recursal/Fanatic-Fandom huggingface dataset:
Splint

A Splint on a First Aid box

The **Splint** is a craftable aid item in Fallout: DUST.

## Characteristics

The Mojave provides a lot of ways of getting severely injured, but few ways of healing wounds and even fewer ways of caring for crippled limbs.

The lack of doctors, or at least sane doctors willing to tend to their profession, instead of trying to end the Survivor before even starting examination, necessitates using other means of healing damaged or crippled limbs.

Doctor's Bags do still exist in the Mojave, but are sparse, as are the ingredients required for crafting them.

While craftable Healing Poultice seems to provide the most effective way for healing damaged or crippled limbs, their ingredients can be hard to come by, so a Survivor will likely have to rely on other means, such as Hydra or Splints.

The craftable Splint provides for just enough effectiveness to heal crippled limbs, and has a miniscule healing effect on non-crippled ones. While a crippled limb might not be immediately life-threatening, getting a hole beaten into the cranial roof will most certainly lead to annoying and possibly dangerously distracting effects.

Having a Splint ready allows for immediate mitigation, but the formerly-crippled limbs will be healed *just* beyond crippling, therefore becoming crippled again next time they are damaged if not given further attention.

In line with its other qualities as a stop-gap measure, the Splint is very cost-ineffective for its weight, with the far more potent Doctor's Bag weighing the same amount, and the drastically more potent Healing Poultice weighing far less.

Since Splints can be crafted using he Crafting Kit, they can be prepared for use even when in combat.

## Crafting

 1 x Splint
1 x Surgical Tubing

## Notes

* Unlike the Doctor's Bag, the Splint can not be applied selectively; it will always apply to all limbs.
* The effect of the Splint is not boosted by the Fast Metabolism perk.
* The Splint restores Limb Condition at a magnitude of 1, being much less effective than the Doctor's Bag (magnitude 36, and 45 with the Fast Metabolism perk) and even less effective than Healing Poultice (magnitude 250).
* The Splint shares its Pip-Boy inventory icon with the Snakebite Tourniquet of the Fallout: New Vegas add-on Lonesome Road.
* The Splint shares its world model with the Medical Brace.
New Vegas Clinic

The exterior of the Clinic

“*Unable to reach extraction point. Ghouls everywhere.[...]*”
—Journal
The **New Vegas Medical Clinic** is a location in Fallout: DUST.

It is a former medical center operated and occupied by members of the Followers of the Apocalypse.

## Background

Prior to The Fall, the Followers used the clinic to dispense medical treatment to the greater Vegas area, including surgery, psychiatric treatment and the installation of pre-war implants that enhanced a users physical and/or cognitive abilities. During the events of The Fall, the fate of the Clinic is unknown though it was presumably abandoned.

### Followers expedition

Due to criminal charges being filed against Edwin Royst, the head researcher at Vault 21 and the Lucky 38 laboratories, the followers in California mounted a fact-finding mission to the Mojave to recover physical evidence of wrong-doing from the former research centers. With the strip unassailable due to the pro-Royst factions concurrent operations, the team dispatched an expedition to the New Vegas sewers in search of a way into New Vegas proper. Here, they found mountains of damning evidence. What they didn't find was a way out. Forced to retreat back to California empty-handed, the remnants of the expedition were separated by feral Ghouls and three among them were forced to retreat back to the clinic,

## Overview

The New Vegas Clinic is occupied by three members of the Followers of the Apocalypse who have been driven mad by isolation and will attack on sight,

Some medical supplies and magazines, as well as notes detailing the fate of the expedition can be found within the clinic and on it's inhabitants

Survivors should be wary about proceeding too far directly east from the Clinic's front door, lest they stumble into the Deathclaw lounging in the former Mole Rat Ranch.
All Text Fragments

Fallout: DUST provides a host of lore in the form of text fragments to be found by the Survivor.

The following table lists all of these fragments, and as such contains **massive spoilers to lore and story**.

Contributors are encouraged to use this resource for finding quotes and lore to add to their content.

Legend:

* Title: Title of the text fragment as displayed on-screen or on the Pip-Boy
* Location: The location of the text fragment
* EditorID: The EditorID of the fragment as shown in the GECK (fragments are sorted by these).
* BaseID: The BaseID of the fragment, with the following prefixes
	+ xx - DUST
	+ yy - Honest Hearts add-on
	+ zz - Old World Blues add-on
Nipton Road Pit Stop

Cheap, Easy, And filling, Death! Only 25 caps!

The **Nipton Road pit stop** is a location in the Mojave Wasteland in 2301. It is located west of The Burned Bulls Camp and due south of Ivanpah race track along Nevada State Route 164.

## Layout

The area consists of a couple of destroyed buildings, a campfire with some healing powder beside it, and some makeshift beds. It is occupied by 6-7 Survivors who will try to take out the Survivor as they travel through this area.

## Notes

* On the western side of the brick building are the words "The Burned Man Walks!"
* Underneath the blue car there is a briefcase.
* If you sleep in one of the Makeshift beds a hunter may spawn nearby and attack.

## Notable Loot

* 2 healing powder near the campfires
* 1 grenade container, 1 easy locked mine container, both in the main ruined Pitstop.
Caesar's Legion

The emblem of Caesar's Legion

**Caesar's Legion** (commonly referred to as **the Legion**) was the autocratic, traditionalist recreation of the famous Roman Empire, wiped out after the Second Battle of Hoover Dam, with remnant groups turning Tribal.

