recursal/Fanatic-Fandom huggingface dataset:
Quintus Avernus

**Centurion Quintus Avernus** was a member of Caesar's Legion.

## Background

A former member of the Sun Dogs tribe, Quintus Avernus attained the rank of Centurion sometime before the Second Battle of Hoover Dam.

In March of 2282, Decanus Caius Severus proposed that Quintus join him and his men in the reoccupation and rebuilding of Nipton, though instead Quintus established a camp of his own in Novac. Quintus and his men faced two main troubles while holding Novac: the presence of the Tunnelers, which killed a Decanus under his command, and a food shortage. To solve the latter problem, Quintus reimplemented a tradition of his former tribe referred to as "Feast of the Warrior", where after a battle, the victor would consume the defeated warrior.

Following the implementation, Novac residents who fought back in the original conquest of the town were deemed defeated warriors and were subsequently eaten. Afterwards, Quintus ordered the construction of an arena where legionaries could fight each other for the right to consume the other.

Quintus was sure this would strengthen his men in the long term, hoping that one day they would cross the Colorado River again and teach the other remnants of the Legion this tradition, though in 2301 the Tomb of Avernus is present in Novac.

## References

1. ↑ 1.0 1.1 1.2 Quintus Avernus' Journal (pt. 1)
2. ↑ Proposition
3. ↑ 3.0 3.1 3.2 3.3 Quintus Avernus' Journal (pt. 2)
NCR Expedition

NCR Expedition member in The Narrows

“*Field Log 01- 3/14/01

This is Commander Álvaro Sowards of NCR Expeditionary Force 384B-3. [...]*”
—Field Log 01- 3/14/01
The **NCR Expedition** (also known as **NCR Expeditionary Force**) is a faction in Fallout:DUST.

## Background

Please refer to Zion National Park for more detail about the NCR Expedition.
Abomination

Diorama based on witness accounts

**Abomination** is a Wasteland Urban Legend in Fallout:DUST.

## Overview

Presumably a stray and surprisingly still alive victim of the experiments conducted in Vault 21 or the Lucky 38, this Evolved Centaur was named "Abomination" by those who purportedly encountered it.

While researchers agree, that there is an ever so small chance of the sightings not being the result of drug abuse or other mental impairments on the part of the witnesses, accounts of it being of an "Enormous height" and "Immense weight" can most certainly be dismissed as pure fiction.
Tribal Village

The Tribal Village as seen through the Marksman Carbine's scope

“*If you're reading this- Know that the NCR are monsters. [...]*”
—Last Words
The **Tribal Village** is a small settlement found north of Ghost Town.

## In Fallout: New Vegas

After its native population was erradicated by Fiends, the Tribal Village was overrun by swarms of one of the most feared creatures of the Mojave when the Courier awoke: Cazadores.

## In DUST

Due to unknown events, the reproductive cycle of the Cazadores near the Tribal Village seems to have been broken after the year 2281, or at least slowed down to the extent of allowing re-population of the area.

Though Cazador nests can still be seen when approaching the settlement from the south, as well as directly on the northern side of the cliffs surrounding the site, they seem to be deserted. Nonetheless, stray activity of single mature specimens, while very uncommon, has been reported.

Current population consists of Tribals and (Tribal) Burned Bodies, often seen jointly guarding the southern entrance to the valley leading up to the village.

While the Tribals on guard expose territorial, but generally non-aggressive behaviour, if distance is kept, Burned Bodies are prone to attack passers by on sight.

The village and its generally non-hostile and badly armed guards are subject to frequent, merciless massacres by NCR Remnant forces for unknown reasons, with the them not even frowning upon killing Tribal children.

Occassionaly, the NCR Remnants advance raiding patrol assigned to take out the guards is overwhelmed by them, with Tribals and Burned Bodies arming themselves with their weaponry. Surprisingly the guards will not help protect the village, if it is under fire.

Adding to the potential dangers, stray Nightstalkers have occasionally been observed to enter the battle during the NCR Remnant massacres, not taking any sides, fiercely tearing through any opponents daring to try and stand their ground against them.

Despite the continued threat, Tribals and Burned Bodies will resettle, if the armed remnant forces of the NCR are driven out of the valley temporarily.

Unsurprisingly, Tribals in the settlement or its immediate vicinity will be very protective, becoming just as aggressive as Burned Bodies, also attacking on sight without any prior warning.

## Notes

* The area can be prone to crash the game or expose otherwise unexpected behaviour. It is advisable to drop a manual save prior to leaving the Ghost Town village limits in the direction of the Tribal Village, or when approaching the valley from any other direction.
Bitter Springs Village

"Fire until you're out of ammunition"

“*Despite it being only 15 years since the Fall, many Tribals have lost track of time, referring to it as legend.*”
—Fallout: DUST loading screen
**Bitter Springs Village** is a village occupied by tribals in the Mojave Wasteland

## Background

Originally a Great Khan settlement, Bitter Springs was repurposed into an NCR refugee camp following a disastrous raid on the Great Khans there, during which unarmed children and the elderly were killed.

After the NCR withdrawal from the Mojave, the camp was occupied by tribal remnants. It is unknown whether or not these tribals have any relation to the Great Khans who originally occupied the area.

## Overview

The village is occupied by lightly armed and armoured tribals, who, for the most part, will not attack outsiders on sight as long as distance is kept.

The mountainous area surrounding the camp still hosts accessible caves, some of which can provide for supplies and weaponry.

Also, the graveyard seems to be untouched.

