naist-nlp/zeshel huggingface dataset:
Combat Zone The Combat Zone is a location in the Commonwealth in 2287 . Layout . The Combat Zone is the former Orpheum Theatre that has been repurposed into a fight club , which was later claimed by raiders about three years before the Sole Survivor encounters it . It is located at Hamilton Place just off of Tremont Street . It is also the location of a potential companion , Cait , with whom the Sole Survivor meets after speaking with Tommy Lonegan . In the entrance , two raiders are behind a security gate that can be unlocked via the adjacent terminal . They remain non - hostile . In the same area is an Expert safe . Within the theater , a large cage dominates the stage area . All inhabitants except Tommy and Cait turn hostile , the latter taking refuge inside the cage until the battle is over . At that time , Tommy may award the Sole Survivor with around 100 bottlecaps for clearing this area . Once cleared , one can find several stations : On the left as upon entering are a weapons workbench and an armor workbench . A chemistry station is on the right hand side of the entrance , and a cooking station is also on the right towards the stage area , as well as a second to the left of the main doors . Appearances . The Combat Zone only appears in " Fallout 4 " . Behind the scenes . The " Combat Zone " was the 1960s to 1980s name for the red light and adult entertainment district ( Chinatown ) near the in - game location , the name referring to both the crime and soldiers that frequented the area . In real life , the area today has changed due to re - zoning starting in the early 1990s and is not currently considered a red light district . Due to the zone changes , most of the adult bookstores , sex shops , and peep shows closed down . The real life Combat Zone came to be in part because the nearby Scollay Square was demolished , although in the " Fallout " universe , Scollay Square was never demolished , as can be seen when the player character visits Goodneighbor and the Memory Den . There are also references to Scollay Square on Diamond City Radio .
Hawkins Hawkins is the name of a deceased Powder Ganger found in the Quarry Junction northeast of Sloan . His name only appears in the resources of " " ; in normal gameplay he is identified simply as " Powder Ganger " . Background . The body of Hawkins is found near the entrance to the Quarry Junction from Interstate 15 , just northeast of Sloan . His corpse is located next to a large excavator , surrounded by three , presumably the cause of Hawkins ' demise . Appearances . Hawkins appears only in " " . Behind the scenes . At some point during development , Hawkins was to appear in the Quarry Junction alive , affording the Courier the opportunity to rescue him from the nearby young deathclaws . Although it is not clear how completely the rescue of Hawkins was implemented prior to being removed , a few AI packages exist which would have directed Hawkins to flee to Sloan after his rescue and then remain there . A number of dialogue options were also created for the character which were either partially removed at a later date or never completed to begin with . Though the content of the dialogue has been removed , the names of the options point towards a number of details about Hawkins and his intended , expanded role . Hawkins was to be searching for Samuel Cooke , though for what purpose is not known . Chomps Lewis also factored into the Courier ' s interaction with Hawkins , based on a dialogue option named . Whether this refers to Hawkins or the Courier talking to Chomps is not made clear .
Dandy Boy Dandy Boy was a pre - War company in the United States , producing packaged fruit with preservatives . Dandy Boy Apples were their major product . Appearances . The Dandy Boy name has only appeared in " Fallout 3 " , " " and " Fallout 4 " on the box of their product , Dandy Boy Apples . Behind the scenes . The name and design is based on American fruit crate labels of the early - to - mid 20th century , particularly those of Washington apple producers such as Orchard Boy , Jolly Boy , and Danny Boy .
Titanium plating Titanium plating is a power armor shielding in " Fallout 4 " . Characteristics . Titanium plating is a shielding that increases armor health . Locations . Titanium plating can only be crafted with a power armor station , with the exception of the T - 45 which can be purchased from Rowdy at the Atom Cats garage .
American Revolutionary War The American Revolutionary War , also referred to as the American War of Independence and often simply called the Revolutionary War , was the conflict between the Kingdom of Great Britain and thirteen of its former North American colonies , which had declared themselves the independent United States of America . Appearances . The American Revolutionary War is mentioned and referenced to in " Fallout 3 " and " Fallout 4 " .
