naist-nlp/zeshel huggingface dataset:
Vance ' s 9mm submachine gun Vance ' s 9mm submachine gun ( SMG ) is a in " " . It is the unique variant of the and was once owned by Vance of the crime duo , Vikki and . Background . Vance and his wife Vikki were " " master criminals " " before the Great War . The player can hear the story of Vikki and Vance by consulting Primm Slim in the Vikki and Vance Casino . Slim ' s account implies that Vikki and Vance were in fact small - time white - collar criminals . According to Slim , Vance purchased a high - quality mint condition 9mm machine gun immediately prior to his death but never fired it . Characteristics . Vance ' s 9mm SMG has several differences from the standard . First and foremost , it does more damage , the damage - per - second is higher , and it has a drum magazine with a greater capacity . Aesthetically , it is in pristine condition with wood or Bakelite grip panels , lacks a stock , and has a different Express - type iron sight . Its high rate of fire , common ammunition , and high DPS make it a valuable weapon to a character skilled in Guns . Durability . Vance ' s 9mm submachine gun can fire a total of about 3745 standard rounds , the equivalent of 63 reloads , from full before breaking . Location . The weapon is missing from its display case in the Vikki and Vance Casino , but Primm Slim does not notice this fact . With high enough Science skill ( 50 ) , however , you will gain a dialogue option to reveal that the weapon was taken to Wins hideout , where it can be found inside the safe with a very hard lock . The lock can be picked , or , with a high enough Speech skill ( 55 ) , you can convince the Wins to give you the combination . If your Speech skill isn ' t high enough , talk to Sammy again and another dialog option will appear . Behind the scenes . The combination of the safe is 05 - 23 - 34 , the date were killed . Vikki and Vance are also a reference to Bonnie and Clyde .
Alien worm food The alien worm food is an ingestible item found in the " Fallout 3 " add - on " Mothership Zeta " . It is a strange worm - like creature that serves as food for alien s . Effects . Alien worm food replenishes Hit Points by 5 with no adverse effects .
Stabhappy Stabhappy is a unique combat knife in " Fallout 3 " . Characteristics . With its low AP requirement of 17 , a player with high Agility can deliver a good deal of damage with only a single round of V . A . T . S . With 10 Luck and the Ninja perk ( 15 % base increase ) , Stabhappy will critical strike 100 % of the time . The weapon also damages limbs at a slightly increased rate .
Sanctuary Sanctuary is a side quest and an achievement / trophy in " Fallout 4 " . Detailed walkthrough . Upon returning to Sanctuary Hills during When Freedom Calls , Preston Garvey will advise the Sole Survivor to speak to Sturges about improving the settlement . Sturges will task the Sole Survivor with crafting five beds . The beds can be crafted anywhere in Sanctuary , using the workshop . After crafting the beds , the Sole Survivor can speak to Sturges again . He will then task them with creating a water supply . Either a water purifier along with a suitable power generator , or two water pumps can be built . After building the water supply , speak to Sturges again . He will now task the Sole Survivor with ensuring there is a food supply . Two melon plants can be found behind the house where the workbench is located . The plants can be harvested , and replanted , providing an additional two plants . Assigning settlers to harvest these plants will progress this objective even further . One can collect the crops to the rear of the houses on the right - hand side of the road when approaching Concord or the Sole Survivor can head to a nearby settlement such as Tenpines Bluff or Abernathy farm to obtain additional crops to plant . Additionally , Connie Abernathy will also sell crops , if asked to trade . Upon speaking to Sturges again , he tasks the Sole Survivor with crafting defenses . Crafting both machinegun turret s and guard post s will fulfill this task . A settler must be assigned to the guard post in order to get defense points . Talking to Sturges one final time will end the quest . Bugs . The quest may stop at a certain point making it impossible to complete .
Lincoln Memorial poster The Lincoln Memorial poster is a quest item in " Fallout 3 " which can serve as the reference needed by Caleb Smith as part of the Head of State quest . The poster is of the Lincoln Memorial . Location . The poster is located at the Museum of History ' s Museum Offices on the topmost floor , over a desk and on the wall just to the left of the top of the staircase to that level ( Lincoln ' s voice is on the next desk ) . The poster will not spawn until you start the quest . To easily find this , go to the cell at the rear of the Museum Offices and go up the staircase leading to the highest floor . Directly at the top of that staircase you will see the poster on the wall next to a desk and a filing cabinet that has fallen over , you can ' t miss it , it ' s got a yellowish border to it .