## Tactical considerations

The close composition of the tents makes engagement at range, if needed, a difficult endeavor and plays to the strength of the melee equipped tribals.

While the tribals occupying the former administration area atop the hill are armed with tomahawks and throwing spears, they will not attack, if distance is kept..

## Areas of Interest

* The lower area of the camp can provide for some Energy and Microfusion cells
* The Administration area contains some medical supplies, some rushing water, as well as a few bottles of alcohol.
* The former Great Khans supply cave is still occupied, and provides for comparably large amounts of food. Also, a Hunting Rifle with some ammunition can be found.

## Notes

Occasionally, the tribals in the lower part of the camp will busy themselves with playing a rather robust game of tag, completely ignoring the Survivor.
Sun Children

Sun Children in Hopeville

The **Sun Childen** are a faction in Fallout: DUST.

## Characteristics

The Sun Children are a tribe native to the exotic forests to the north of the Divide, which remain untouched by the dust that plagues the Mojave.

Among the most cherished of the five Divide Tribes, they often trade fresh fruit, plants, pure water and strange animals, such as Giant Mantises, to the Divide residents.

## Gameplay

Sun Children will only be encountered in the Hopeville market district, and will often flee from combat rather than fight.

Sun Children dwellings are notably cleaner and more well-equipped than those of the other Divide Tribes, often with lush plants and other exotic luxuries.
Tourniquet

Leather Belt

**Tourniquet** is a consumable in *Dust Survival Simulator*.

## Characteristics

Drifting through the Mojave will run The Survivor almost inevitably into less-desirable company, some of which will probably just shoot on sight, while other is out for worse.

Either way, both are quite often preferable to other creatures, especially those capable of weakening their victims by means of poisonous substances.

With the Survivor being weak and thus highly vulnerable to even less-venomous, short-time poisoning, increasing poison resistance in time will save lives, as will the ability to cure poisoning.

The craftable Tourniquet serves the purpose of prevention, massively increasing the Survivor's poison resistance for 30 seconds.

The use of a Tourniquet prior to engaging venomous creatures, especially Venomous Tunnelers, is highly recommended.

Tourniquets are weightless, and materials for crafting them are easily available.

## Notes

* Tourniquets are automatically applied upon the Survivor getting poisoned.
* Automatic application seems to be bugged; if the Survivor is attacked by a Venomous Tunneler, it will result in continuous application of all available Tourniquets.
	+ Applying a Tourniquet manually before being attacked or during the attack will stop this cycle.
* The Tourniquet is an adjusted version of the Snakebite Tourniquet of the Fallout: New Vegas add-on Lonesome Road.
* The Damage Resistance bonus has no duration, and thus doesn't seem to apply, which is likely an oversight.
Deathclaw Promonotory

The deathclaw Promonotory is an unmarked location in the Mojave Wasteland, filled with Deathclaws. It is strongly advised not to go there as it is not worth the time, ammo, and stress clearing the area.

## Layout

When following the hoover canyon, there is a small entrance to the east side. Right as the player enters, they will encounter Deathclaws. There are lots of rocks for cover.

## Tactical Considerations

This requires a Stun Gun, a good piece of armor and a powerful ranged weapon. The Mccallum rifle is most recommended for this job. Right as the player enters, a few Deathclaws will come darting at you. Run to the rock on the left, where there is high ground. Once you climb up, the Deathclaws will run away to your far right, grouping up. Get down, lure some Deathclaws, paralyze one with the Stun Gun, run up on the rock, kill them and repeat the process. Taking advantage of 'The Scurrier' perk and outrunning the Deathclaws while killing them is a possible but risky option. Once you killed the large pack, there is another group of Deathclaws, this time including an Alpha Male, can be taken down with the same tactic on another rock near them.

## Notable Loot

* There are lots of Xander Roots in the area which are useful for crafting.
* The dead scavengers from the vanilla game are not present (this is a vanilla bug, reloading the save makes them reappear but also spawns a few Deathclaws nearby), but there is a Mutiplas Rifle and a Tri-Beam Laser rifle near the second pack of Deathclaws.
Vault 74

Witness to a massacre

“*Data Log #10.44.78

The Vault has been breached. Painted demons; red faces, tangled hair. Fire in the lower levels.

God have mercy on our souls.*”
—Data Log #10.44.78
**Vault 74** is a ruined Vault-Tec Vault located in the vicinity of Hopeville, commonly known as The Divide, providing a pathway from The Long Dark into The Divide.

## History

Vault 74 was designed to study the conditions of a Vault with a secondary exit located from the Overseer's office.

The Vault evidently survived for more than two centuries before it fell victim to the fleeing remnants of the White Legs Tribe as they fled south from Zion Canyon. The White Legs butchered the Vault's inhabitants and ransacked the Vault before continuing on to the Divide, where they were destroyed by the unified tribes of Marked Men.

## Layout

The door from the Long Dark tunnel opens into what remains of the Overseer's office. Among the rubble is a file cabinet containing a journal entry by the Overseer, as well as a map, and the key to the secret exit encountered previously. This door can be taken to the Mormon and Tribal settlement of Grand Staircase, which is a safe zone. Proceeding deeper into the vault reveals that it is in ruinous condition, with vault dweller logs indicating that the vault was breached by White Leg tribals sometime after 2081 during their own flight from Zion. The skeletal remains of its residents can be found in the vault's atrium, most located around a jukebox playing Vera Keyes' "Begin Again". Past this gory spectacle is the Vault's maintenance wing and the main vault door, which has been opened and leads out into the Divide.