Cottage The cottage is an unmarked location in Boston east of Pickman Gallery and north of Old North Church in 2287 . Layout . It is a single story house with a raider and a house cat inside , as well as several cat portraits . Appearances . The cottage appears in " Fallout 4 " .
Bull barrel The bull barrel is a weapon mod for the . 44 pistol in " Fallout 4 " . It requires at least rank 3 of the Gun Nut perk . Effects . The bull barrel provides an improved hip - fire accuracy . Location . Can be found on various . 44 pistols throughout the Commonwealth , and can be crafted at a weapons workbench .
Bourbon Bourbon is an alcoholic beverage in " Fallout 4 " . Characteristics . The effect of bourbon is very similar to that of vodka ; both can increase current / maximum health in addition to a boost to carry weight / melee damage ( and a penalty to experience earned ) . Once a character is at level 30 or higher , bourbon will give a higher health boost than vodka ( at level 30 , one endurance yields 10 extra base health and 15 retroactive per - level health , matching the straight - up 25 health bonus of vodka ) .
Shalebridge Shalebridge is a location in the Capital Wasteland consisting of a broken relay tower , the Shalebridge tunnels , and Shalebridge Hill . The latter two are home to rival ant colonies . Layout . Shalebridge tunnels . Shalebridge tunnels is a small cave system that is home to a small , friendly giant ant colony . The entrance is to the north from the broken relay station located just below the hill and resembles a circular plate or cover surrounded by glowing mushrooms . When the player enters , the smaller friendly ants are under attack from larger , more aggressive ants . The larger invader ants will attack the player and can be killed to protect the colony . The larger ants will not be here if you have already killed the queen in Shalebridge Hill . If you inspect a nearby ant egg cluster , the option to inject a stimpak is given ( 70 Science or 40 Medicine required ) . There is an ant compost heap with some ant nectar in it , and this will replenish faster upon killing the giant ant queen in Shalebridge hill . The compost pile is toward the back of the cave , to the right , with glowing green mushrooms around it . If you kill and then search one of the larger ants , you will see the following message : Hidden tunnels . On the local map there are what appear to be openings to tunnels that are not found when you go to that point on the map , two of these make a complete small loop , and another appears to be a long tunnel along the outside of the cave to the left . Climbing up on the boulders to the left of the first two pillars in the first large room near a small puddle , you will find you can continue to walk up the boulders , staying close to the wall . You should be able to get in on the far left side of the opening . You may need to crouch to get in , but once in you can stand up - even Fawkes can get in here . There appears to be another opening on the left , but you cannot get through this one . Straight ahead or to the right is one of these small loops , it is however a closed loop and does not lead to the long tunnel on the left . The opening to the left of this hidden entrance can be accessed partly from the opposite side . This is directly ahead of the entrance to the Shalebridge tunnels at the south end of the small loop . There is another small opening that appears to be the entrance to the long tunnel below it , on the ground level . You cannot enter either opening , even when crouched . A similar inaccessible opening is at the very end , centered in the back wall of the last cave with the eggs and the compost pile . Shalebridge Hill . This colony is just north of Shalebridge tunnels , surrounded by golden fungus . There is not much here except ant workers , ant soldiers , and a giant ant queen . Appearances . Shalebridge appears only in " Fallout 3 " .
National Guard barracks The National Guard barracks is a location in the Commonwealth in 2287 . Layout . This building is entered from the National Guard recruitment office . The main part of the bottom floor is inaccessible from this entrance . Stairs lead to the upper floor . There are two rooms on the left and a room with beds to the right . In the first room to the left is a terminal that unlocks the door to the National Guard armory building . The terminal can be hacked or accessed using the password picked up at the upper floor in the National Guard recruitment office . In the second room on the left is a stealth boy on one of the shelves . Next to the room with beds is a bathroom with half of the floor missing . The bottom floor is reached by jumping down from the room with beds or the bathroom . In the cafeteria is a U . S . Covert Operations Manual on the table with the blue cooler . Next to this room is a bathroom . A hole in the wall leads out from the bedroom to a small hallway . Next to it is a room with file cabinets . To the right of the hole is the exit ( main entrance to the barracks ) . On the other side of the exit is a terminal that unlocks another door . Appearances . The National Guard barracks appears only in " Fallout 4 " .