Kane Kane is the bodyguard and the right - hand of Decker by 2161 . Background . The Underground ' s second most powerful man , Kane ' s intimidating presence is usually stationed at the Maltese Falcon ' s door to the basement . Like many hired hands in a bar that do not handle the mixing of drinks , Kane ' s primary job was to serve as a warning : any misbehavior is not tolerated . However , more importantly , Kane forms the first line of defense for his boss , the local crime lord Decker . Decker , who holds court in the basement of the Maltese Falcon , has been having trouble from both sides of the law : Hub Police deputy Tony Fry is known to be gunning for the crime lord , and merchants such as Daren Hightower want the Underground out of the way for better business dealings . Unlike the relatively stable antagonism in Junktown , allegiances and politics shift rapidly in the Hub , and former noncombatants , strangers , and even allies often quickly became threats . This is particularly prevalent in the face of Decker ' s plans for expanding his " empire " . Kane ' s installation was a matter of practical self - preservation . Interactions with the player character . Effects of player ' s actions . If the Vault Dweller refuses only one hit contract , they will never be allowed to see Decker again , and Kane will turn hostile after three additional dialogue attempts . Appearances . Kane appears only in " Fallout " .
Simu - Sun Simu - Sun is a technology used in vault s to simulate the effect of the sun . According to a Vault - Tec advertisement , Simu - Sun reproduces the feeling of being outside , with only a fraction of the sunburn potential . It was one of the technologies on display at the Vault - Tec demonstration exhibit at the Museum of Technology in Washington , D . C . when the Great War began .
Rocket canister Rocket canister is a in the " " " Lonesome Road " . Characteristics . Rocket canisters are containers found in the Divide . When picked up , the canister will be automatically removed , and the player will be given 13 rockets instead , which is the capacity of Red Glare .
Street vendor The street vendor is a merchant on the New Vegas Strip , hawking everything from tourist memorabilia to cheap food and drinks . Background . Although only one street vendor appears in the game , it can be inferred through dialogue that several others exist . The street vendor mentions that they are heavily taxed by Mr . House at a rate of 50 % , but continue to operate on the Strip for the security it provides . Appearances . The street vendor appears only in " " .
Pickman ' s Gift Pickman ' s Gift is a side quest in " Fallout 4 " . Detailed walkthrough . Upon entering the gallery , the player character is met with multiple raiders , all of whom are searching for someone named " Pickman " and will attempt to kill the Sole Survivor on - sight , presumably confusing the player character with the man in question . In the room immediately to the left of the entrance one will find the body of a raider that has the holotape Message to Jack on it . Listening to this holotape will give the first clue about Pickman . There are two different ways that one can enter the hidden tunnels , one is to find the hole in the wall on the third floor and use it to drop down into Pickman ' s basement , which then leads to the tunnels where one can hear someone calling for Pickman to come out of hiding . Alternatively , one can try to pick the master lock door which also leads directly to the same place . There is a rather high drop that one must jump down to continue exploring , though this will prevent from backtracking , so caution should be taken if ill - supplied . Continue through the winding tunnels while fighting off numerous raiders and a turret , remaining mindful of the ledges and water . When arriving at a ledge at the end of the tunnel , one will find Pickman at gunpoint from several more raiders , including the leader , Slab . The Sole Survivor can either save Pickman , let the raiders kill him , or kill them all . Even if letting the raiders kill Pickman , the player character still has to fight them afterwards to progress . After killing all the raiders in Pickman Gallery , one can either loot his body in the event the player character or the raiders killed him , or simply speak with the man if he ' s still alive . Either option will grant his key , upon which the quest will be added to the Pip - Boy . If Pickman is spared , he will tell the player character to take a closer look at his painting " Picnic For Stanley " . After exiting the house via the tunnel exit nearby , make the way back and re - enter through the front door . On this ground floor in the Northwest corner is a painting of a man with his eyes removed . Activate it to reveal Pickman ' s safe , which can be opened with the key obtained from Pickman . Collect his gift and complete the quest . Behind the scenes . This quest is likely an Easter egg that references H . P . Lovecraft ' s 1926 short story " Pickman ' s Model " . Bugs . If picking the lock on Pickman ' s safe behind the painting and taking Pickman ' s Blade before saving or killing Pickman and then the Sole Survivor encounters Pickman , he will still give the key and the player character will have the same conversation options triggering the quest . After deciding Pickman ' s fate , and returning to his safe , it will show nothing in it and still be unlocked from the way one left it earlier . The quest will still be in the log though . To fix this use the transfer option and place Pickman ' s Blade back in the safe , exit the safe , re - enter the safe and retrieve the blade again . This will mark the quest as completed in the log and award with experience .