###  Insanity

* Near the main entrance of the vault, an insane Survivor will encounter two identical men wearing Pip-Boys and pyjamas, and boasting green liberty spikes. The significance of these men is unknown, though it can probably be assumed that they were among the vault residents massacred by the White Legs. They explode when attacked.

## Trivia

* The note under the jukebox very closely resembles the note used in Bethsofts beginner tutorial on creating a Vault with basic a quest in the G.E.C.K., down to its name, "Data Log #10.44.78". While bearing further similiarties to Bethsofts tutorial Vault, FROSTs Vault 74 is much less dilapidated, though.
Lessons Learned

“*The wasteland has taught you some hard lessons, but you've remembered them all. You gain +1% to earned experience per level gained. (For example, +25% experience at level 25.)*”
—Fallout: DUST description
**Lessons Learned** is a perk in Fallout: DUST.

## Effects

Lessons Learned can help mitigating the changes in gaining XP DUST introduces, by vastly increasing the amount of XP earned from XP relevant actions.

The increase starts with 25% at level 25, increasing by one percent with every subsequent level, up to a maximum of 50% additional XP at level 50.

## Notes

* This perk is bugged; despite not being gated by player level requirements, it will only take effect if the player's level is 25 or above.
	+ This issue can be remedied by installing DUST Tweaks - Better Repair and More.

## Behind the Scenes

* Lessons Learned is a modified version of the Fallout: New Vegas perk Lessons Learned introduced by the Lonesome Road add-on.
Butch Deloria

“*I remember back in Virginia, all I ever wanted was to see something green. Trees, grass, a shrub, ANYTHING. Anything to stop the monotony of brown. They said there was something like that north of DC. I never saw it.[...]*”
—Butch's Account Part 1
**Butch DeLoria** is a survivor of Zion canyon, originally from the Capital Wasteland.

## Background

Previously a resident of Vault 101, Butch left the Capital wasteland after a new overseer opened the vault to allow its residents to explore the world outside after centuries of insular authoritarian rule.

Making his way across the former United States, Butch eventually ended up in Zion canyon in southern Utah.

By this time, his experiences traveling the country had replaced his youthful wanderlust with a deep and abiding cynicism, having seen humanity at it's very worst.

Shortly after his arrival, Butch had his first encounter with a creature he referred to as "the Tall Man", a grotesquely mutated Spore Carrier.

Initially believing the creature to be a product of his harried imagination, Butch eventually made contact with a tribal named White Bird, former shaman of the Sorrows tribe who informed him that the creature, the Wendigo was very much real. With White Birds knowledge of the area, the two set off south, towards the Northern Passage and New Vegas where they believed they would find safety.

The duo steadily progressed through the canyon, only traveling in the early afternoon during the brief period the fog temporarily subsided and an encounter with "Wendy" was less likely. Shortly after, they made contact with several more survivors, first a young woman named Jess and then a few survivors of the ill-fated NCR expedition to Zion.

Any high spirits engendered by this turn of events were quickly squashed as White Bird and a NCR survivor named Cal were captured and presumably killed by spore carriers. With the group reduced to Butch, Jess and a NCR trooper named Laurie, tensions began to run high as Laurie became adamant that the group should hunt down the carriers in an effort to rescue their people.

Eventually, Laurie left in the night, ostensibly to take the fight to the abominations. Their health rapidly worsening, Butch and Jess made a final push to the passage out of Zion. Though initially intercepted by the Wendigo, they eventually made their way out of Zion and into the Mojave wasteland.

Resolving to keep anyone else from experiencing the horrors of Zion Canyon, Butch barricaded the Northern Passage and buried the key.

## Overview

Butch and Jess (identified in-game only as "Survivors") can be found in the northern passage tunnel leading into the Zion Valley. They are immediately hostile to the player and must be killed to move forward, though Jess will usually attempt to flee. Both carry accounts of their time in Zion as well as some miscellaneous items. In addition, Butch carries a .45 Auto pistol and the unique Vault 101 jumpsuit. Killing either of them results in loss of sanity, if the Survivor is not attacked by them beforehand.
Hoover Canyon

**Hoover Canyon** is an unmarked location in Fallout: DUST.

## Overview

Formerly the Colorado River, dried out due to unknown reasons, Hoover Canyon now serves as a way for gaining access to Kai-sar's Hill through one of its slot canyons.

The entrance to Kai-sar's Hill is located close to and east of Hoover Dam, and prominently marked by a pinball machine (xx055cca)
Makeshift Assault Rifle

Survivor wielding a Makeshift Assault Rifle

The **Makeshift Assault Rifle** is a comparably low power, but high rate of fire, 5.56mm chambered fully automatic rifle featured in Fallout: DUST.

## Characteristics

The Makeshift Assault Rifle is a crude weapon, with pipes serving as the shoulder stock, a block of wood as the handguard, and a Marksman Carbine receiver serving as the firing mechanism. Initially, this makes it seem like a poor choice for combat, but given the rarity of factory-made firearms, it is one of few automatic weapons available to poorer Survivors.

With respectable damage and a high rate of fire, the Makeshift Assault Rifle can make short work of targets with lesser armor.

Beware, as the automatic nature of this weapon necessitates keeping a close eye on your ammo count and exercising trigger discipline.

## Crafting

The Makeshift Assault Rifle is not craftable.

## Locations

* Held by many, but not exclusively, NCR Remnants

## Notes

* The Makeshift Assault Rifle sports two magazines held together with tape. This is a strategy used to load a fresh magazine into a firearm more quickly. Despite this, the MAR has no obvious benefits to reload speed compared to other AR-platform rifles.
* The MAR lacks a rear sight of any variety mounted on its rail. This would make lining up a shot properly a difficult task.