Queenie Queenie is a named living in the outside South Vegas ruins near New Vegas in 2281 . Location . Queenie can be found behind the building where her keeper Cook - Cook is located , along with two unnamed . Appearances . Queenie appears only in " " .
Bael Paladin Bael is a Brotherhood of Steel Paladin in charge of guarding the entrance to the Citadel in 2277 . Background . Paladin Bael is a worthy fighter , but he has not yet mastered the fine art of conversation , a shortfall that almost led to an altercation with a Megaton resident . Still , his commanding presence ensures that undesirables stay well away from the entrance gates . Daily schedule . Bael stands at the Citadel ' s gate guarding it until Take it Back ! is completed . Interactions with the player character . Quests . The Waters of Life : Bael guards the entrance to the Citadel and denies entrance until the end of " The Waters of Life " . Appearances . Paladin Bael appears only in " Fallout 3 " .
Underground The Underground is a large criminal enterprise run by Decker in 2161 . They are located under the Maltese Falcon in the Downtown district of the Hub . History . In the late 2150 ' s , the Underground rose to power in The Hub through bribery , murder , and deception . Their influence quickly grew , resulting in the Hub becoming the corrupt city it was by 2161 . Members . Decker is head of the Underground , and never leaves the hideout ( most likely not to risk being captured by the Hub Police ) . The ability to speak with him is granted only by his door guard Kane , and even so , one will never be able to speak with him without Kane as a guide , and taking one directly back , removing the ability to enter the hideout without initiating combat . Decker is considered the largest threat to the Hub and merchants who lack will to cooperate . Next to the bartender is a room guarded by Kane , a minion of the Underground and possibly Decker ' s right hand . Kane makes sure only people Decker wants to see are let in , and handles all of his payments . Kane is recognizable as a very powerful and durable opponent . Inside the hideout there are five other guards / members who protect and do business for Decker , but they cannot be spoken to , and have no given names . Other members could thrive throughout the streets of the Hub , but it would be hard to tell . Affiliates . The Friendly Lending Company , or the FLC , is a loan shark company in the Downtown district owned by Decker and inevitably part of the Underground . Lorenzo Giovanni , the manager of the FLC , for likely to maintain a positive appearance never comments on affiliation with Decker or the Underground . In the Dispose of merchant quest , Decker asks that the Vault Dweller kills both Daren Hightower and his wife due to their lack of cooperation . This suggests that all the major companies in the Hub cooperate with the Underground , considering Decker never asks for their extermination . Sources . Dialogue Files : Decker , Kane and Sheriff Greene
Radio signal jammer The radio signal jammer was going to be a miscellaneous item in " Van Buren " . Background . Kyle has control over Bear by means of a heart bomb , placed in Bear ' s chest . One way to disable it is to devise a way of rendering the signal in the trigger watch useless – some kind of signal jammer made from the parts found in the Rocket Assembly Building . Characteristics . A radio made from parts found in the Rocket Assembly Building that can disable the bomb on Bears heart .
Dino Dee - lite front desk The Dino Dee - lite front desk is a building in Novac and serves as the main office for the Dino Dee - lite Motel . Jeannie May Crawford can be found in here during business hours . Layout . When entering the office , there is a Sunset Sarsaparilla vending machine that ' s free to loot in the far right corner . Also on the right is the counter with the safe behind it on the floor . The Mojave Express dropbox is on the left side of the door . There is also a first aid box beside the filing cabinets . Appearances . The Dino Dee - lite front desk appears only in " " .
Kill the weedlings Kill the weedlings was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Background . When the PC first arrives at the mesa top , Denom and the Ciphers at the Mesa top will be battling a group of weedling s in one of the greenhouses . If the PC chooses to help out , he ' ll get an xp bonus . If he just stands by , the Ciphers are eventually victorious , and the PC gets no xp .