John Hancock ( robot ) John Hancock was a protectron stationed in the National Archives . Background . John Hancock was one of eight protectrons designed to carry out Declaration - signing re - enactments and basic security functions inside the National Archives . Appearances . John Hancock is only mentioned in " Fallout 3 " . Behind the scenes . John Hancock was a Declaration signatory from Massachusetts and served as President of the Continental Congress in 1776 .
Matthew Scott Private First Class ( PFC ) Matthew Scott is an Enclave trooper in 2277 . Background . He was assigned to an outpost on the outskirts of Old Olney . He made an Enclave field report describing how he found an apparently passive feral ghoul . He seems to be standing guard at the truck at an Enclave camp southwest of Vault 92 . Interactions with the player character . Other interactions . Once spotted , like all Enclave forces , he will attack the Lone Wanderer with his flamer . Appearances . Matthew Scott appears only in " Fallout 3 " .
Caravaneer ( Fallout : New Vegas ) A caravaneer is a person that works for the Crimson Caravan in 2281 . Background . Caravaneers are hired by the Crimson Caravan and work at the camp . Their boss is Alice McLafferty . They often go on caravan trips . While traveling , a caravaneer is often accompanied by a that protects them and the caravan from many of the dangers of the wastes such as raiders and hostile . While at the camp , caravaneers often work in the pens , herding the animals and cleaning up the droppings . Besides that , some of the caravaneers also sometimes tend to the crops and work on the machinery . Appearances . Caravaneers appears only in " " .
Hunter ' s farm Hunter ' s farm is a in the Mojave Wasteland , located south - west of Allied Technologies offices . Layout . Hunter ' s farm is a simple one - story house with a few rooms and not much around it . There are quite a few empty Sunset Sarsaparilla bottle s in the kitchen , with a few Sunset Sarsaparilla s in a crate on the floor . There may be a small pack of fire or golden geckos out front . Appearances . Hunter ' s farm appears only in " " .
Initiate Vault Decontamination Initiate Vault Decontamination is a in " " . It is given to the Initiate in the Secret Vault Laboratory Level 4 . Quick walkthrough . Get to the emergency decontamination center and activate the vault decontamination sequence to kill the giant blob . Detailed walkthrough . Patty failed to activate the emergency decontamination procedure and asks the Initiate to do this . Activate the switch next to Patty and enter the emergency room . There is a blob mouth here which must be dealt with ( Oh Shit ! ( Part 2 ) ) . Flipping the switch on the machine behind the blob mouth will activate the decontamination sequence ( a nuclear device designed to destroy the entire vault and surrounding area ) . Take the next to the save point to get to Level 1 of the Secret Vault - Laboratories . You ' ve got 120 seconds to reach the at the other end of the station before the emergency decontamination procedures begin . Ignore the mutants and other monsters around as you don ' t need any experience any more . Just run east until you get to the exit . Take the monorail car that will take you to a distant location in the mountains , miles away from the Secret Vault and watch the explosion .
William H . Keith , Jr . William H . Keith ( born August 8 , 1950 ) is an American author . His six - book Warstrider series is currently out - of - print . He was also an early author for Battletech , writing a five - book saga of the Gray Death Legion . He additionally co - authored the SF / military Fifth Foreign Legion Trilogy with his late brother , Andrew Keith . He is one of the Fallout Official Survival Guide authors .