## Behind the Scenes

The Makeshift Assault Rifle comes from Eddur’s Homemade Weapons Pack.
Burned Bulls

A Burned Bull about to mess with the wrong Survivor

“*The Fourth of March, 2282

Quintus,

Caesar is dead, the Legion is dead, [...] the town of Nipton [...] is still empty and can be a place for us to rebuild and regain our former strength. I have already gathered a small handful of our comrades to join me. I hope you shall do the same.

-Caius Severus*”
—Proposition
The **Burned Bulls** are remnants of Caesar's Legion turned Tribal. after the second war of Hoover Dam and before The Fall.

## Overview

Lead by Caius Severus, this splinter group originating from remains of Caesar's Legion turned into a tribe, characterized by the fetishization of their past as members of Caesars Legion.

This is not only reflected in their armor which is mostly comprised of reclaimed legion armor and masks aping the one worn by the former Legate Lanius as well as in their penchant for crucifixion, but also in their preference for posing in allmost the same formation as the Legions' when first encountering The Courier during past events.

Whether or not their initial desire to reconstitute the Legion remains a conscious part of their identity is unknown, but their extremely aggressive behaviour might stem from the death of their idol.

## Tactical considerations

Burned Bulls are, with very few exceptions, armed with melee weapons and require closing the distance between their intended victim and themselves, which makes them vulnerable ranged attacks. They seem to be able to move deceptively fast though, and preventing them from reaching melee range might require trading slower, but more accurate attacks for more quick, but potentially resource wasting ones in order to not get swarmed and suqsequently overwhelmed.

Their common Legion armor, while providing for some protection, is not capable of absorbing larger amounts of damage. Both, armor and helmets worn can provide substantial bonus effects, and are thus of interest to Survivors.

What they can't make up in equipment, they can usually make up in numbers, being able to swarm Survivors and take them down with a barrage of attacks using Junk Swords and other cobbled-together melee weapons.

Some members of the Burned Bulls will carry advanced weaponry and armor, though, such as 10mm Pistols, even Submachine Guns and Metal Armor, but these are few and far between. Of particular note is the Ripper carried by a member in the Burned Bulls Camp.

## Trivia

* Members of the Burned Bulls will often utter sentences formerly used by Legion personnel, such as "Another kill to my name!".
* All members of the Burned Bulls seem to be simply named "Tribal" in-game
Makeshift Ion Blaster

Your expertise is neededThis article lacks content or seems to have other shortcomings. Please lend a hand by working on it.

## Makeshift Ion Blaster

Cannibal armed with a Makeshift Ion Blaster

### BaseID

xx003228

The **Makeshift Ion Blaster** is a craftable two-handed energy rifle featured in Fallout: DUST.

## Crafting

### Makeshift Ion Blaster

Workbench (Energy Weapons/35)

1 x Milk Bottle
1 x Nail board
1 x Laser Pistol

## Locations

* Often carried by Survivors, Cannibals and other humanoids in the wastes.

## Behind the Scenes

The Makeshift Ion Blaster is featured as Ion Blaster in Shoeburglar’s Wastelander Pack, as are many other weapons in DUST.
Laser Commander

“*From the humble Laser Pistol to the mighty Gatling Laser, you do +15% damage and have +10% chance to critically hit with any laser weapon. All other weapons do -15% damage.*”
—Fallout: DUST description
**Laser Commander** is a perk in Fallout: DUST.

## Effects

Laser Commander, like most of the available perks, has been modified in DUST to also include negative effects.

The following weapons will gain a 10% increase in their chance to land a Critical Hit:

* Pulse Gun
* AER14 Prototype
* Pew Pew
* Laser RCW
* Tri-beam Laser Rifle
* Laser Rifle
* Laser Pistol
* Gatling Laser

Despite the perk description, the listed weapons do **not** receive a 15% damage increase due to a bug. The damage of **all** other weapons is reduced by 15%.

## Notes

* This perk is bugged, and does not increase any weapon's base damage as its description suggests.
* This perk has not been expanded to include anything from the range of new energy weapons introduced in DUST.
	+ These issues can be remedied with DUST Tweaks - Better Repair and More.

## Behind the Scenes

* Laser Commander is a modified version of the and Fallout: New Vegas perk Laser Commander.
Apparel of DUST

Your expertise is neededThis article lacks content or seems to have other shortcomings. Please lend a hand by working on it.
> "The variety of weapons and apparel have been greatly increased. Fight with dozens of new homemade weapons and armor as well as repurposed Unique and DLC items scattered throughout enemy levelled lists.[..] Most weapons and apparel you come across will be in terrible condition." *--Fallout: DUST author*
>
>

*DUST introduces a variety of new apparel to Fallout: New Vegas. This page tries to cover the characteristics of all apparel DUST adds to Fallout: New Vegas.*

Some apparel of Fallout: New Vegas and its add-ons has been renamed or slightly modified, while other remains unaltered. Individual pages for apparel not listed here can be found in the Apparel Category.

## Apparel in DUST

Just as with weaponry, DUST changes the durability of apparel. with it now being subject to twice the amount of damage taken from attacks compared to Fallout: New Vegas.

Also, the maximum health of some apparel was changed, the effects granted, as well as their weight and damage threshold and resistance.