Caravaneer barracks The Caravaneer barracks is a within the Crimson Caravan Company . It ' s home to the , a place to rest and relax after some hard work in the Mojave Wasteland . Layout . The barracks are a simple rectangular room with a sort of bathroom in the back and rows of bunk beds flanking the two sides of the room . Each bunk has a footlocker at its foot . Appearances . The Caravaneer barracks appears only in " " . Bugs . and several Crimson Caravan workers will sometimes become stuck in the corner of the room , preventing Blake from going to his merchant post inside the Crimson Caravan camp .
Plant supervisor The plant supervisor is the head robot located in the Nursery in 2253 . Background . The plant supervisor is a more sophisticated model capable of making command decisions independent of the main computer of the Nursery . He also has a small contingent of security robots armed with stun weapons at his disposal as well as control over the robot warden s maintaining the filtration plant . Appearances . The plant supervisor was going to appear in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios .
East Coast Brotherhood of Steel characters In " Fallout 3 " , the Brotherhood of Steel is comprised of ~ 120 members ( 95 combatants and 28 non - combatants ) . These are the confirmed numbers in - game ; the real storyline number of the East Coast Brotherhood of Steel may be more or less in the middle hundreds ( depending on outside recruitment ) . With " Broken Steel " more Brotherhood of Steel soldiers can be found in areas that the Brotherhood have captured from the Enclave making the numbers higher than they were before the events of " Broken Steel " . Numbers . 2277 . Number of combatants ( by rank ) : Combatants . Boston Airport . Knight Sergeant Gavil Recon Bunker Theta . Paladin Brandis ( MIA )
Great Winter The Great Winter is an event that occurred during the year 2130 , covering the entire earth in snow , and causing a scarcity of human subjects from which the Master could build his super mutant army . Appearances . The Great Winter was mentioned in " Fallout Bible 0 " .
Find out who ' s been stealing from Anson Find out who ' s been stealing from Anson was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It is located in Jericho and given by Anson . Background . Anson has suffered a series of burglaries lately , and he really wants to know who ' s responsible . He ' ll hire the player to watch over his bar at night or " investigate " other people ' s belongings to find the culprit . Journal Entries . There aren ' t any Journal Entries for this quest .
Bloomfield entrance The Bloomfield entrance is a location in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Layout . A broken asphalt road leads to an almost entirely collapsed multi - level parking structure . A beaten path leads through the debris , but this path is riddled with traps of various primitive make . Some traps are nothing more than deep holes covered with tarp and dirt , some are spears attached to bent rebar waiting to be released , while others are grenades attached to trip wires . Someone with a good trap skill could find and disable the myriad traps . Passed the parking structure and to the west is a weather beaten sidewalk that leads to an oval , one - story building with a main entrance facing the parking structure . This oval building is the Bloomfield space museum , housing broken objects of a space program long forgotten . Here the Prisoner will meet up with four Rusty Hooks . Dialogues would ensue and results may vary depending upon their attitude . The Prisoner may also get a bit of space history from the broken museum objects and one or two functional holo - dics ( the Rusty Hooks are too ignorant to know how to use the holo - disk ) . There is an exit from the museum that leads to the northern exit grid . Appearances . Bloomfield Entrance was going to appear in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Sources . Bloomfield Space Center design document
Deathclaw steak Deathclaw steak is a consumable item in " Fallout 4 " . Characteristics . A tasty , juicy , baked piece of deathclaw steak . It boosts the consumer ' s Agility slightly for an hour . Locations . Can be crafted at any cooking station . Notes . In Survival mode , eating a deathclaw steak will instantly make the player character " well fed , " no matter how low their hunger meter was before eating the steak .
Laser musket ( Fallout Shelter ) The laser musket is a weapon that appears in " Fallout Shelter " . Background . It is based on the laser musket from " Fallout 4 " . Characteristics . The laser musket is a single shot laser rifle featured in " Fallout Shelter " . Dealing 10 minimum damage per attack , it has the lowest damage output for an energy rifle in the game . It is reloaded with a crank . Crafting . A high Perception statistic is needed to effectively create the laser musket . Notes . Alongside the fists and Henrietta , the laser musket is one of the only 3 weapons without variants . It ignores enemy damage resistance making it a deadly weapon in the right hands .