Advanced lab coat The advanced lab coat is a rare outfit in " Fallout Shelter " . Characteristics . A beige lab coat with a blue tie . This variant gives a + 5 boost to Intelligence . Crafting . A high Intelligence statistic is needed to effectively create the advanced lab coat .
Oversized and undersized items It is a Bethesda tradition to add giant versions of items to their games , and " Fallout 3 " and " Fallout : New Vegas " are no exception . Oversized and undersized items are items which are scaled larger or smaller than normal . They can be used as unique decorations for your house . Items of unusual size exhibit slightly peculiar behavior compared to " regular " objects . You can pick them up from where you found them , and drop them elsewhere only once . You can keep them in your inventory , or in storage indefinitely ( though you won ' t be able to tell them apart from a regular item of the same type ) . Drop them on the ground and they will still retain their size . However , if you pick the item up and drop it " again " , it will lose its " special " size and become a normal object . Resized items have priority over normal items when managing your inventory . Regardless of the amount of an item , or the order that the items are placed within your inventory / a container , the first item ( s ) that you drop from your inventory , or place into / remove from a container , will always be the resized item . If you decide to display the item in another location such as the Tenpenny Tower and you dropped it in My Megaton house , just shoot the resized item once , pick it up , and drop it again . Doing this will prevent the resized item from reverting to a normal object and retain its unique size .
Fatigues Fatigues is a piece of clothing in " Fallout 4 " . Characteristics . Fatigues provide an Agility bonus of 1 . They take all armor slots , thus cannot be worn with any pieces of armor over top . By progressing through the DIA cache quests for the Railroad , given by P . A . M . , Tinker Tom will unlock the ability to upgrade the defense of this piece of clothing with ballistic weave . The amount of upgrades available depends on the attained rank for the Armorer perk , where a defense rating of 110 is attainable in both physical and energy categories .
Cato Hostilius Cato Hostilius is a Frumentarius in Caesar ' s Legion stationed around Hoover Dam in 2281 . He appears only if the player has started the quest Arizona Killer . Background . Cato Hostilius is charged to spy on the NCR in Hoover Dam to find an easy way to assassinate President Aaron Kimball during his speech . Appearances . Cato Hostilius appears only in " " .
Beast of Burden Beast of Burden is a Feralkin racial trait which appears in " Lionheart " . Characteristics . The player character ' s Carry Weight is increased by 20 pounds , but suffers a 10 - point penalty to Sneak . This trait , like all feralkin traits , will mark the player as tainted by magic and will cause some people to react negatively to them .
Sharon ( Fallout 4 ) Sharon is a character mentioned in " Fallout 4 " . Background . Sharon was a woman who worked at the Vault - Tec Regional HQ in Boston before the Great War . She once spilled coffee on her superior Mr . Davidson , which angered him very much . One day , she mysteriously vanished . Notes . In one of his terminal entries , Davidson says that if Sharon spilled coffee on him again , he would stab her in the throat with his pen . In the basement of Vault - Tec Regional HQ , there is a skeleton behind some boxes wearing a Vault - Tec uniform . It has a pen lying next to it , near the neck . This is most likely the body of Sharon , Davidson hiding her body in the basement . Appearances . Sharon is mentioned only in " Fallout 4 " .
Hunting rifle extended mag The hunting rifle extended mag is a in " " . Effects . This increases the ammunition capacity of the by 5 rounds , from 5 to 10 . Visually , it makes the magazine box extend beyond the bottom of the rifle ' s stock . Location . Sold by :
Secretary ( Fallout 3 ) Secretaries are four characters found in the scrapyard office in 2277 . They work for Daniel Littlehorn . Background . Furiously typing and thankful to have a gainful employment with Littlehorn & Associates , the four secretaries spend their time creating and filing records of all associates ' activities across the East Coast . As life is cheap , hard work is expected , not rewarded . Daily schedule . They do typical office work all day long for Daniel Littlehorn on pre - War typing machines . Interactions with the player character . Other interactions . When trying to interact with them , they will say they ' re busy and don ' t have time to talk . Appearances . These secretaries only appear in " Fallout 3 " .