### Legend

* **Name**: Name of the Apparel as it appears in-game.
* **DT**: Damage Threshold.
* **DR**: Damage Resistance.
* **Effect(s)**: Additional effects granted.
* **Health (H)**: Health of the apparel, if repaired to 100%.
* **Weight (Wgt)**: Weight of the apparel in lbs.
* **Class (C)**: Armor class.
* **Playable (P)**: Whether or not this apparel is wearable by the player
* **Form ID**: The Form ID of the weapon. xx denotes the position of DUST in the load order.

### Apparel

1 This apparel has a playable variant of the same name and the same characteristics
2 This apparel has a playable variant of the same name but slightly different characteristics

### Unused Apparel

These items are in the game files, but do seem unused. Please note the Base IDs, as some items with similar names may, in fact, be found in game.
Font Test

```
<span style="font-family:CCBackBeat-Light;">Text Here</span>

```

```
<span style="font-family: ClashOfClans; color: white; text-shadow: 0px -1px black, 1px -1px black, 1px 0px black, 1px 1px black, 0px 1px black, -1px 1px black, -1px 0px black, -1px -1px black, 1px 3px black, 0px 3px black, -1px 3px black;">Text Here</span>

```
Semi-Auto Training

“*You're starting to get the hang of Semi-Automatic pistols. For you, all shots with Non-Revolver pistols have less spread and are twice as likely to score a critical hit.*”
—Fallout: DUST description
**Semi-Auto Training** is a perk in Fallout: DUST.

## Effects

This perk is bugged, so that only the following weapons will have their Critical Hit Chance doubled **and** their spread halved:

* .45 Auto Pistol
* A Light Shining in Darkness

The following weapons will only have their Critical Hit Chance doubled, but **not** their spread halved:

* 5.56mm Pistol (GRA)
* 9mm Pistol
* 10mm Pistol
* 12.7mm Pistol
* Desert Eagle
* Maria
* Tactical 12.7mm Pistol

## Behind the Scenes

Semi-Auto Training is a modified version of the Fallout: New Vegas companion perk The Way of the Canaanite introduced the Honest Hearts add-on.

## Notes

* This perk is bugged; it only affects the .45 Auto Pistol variants in the way its description states.
* This perk only affects a handful of the semi-automatic pistols in DUST, overlooking weapons such as the Silenced .22 Pistol, or any of the energy weapon variants.
	+ The aforementioned bugs are remedied by DUST Tweaks - Better Repair and More.
Jim Harding

**Jim Harding** is a character in Fallout: DUST.

## Background

"Lucky" Jim Harding is a former rebel leader currently residing in the Mojave.

During the Freeside Rebellion, he was stationed in the Sewers, but was able to make his way out of the New Vegas limits together with Pacer and a number of other rebels towards Jacobstown, still supporting the remaining rebels by delivering messages and supplies.

This group survived for 13 years, until tensions arose between Pacer and Marcus. Eventually, Pacer's group mutinied, resulting in the deaths of Marcus, Pacer, and many of the rebels.

Jim sent word to the survivors of the fight to regroup at a shack on Lake Mead before heading to the outskirts of Searchlight.

Lucky Jim can be found where the Lonesome Drifter's camp is in vanilla, although he is marked as a generic "Survivor".

## Notes

* Jim Harding carries one of the available copies of Lucky
Grunt

“*You do 25% more damage with 9mm and .45 Auto Pistols and SMGs, Service Rifles, Assault and Marksman Carbines, Light Machine Guns, Frag Grenades, Grenade Rifles and Launchers, and Combat Knives but 25% less damage when using any revolver, lever-action firearm, dynamite, knife, or hatchet.*”
—Fallout: DUST description
**Grunt** is a perk in Fallout: DUST.

## Effects

Grunt, like most of the available perks, has been modified in DUST to also include negative effects. Grunt will negate the effects of the Cowboy perk, with a Survivor taking both perks ending up with no gains.

The following weapons will gain a 25% damage increase:

* .45 Auto Pistol
* .45 Auto Submachine Gun
* 9mm Pistol
* 9mm Submachine Gun
* A Light Shining in Darkness
* All-American
* Assault Carbine
* Combat Knife
* Frag Grenade
* Grenade Launcher
* Grenade Rifle
* Holy Frag Grenade
* Light Machine Gun
* Maria
* Marksman Carbine
* Sacrificial Knife
* Survivalist's Rifle
* Tribal Grenade Rifle

* Vance's 9mm Submachine Gun

The following weapons will have their damage reduced by 25%:

* .357 Magnum Revolver
* .44 Magnum Revolver
* Abilene Kid LE BB Gun
* BB Gun
* Brush Gun
* Combat Knife
* Cowboy Carbine
* Cowboy Repeater
* Dynamite
* Hunting Revolver
* Knife
* Lever-Action Shotgun
* Long Fuse Dynamite
* Lucky
* Mysterious Magnum
* Ranger Sequoia
* Sacrificial Knife
* That Gun
* Throwing Hatchet
* Throwing Knife
* Time Bomb
* Trail Carbine

## Notes

* This perk seems to be slightly bugged, as it has not been modified to include, for example, the Makeshift Grenade Launcher and other weapons introduced by DUST that fit the perk's description.
* The Combat Knife and the Sacrificial Knife (formerly Chance's Knife) will see no change in damage with Grunt as they both are also in the Cowboy perk list, and therefore receive both the buff *and* debuff.
	+ Both issues above can be remedied by installing DUST Tweaks - Better Repair and More.

## Behind the Scenes

* Grunt is modified version of the Fallout: New Vegas perk Grunt, introduced by the Honest Hearts add-on.
Martin Botwright

Martin's "Severance Package"

“*To Royst, Bernard, and the Rest of You Psychopaths,

If you don't shut this shit down right now, I swear I'll uncover all of you. [...]

