allied with the Sole Survivor . On the eastern side of the settlement there is a large gourd patch surrounded by a wooden posted fence . To the south of the fence is a cooking station . On the beach itself , there is little of note other than driftwood and various other items which can be scrapped . There is also a shipping container buried in the sand in the southeast corner that cannot be moved or scrapped for components . Just over the southeast settlement boundary there are two fragments of a crashed airliner . If one continues along the eastern road from Nordhagen , there is a Stingray Deluxe jet on the south side of the road and beyond this a collapsed building that has been repurposed as a lookout . Continuing along the road will lead to Fort Strong . Appearances . Nordhagen Beach appears only in " Fallout 4 " . Behind the scenes . Nordhagen Beach is located on a peninsula that is the real - life location of the town of , a suburb of Boston . Bugs . Settlers assigned to stores ( except the clinic ) placed above the water at Nordhagen beach will refuse to engage in dialogue .
Train tunnel ( Fallout : New Vegas ) The train tunnel is an in " " . Layout . The tunnel is located between Raul ' s shack and the Brotherhood of Steel safehouse , north of Gypsum train yard . It is home to some s and glowing one s . It is lined with s throughout , including some placed on the waist - high ledge on either side of the tunnel . Near the western exit are two bear traps . Both ends of the tunnel are locked with a Very Hard lock . The tunnel is an alternative route to reach Nellis Air Force Base in order to avoid most of the shelling . It will exit just south of Nellis within view of the control tower . Follow the right - hand tracks to the fence and then head left along the fence line to avoid most of the bombardment . Appearances . The train tunnel appears only in " " .
Vernon East / Takoma Park Vernon East / Takoma Park is a tunnel in the partly caved in old Metro . It gives a route from Vernon Square to Takoma Park . This tunnel is very long and windy . Its Vernon Square East entrance can be reached from the Vernon Square side by traversing the radioactive ground above the sewer , it is located behind the rocket crash site and the ruins of the structure the rocket crash is located . Layout . The tunnel is mostly collapsed and has a small amount of irradiated water along the train tracks . The tunnel itself is linear and goes directly from Vernon Square to Takoma Park . It has numerous twists and winds past a large amount of collapsed rubble . Appearances . Vernon East / Takoma Park appears only in " Fallout 3 " . Bugs . Approximately half way through the subway there is a floating breeze block .
Buck Dunton Buck Dunton is one of the twins running a Klamath shop in 2241 . Background . He is a tall , heavily muscled man whose face , beneath his beetling brow , is habitually twisted into a bully ' s smirking scowl . He is identical to his brother , Chuck , to the point of using exactly the same phrases and mannerisms . They are the makers of their " world famous " Dunton meat jerky , made from old , rotten meat , flavored with spices , homemade sauce and choice boot scrapings from the pen . They spend their nights in the Golden Gecko tavern , drinking and looking for people to wrestle . Their livelihood , though , are brahmin , or rather , stealing brahmin from farmers in the area , typically Torr Buckner . Appearances . Buck Dunton appears only in " Fallout 2 " .