Robot head Robot head is a miscellaneous item in " " . Characteristics . The head is a part of humanoid robot that approached Junction City after being damaged and was subsequently destroyed by the townsfolk . The Warrior s objective during the mission is to collect all the robot parts . Location . It is traded to the Warrior by John Levis , the mayor , in exchange for the extermination of the Reaver threat .
Walking cane The walking cane is a melee weapon in " Fallout 4 " . Characteristics . The walking cane isn ' t particularly powerful for a melee weapon . That being said , this medium - speed weapon can be upgraded to pierce armor with a slight boost in damage , and has one of the lowest AP costs of any weapon in the game . Weapon modifications . The walking cane does not require any perks to modify it . Gallery . < gallery > FO4 Spiked walking cane . png | A spiked walking cane FO4 Barbed walking cane . png | A barbed walking cane < / gallery
Critical Defense Critical Defense is a perk in " J . E . Sawyer ' s Fallout Role - Playing Game " . Effects . You ' ve been battered around enough in combat to know when you really need to get out of the way . As a result , when an enemy scores a hit on you , their attack roll is effectively lowered by 10 points for purposes of determining Critical Hit s .
K9000 cyberdog gun The K9000 cyberdog gun is a in the " " " Old World Blues " . Characteristics . This weapon is actually an odd form of cyberdog , except instead of a robotic body in the image of a canine companion , a living dog ' s brain has been provided with a machine gun frame , utilizing . 357 Magnum ammunition . Its " canine " features include two metallic " ears " mounted on top of the weapon that move like a real dog ' s , and a sniffer mounted on the jar containing its preserved brain , allowing the gun to sense its surroundings . The metal ears also appear to move up and down faster if the gun is pointing in the direction of an enemy . It will growl when the player has it equipped and comes into contact with enemies , whine mournfully when they unequipped , when equipped , the gun will bark . It also has , atypically for a machine gun , a telescopic sight ( x2 . 43 magnification ) which gives a relatively accurate aiming point and excellent precision in firing for a chain - gun type weapon . When fired , the barrels reciprocate , rather than spinning like those of the . The K9000 can also detect enemies out of visual and Perception range . When the weapon and its sniffer hover in the direction of an enemy for a few seconds , it will let out a detection growl , even at extreme range or when the enemy is hidden from appearing on radar . Durability . The K9000 cyberdog gun can fire a total of about 2495 standard rounds , the equivalent of 50 reloads , from full before breaking .
Criminal ( Unlicensed Doctor ) Criminal ( Unlicensed Doctor ) is a trait from " Van Buren " , the canceled " Fallout 3 " project by Black Isle Studios . Effects . Jimmy T . has this trait . It increases his First Aid and Doctor skills by 3 % and adds 3 points to his Karma .
Herbal stimulant Herbal stimulant is a consumable item in " Fallout 4 " . Effects . They have the ability to add resistance to fatigue and lethargy for a period of time . Does not cure an illness which already took place . It can only be obtained in Survival mode .
Mars Shot Project The Mars Shot Project was a manned mission to Mars planned by the United States Space Administration to launch on July 2078 . Background . Originally planned in the 2070s , the USSA awarded two contracts for the project in 2075 to ArcJet Systems to build the XMB booster engine and deep range transmitter for the spaceship . While the projects ran smoothly at first , complications arose in early 2076 due to the XMB being overweight . Months later , the USSA announced the Mars Shot Project to the public . Despite the earlier problems , Dr . McClellan was able to correct the weight problem by the end of the year , allowing ArcJet to finalize the booster and prepare for a major press event . Just before the press event in February 2077 , a reporter snuck into ArcJet and was vaporized during a test fire . ArcJet was forced to cancel the press event and cover up the death in fear of losing their contract . In September , the USSA became concerned that the Mars Shot Project may be delayed by a year or more due to rising conflicts overseas . Ultimately , the project was never completed due to the Great War occurring a month later .
Main Street The Main Street is the main street in Dry Rock Gulch in the Nuka - World Amusement Park in 2287 . Background . Based on main streets in old Western towns , it was the place of Doc Phosphate ' s Saloon , General Store and Dentist . Appearances . The Main Street appears only in the " Fallout 4 " add - on " Nuka - World " .