- Martin Botwright, Head Custodian, Vault 21*”
—An Ultimatium

**Martin Botwright** is the former head custodian of the Vault 21 labs.

## Background

Botwright was the head of the custodial staff at Vault 21 labs during its use by Edwin Royst and Lydia Bernard.

Following Royst agreement to conduct research into bio-chemical weapons for the increasingly expansionist NCR, his research notes were discovered by Botwright who became immediately disgruntled and threatened to release insane test subjects into the lab, revealing what had transpired to the people of New Vegas.

Desperate to protect his pet project of studying radiation treatments, Royst arranged for Botwright to be abducted by other members of the research team and experimented on himself, resulting in him becoming one of the first Mojave Ghost People. However, Botwright had already made good on his threat, releasing insane test subjects into the facility and ultimately resulting in a member of the research staff using improvised explosives to seal off the rear area of the Vault.

In the aftermath, the NCR filled the main entrance to Vault 21 with radioactive waste to prevent the events which had transpired there from being revealed to the general public.

## In DUST

Botwright's body, clad in a darklight hazmat suit characteristic of Mojave Ghost People can be found in the rear area of Vault 21, located near the access point from the Tops. He is in possession of a reply to the note above, providing strong if not definitive evidence that this is in fact Martin Botwright.
Repressed Memory

**Repressed Memory** is a Wasteland Urban Legend in Fallout: DUST.

It is assumed to be a PDQ-88b Robco Securitron previously known as Victor, having resided in what is now known as Ghost Town as of 2281.

Despite disappearing shortly before the Second Battle of Hoover Dam, many Mojave residents report encountering and, more often than not, being assaulted by the former agent of the Free Economic Zone of New Vegas.

## Background

Victor, despite being mistrusted by those around him, maintained a affable "cowpoke" demeanor with all those he encountered.

During a routine patrol within the borders of Goodsprings, Victor discovered a traveler who had been shot in the head and buried in a shallow grave. Perhaps acting on pragmatic artificial intelligence or a genuine and accrued sense of humanity, Victor recovered the victim and carried their body to the local doctor who was able to bring them back from the brink of death.

Due to disturbances on the strip prior to the Legion attack on Hoover Dam, Victor was allegedly taken offline sometime in 2281. Despite this, some survivors report having met Victor in his dilapidated shack located in the ruins of Goodsprings, thought almost all of these reported encounters involve the subject being punched in the forehead and waking up shortly thereafter, usually in a shallow, incomplete grave in the middle of nowhere.

Followers doctors in NCR territory have noted that Mojave expatriates who have reported this encounter often speak in a tortured Texan affectation and use cliche phrases from pre-war westerns, giving credence to the notion that their encounter with Victor was the product of pure suggestion or mental lapse.

## Gameplay

The Repressed Memory will only appear within Victor's Shack. It's hostile but immensely slow. It can be deactivated using the Robotics Expert perk.

If attacked, it will explode in a flash of light. If the Memory manages to hit the Survivor, they will enter a fugue state.
Thorazine

Pharmaceutical Anti-psychotic

“*Cannibals are a horrifying example of what happens when one loses all sanity. Remember to stock up on Thorazine.*”
—Fallout: DUST loading screen
**Thorazine** is an aid item in Fallout: DUST.

## Characteristics

Thorazine is the trade name of Chlorpromazine, a powerful anti-psychotic drug used in the treatment of mental disorders such as schizophrenia.

The substance is an effective treatment against the deterioration of mental health caused by conditions in the wasteland. Compared to alcohol, Thorazine restores a much greater amount of sanity and carries no risk of addiction, the downside being that it is fairly rare and can only be obtained at great personal risk, usually necessitating mass-murder and a large loss of sanity.

Most Thorazine found in the Mojave is carried by NCR expeditionary forces or located in NCR medical caches (Though the Divide tribals also carry it in abundance).

A single dose of Thorazine restores 100 points of sanity.

## Locations

* NCR Remnants, members of the Royst-Bernard Expedition as well as some Tribals will occassionally carry doses of Thorazine
* Thorazine can occassionally be found in First aid boxes and other containers

## Trivia

* Though the depiction of Thorazine in DUST has it as non-addictive, the issue of dependency associated with Chlorpromazine remains a point of contention among medical professionals.

* The Forecaster refers to Thorazine being injected via hypodermic syringe. While this is definitely possible, most real-world preparations of Thorazine are administered orally. This, and its possession by NCR personnel suggests that the NCR has resumed production of the drug in its territory, using injection as the standard delivery system.
Grand Staircase

Safety.

“*[...]Zion National Park... Grand Staircase-Escalante National Monument... I went there on vacation once.[...]*”
—Data Log #1.01.01
**Grand Staircase** is a location in Fallout: DUST.

## Background

With its area divided into parts of roughly equal size between Utah and Arizona, the Grand Staircase foremost is a geographical region, with one of its most distinctive features being, that its geological profile exposes strata of sedimentary rock, described as stairway ascending from the bottom of Grand Canyon.

## In DUST

Deemed by Vault-Tec to be one of the regions not being subject to the devastation of the anticipated nuclear exchange, the region was designated as one of the possible extraction targets for survivors of the bombing.

By 2301 a settlement has been built near the two locations where survivors can arrive in the region. Protected by NCR troops still adhering to their task of providing safety to settlers and refugees alike, Grand Staircase provides safety to those who manage to find their way to it.