Endangerol syringe The Endangerol syringe is a type of ammunition in " Fallout 4 " . Characteristics . The Endangerol syringe is a small dart used only in the Syringer , fired via compressed air to deliver powerful poisons into enemy targets . Unlike most ammunition in the game , it is located under the " AID " section of the Pip - Boy menu and has a small amount of weight . Effects . When fired at an enemy , the Endangerol Syringe has a chance to lower the target ' s Damage Resistance by 25 % for two minutes .
Salik Salik is a medicine man around the year 2197 . Background . He is hiding in an abandoned building outside the village of Dirt Haven and he could help the initiates by allowing them to use medical supplies , stored in his hideout . Notes . When his floating speech appears he breaks the fourth wall , advising the player to buy the full version of the game . Appearances . Salik the medicine man appears only in " " demo .
Schematics - bottlecap mine The schematics - bottlecap mine are the schematics needed to make the Explosives weapon bottlecap mine in " Fallout 3 " . Characteristics . Multiple schematics will increase the number of bottlecap mines made from a single set of ingredients : Two schematics ( " version 2 " ) will make two bottlecap mines from the same amount of materials , and three schematics will make three mines . You cannot make four at a time even though you can acquire four schematics . Components . Once you have the schematics , you will need a workbench and each of the following items :
Wanda Kellendyne Wanda Kellendyne was a guest at the Statesman Hotel who reported the smell of cooking coming from her room , number 202 . The security guard who investigated her entire room discovered that the electric blanket the hotel had provided her was malfunctioning and literally burning her legs . When asked why she didn ' t feel any pain , she immediately replied " Honey , I ' ve been married 40 years and I raised 8 kids . What the hell is pain ? " A myriad of empty pill bottles was also found in the room . Appearances . Wanda Kellendyne is mentioned in terminal entries in " Fallout 3 " but does not actually appear in the game .
CZ57 Avenger The CZ57 Avenger or Avenger minigun is a unique in " " . Characteristics . The CZ57 Avenger minigun is a unique version of the regular . In comparison , it deals slightly more damage per shot than the regular counterpart . This is further augmented by a vastly greater rate of fire , giving it the highest damage - per - second of any in " Fallout : New Vegas " . Additionally , the weapons spread is reduced to just over half of that of the normal minigun , giving it better accuracy over longer distances . However , the standard minigun holds twice as much in a belt than the CZ57 Avenger , giving the CZ57 Avenger only 4 seconds of continuous fire before needing to reload , but this does reduce the overall weight of the weapon from 25 pounds to 18 pounds . The name and model of the Avenger is also printed on the side of the ammunition pack . Like most unique weapons , cannot be used on the CZ57 Avenger . However , by default , it comes with the high - speed motor modification already added . It may do damage to you if dropped . Durability . The CZ57 Avenger can fire a total of about 7995 standard rounds , the equivalent of 67 reloads , from full before breaking . This is 2000 more rounds than the .
Lead Belcher Lead Belcher is a weapon that appears in " Fallout Shelter " . Characteristics . The Lead Belcher is a unique belt fed Gatling - style machine gun with six rotating barrels featured in " Fallout Shelter " . Dealing 19 minimum damage per attack , it has the second lowest damage output for a heavy weapon in the game . Crafting . A high Strength statistic is needed to effectively create the Lead Belcher .
Misfits ' frag grenade The Misfits ' frag grenade is a thrown explosive in " " . Characteristics . The Misfits ' frag grenade is an unobtainable unique dummy training grenade used by the Misfits in Camp Golf . It does no damage and explodes like a regular frag grenade would , but still has a force radius , as nearby corpses and objects with havoc physics inside the explosion radius can still be propelled . Effect . Whilst the grenade explosion itself does 0 damage , it will still propel nearby objects and ground items away if they are caught in the grenades explosion radius .