## Notes

* Unlike in Camp Adytum, there seems to be no presence of the Followers of the Apocalypse in Grand Staircase.
* Depending on their escape route, survivors may enter the settlement of Grand Staircase from different directions
Ascension

A guide that in my opinion is one of the best survivors you can get, I recommend you escape at least one time as this requires a little bit of experience.

### Skill points

I'd say to mostly focus on repair and guns, Repair will be very very useful in the end (500+ Handload Ammo)

### Start

It's recommended you choose the Jean sky diving for this one to acquire fast as possible the Ratslayer. Take your time around the area, don't go north, Loot the nearby powder gangers, etc. Get 556 ammo if possible. If you are well equipped by then go to Prospectors den and massacre the inhabitants, it will be useful later. Rush to Ratslayer

### Ratslayer

Go to Broc flower cave and go to the ratslayers location, the giant deadly rats were replaced by pretty much harmless but VERY annoying ghosts, They will outrun you and keep knocking you out. Pick up ratslayer and leave

### Nipton

From this point it's just following the vanilla route until you get to Camp Golf, Find a good sniping spot in Nipton and start killing tribals, Make sure to have a backup gun for when you start looting the houses. Find the house with the big ass backpack, It's the best one in DUST.

### Novac

Same thing, find good sniper spot and you can even exploit NCR Patrols nearby Novac to fight them. Novac doesn't have good loot except for Cannibal Boone which has a cowboy carbine.

### 188 Overpass

This will be one of the most important places for getting a LOT of ammo, if you got the caps and repair needed you can buy a lot of junk 556 and ALOT of 5mm to breakdown later for 556 handload.

### Vault 34

You don't need to go inside, Just kill the tunnelers outside and look around a bit to find the GR Vendortron, this is also one of the most important spots, you can buy a lot of ammo too.

### Camp Golf

This is the time for Ratslayer to shine, start killing the NCR guarding the entrances and slowly advance into the barracks, racking up a lot of ammo, If you see a marksman carbine in one of the loot go for it and replace the Ratslayer, though if you feel uncomfortable with the Carbine sway you can use ratslayer until you get high Guns skill, If you got the guns for it, you can try raiding inside of Camp Golf

### Ammo making

By this time I will assume you got Hand Loader perk. Go to the vendors and start buying 5mm ammo, and keep looping it until you get A LOT of ammo (Match 5.56)

### Aftermath

You can repair any weapon with a similar one, you can make a lot of ammo, you have one of the best weapons in the game and you're well armed enough to take the Divide
Volcanic Pistol

Survivor holding a Volcanic Pistol

The **Volcanic Pistol** is a .357 Magnum repeating pistol seen in DUST.

## Characteristics

The Volcanic Pistol is an oddity, using a lever-action mechanism despite it being a handgun. It has an improved capacity compared to the .357 Magnum Revolver seen in the base game, but lacks any available weapon modifications.

The Volcanic Pistol is a capable damage-dealer, making short work of opponents at close range. However, it has a rather sluggish reloading time, a weakness it shares with the .357 Magnum Revolver.

## Locations

* On a table in the Gypsum Quarry Office
* Even inexperienced Survivors might find this weapon on other Survivors, remaining NCR troops, tribals in Zion and others.

## Notes

* Despite clearly being a lever-action weapon, the Volcanic Pistol shares its firing animation with the .357 Magnum Revolver and Police Pistol: the hammer is cocked back before firing every shot, but the lever does not move. It also uses the same reload animation as the .357, despite the fact that it lacks a cylinder and loading gate and instead has a magazine tube. Both of these issues are likely due to the fact that no suitable animations for a lever-action pistol exist within Fallout: New Vegas.
* The ironsights for this weapon are not centered. Aiming slightly below your target will alleviate this issue.

## Behind the Scenes

* The Volcanic Pistol in DUST is based on the real-world pistol developed by the Volcanic Repeating Arms Company in the 1850s. The real-world pistol chambered rocket ball ammunition as opposed to metallic cartridges, and was never available in .357 Magnum.
* The Volcanic Pistol is part of Shoeburglar’s Wastelander Pack, as are many other weapons in DUST.
Makeshift Submachine Gun

Your expertise is neededThis article lacks content or seems to have other shortcomings. Please lend a hand by working on it.

## Makeshift Submachine Gun

Survivor reloading Makeshift SMG during combat

### BaseID

xx0010AB

The **Makeshift Submachine Gun** is a two-handed submachine gun featured in Fallout: DUST.

## Characteristics

The Makeshift Submachine Gun is similar to the 9mm Submachine Gun from the base game, but is clearly homemade. The grip is made out of whittled wood, and is mounted to the gun using twine. The barrel is likely replaced with some standard metal tubing, and the sights are different. There is no rear aperture sight unlike in the base game, and instead just has a front notch sight.

## Crafting

The Makeshift Submachine Gun is not craftable.

## Behind the Scenes

* The Makeshift Submachine Gun is part of Eddur’s Homemade Weapons Pack, as are many other weapons in DUST.
* The Makeshift Submachine Gun is very similar in operation to a Luty Submachine Gun, a homemade firearm created by an English activist. Both are made in a crude, simple manner using widely available parts.
Makeshift Sniper Rifle

Makeshift Sniper Rifle. Abandoned.

The **Makeshift Sniper Rifle** is a single-shot, two handed scoped rifle featured in Fallout: DUST.

## Characteristics

The Makeshift Sniper Rifle is an effective weapon for the early-game sniper. For a .45-70 Gov’t weapon, it is rather weak, with only 55 damage and a one-shot capacity. The weapon also suffers from low durability, being able to manage only 120 shots from full durability.

What makes this rifle special is it's availability: it can be crafted at a workbench with relatively low Guns skill using fairly common components. It's ammo may be rare, it's lifespan short, and it's damage lackluster, but in skilled hands the Makeshift Sniper Rifle is one of the staples of an early to mid-game arsenal.

## Crafting

### Makeshift Sniper Rifle

Workbench (Guns 45)

3 x Scrap Metal
1 x Steam Gauge Assembly
1 x Surgical Tubing

## Locations

* A Makeshift Sniper Rifle can be found in one of the starting locations, namely the Abandoned Warehouse.
* The weapon as well as it's modifications can spawn on a variety of NPCs and in containers

## Notes

* While the weapon itself can be crafted, it's single available modification, the Makeshift Sniper Rifle Reinforced Parts (health +100) cannot.
* Despite being a single-shot rifle, the Makeshift Sniper Rifle uses a magazine as opposed to having a round loaded directly into the firing chamber.

## Behind the Scenes

The Makeshift Sniper Rifle is featured as the Bighorner Rifle Shoeburglar’s Wastelander Pack, as are many other weapons in DUST. As the Bighorner Rifle, the weapon held 8 shots, was silent, and used BBs as ammunition.
NCR Salvaged Power Armor

The Survivor wearing NCR Salvaged Power Armor.

The **NCR Salvaged Power Armor** and **Salvaged Power Helmet** are pieces of armor apparel in Fallout: DUST.and Fallout: New Vegas.

## Characteristics

Lacking opportunities for gaining the ability to use other Power Armor trough Power Armor Training, the NCR Salvaged Power Armor is the only Power Armor wearable by The Survivor.

While its protective capabilities were slightly enhanced, its weight seems to be prohibitively high given the gains, when for example compared to the Elite Riot Gear.

## Notes

* In DUST, the NCR Salvaged Power Armor provides 23 DT, while it provides 20 DT in Fallout: New Vegas.

## Behind the Scenes

DUST reuses the NCR Salvaged Power Armor available in Fallout: New Vegas, while slightly changing its characteristics.
Lucky

**Lucky** is single action .357 Magnum revolver in Fallout: DUST.

A Survivor taking down a Hulking Tunneler with Lucky

While not dealing exceptionally large amounts of damage per hit, Lucky sports a substantially higher rate of fire than the more powerful Police Pistol, but is slightly slower than the less powerful.357 Magnum revolver.

With .357 Magnum ammunition being comparably common in the Mojave, this weapon provides good value, especially since it can be repaired with any .357 Revolver type weapon.

As the name implies, Lucky increases the chances of the Survivor landing a lucky hit dealing critical damage substantially.

Wearing apparel increasing the Critical Hit Chance for all weapons, like the Marked Beast Face Helmet, can bring the Critical Hit Chance of other weapons allmost on par with Luckys, but at the cost of added weight.

Of the (at least) two available copies, Jim Harding carries one, which can be looted from him.

## Locations

* Jim Harding near El Dorado Dry Lake
* Hard locked safe behind the counter of the shop in the Bison Steve in Primm

## Notes

* Luckys Critical Chance multiplier of 2.5, might be of interest to Survivors relying on critical hits, especially when combined with the Marked Beast Face Helmet
* At an Action Point cost of only 17, compared to 26 of the .357 Magnum Revolver and 19 of the Police Pistol, this weapon is also an interesting alternative for VATS builds
* With 225 health, Lucky is just as durable as the Police Pistol, with both being slighty more durable than the .375 Magmun Revolver ar 200 health (the .357 revolver HD cylinder modification is bugged in Fallout: New Vegas, with the bug also present in Fallout: DUST)
* As in Fallout: New Vegas, Lucky can not be modified, but comes with the long barrel modification allready installed, raising its damage by +3
* The more commonly (compared to Lucky) available Volcanic Pistol deals more damage per shot, but has a lower health and thus has to be repaired more often

## Behind the Scenes

DUST reuses Lucky from Fallout: New Vegas, while slightly changing its characteristics.
Vault 19

“*Dom-

Get Kay and Topher. We're heading back down there.[...]*”
—Note
**Vault 19** is a Vault-Tec facility located in the western Mojave wasteland.

## Background

Vault 19 was originally a social experiment by Vault-Tec to test the effects of alienation and subliminal suggestion on the residents. While the fate of its original inhabitants is unknown, the vault was abandoned until 2281, when it was occupied by a group of escaped convicts from the New California Republic Correctional Facility. Since the fall, the vault has been occupied by a group of survivors.

### Relations with the outside

Until recently, the residents of Vault 19 traded for food and medicine with the tribals of Red Rock village. Due to political problems with other tribes, the Red Rock tribe has suspended this arrangement.

## Overview

The upper floor of the vault is occupied by armed and hostile survivors. The lower floor and sulfur caves below are occupied by tunnelers. Venturing into the lower floors and especially the sulfur caves is unwise, as there is little in the way of loot and some booby-traps, to say nothing of the tunneler threat. That said, there is some C4 located in the vault area for anyone attempting to blast through the Nipton train tunnel

## Trivia

* Due to common names and appearances, the survivors of Vault 19 are likely comprised in part of the original group of escaped convicts.
* Amusingly, a Venomous Tunneler in the Utility section of the Vault still has a chance of yieling Fire Gecko Hide, if looted.

## Notes

* Parts of the upper floor vault area are badly glitched with textures disappearing seemingly at random and walls becoming transparent. The Dust Survival Simulator - Vault 19 Fix available on the Nexus fixes these glitches.