## Background

Formed by Edward Sallow (referred to as Caesar) and Joshua Graham in 2247, Caesar's Legion was a major faction on the West Coast, and a major enemy of the New California Republic. Caesar's Legion led several major campaigns against tribal groups east of the Colorado River, regarded by Caesar as savages. This ideology of uniting the tribes spawned from a research task overseen by the Followers of the Apocalypse, where 9 members, including Caesar and Graham, were to research tribal dialects in Arizona.

After campaigning east of the Mojave Desert for some time, Caesar's Legion came to a crossroads with the NCR once a Legion base was established at Fortification Hill. Relations were hostile as both powers sought to conquer their respective side of the river, escalating into a bloody feud. A major asset, the Hoover Dam, was seen as key to pushing back the losing forces. What became known as the First Battle of Hoover Dam eventually saw the Legion's first decisive defeat. A period of prolonged tension between the two sides foreshadowed a second battle over the Dam. With the aid of the Courier, the NCR triumphed over the Legion and took permanent control of the site.

Leaderless and demoralized, Legion forces retreated. Many survivors believe the fate of the Legion was at the mercy of the NCR once the Cloud was developed. As retaliation for a chemical attack at Camp Searchlight, the radioactive fog was released over Legion-controlled portions of the Mojave and Colorado.

## Legacy

The Legion since their penultimate collapse have become a rather professed gospel of folklore with immortalized legends spread around by survivors just like the many tribes and communities destroyed by the Cloud. Remnants of the war can still be found, 20 years later. Unlike the NCR - who have reoriented a holding pattern of merciless siege against the Cloud by 2301 in their varying outposts and erstwhile strongholds. Legion encampments from the era of their hour as a regional powerbroker has widely disintegrated in an eponymous eulogy of the regaled Ancient Rome. With the culture of the Legion derived from the absorbing of tribal culture across the contemporary southwest, many remnant forces converted to cannibalism out of perceived necessity a breeding ground that impregnated the crucible for the marauding predators of cannibals that stalk the acrid wastes of the Mojave with utmost prejudice.

This can be pre-eminently cited in the ruins of Novac thereto the degenerated escapades of the former zealot, Centurion Quintus Avernus whom sanctioned the cannibalization of POWs held in the aftermath of the Second Battle of Hoover Dam to subsist within the immediate collapse of logistics and conventional resolution of farming.
Makeshift Flamer

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

### Ammo

Flamer Fuel, Flamer Fuel (Homemade), Flamer Fuel (Optimized)

### BaseID

xx05E1F5 (xx033EBC)

The **Makeshift Flamer** is a energy weapon featured in Fallout: DUST.

Note: Values in parenthesis are those of the craftable variant.

## Characteristics

Confusingly, this weapon comes in **two varietes**, with one of them being craftable, and the other not.

The most notable difference between the craftable and the non-craftable variant is, that the craftable Makeshift Flamer does not scare abominations, while the non-craftable does.

In addition, the non-craftable variant is lighter, and has a lower strength and skill requirement, but is less durable.

## Crafting

Workbench (Repair 30)

Note, that this will produce the variant not scaring abominations.

1 Pressure Cooker
1 Steam Gauge Assembly
1 Fission Battery

## Locations

* The non-craftable variant can spawn on a variety of NPCs, including Tribals and Cannibals

## Notes

* The non-craftable variant of the Makeshift Flamer shares its world model with that of the Makeshift Flamethrower, but has slightly different characteristics.
Never Misses

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

### BaseID

xx001404

**Never Misses** is a unique two-handed, scoped rifle in Fallout: DUST.

## Locations

* The single available instance of Never Misses can be found in the upper floor of a derelict building near North Vegas Square.

## Notes

* Never Misses has a spread of 0.00, a property only very few weapons share with it, with one of them being the Makeshift Crossbow, while the Auto-Materiel Rifle (0.01), the McCallum Rifle (0.02) and the Makeshift Sniper Rifle (0.02) come close.

## Behind the Scenes

Never Misses comes from Shoeburglar’s Wastelander Pack, as many other weapons in DUST.
Makeshift Machinegun

Survivor firing a Makeshift Machinegun

The **Makeshift Machinegun** is a high-capacity 5.56mm automatic weapon included in Fallout: DUST.

## Characteristics

The Makeshift Machinegun appears to be the Survivalist Rifle from the Honest Hearts DLC modified to serve as a squad automatic weapon, complete with an added carry handle and reinforced forward stock. The Makeshift MG is a high-capacity, powerful automatic weapon, capable of a respectable 30 damage per shot with an equally impressive 64 round drum magazine. These features allow the Makeshift MG to make short work of opponents with lesser armor.

The main shortcoming of the Makeshift Machinegun is the scarcity of ammunition. While 5.56mm ammunition is common for DUST standards, the Makeshift MG consumes this ammo at an alarming rate due to its fully automatic fire. Trigger discipline must be exercised if one is to use the Makeshift MG consistently.

The Makeshift Machinegun features two weapon modifications: a double drum mag and a suppressor. The double drum mag, as the name implies, doubles the weapon’s ammo capacity from 64 to 128 rounds. The suppressor, while not entirely silencing it, quiets the weapon’s firing sound down, making it better for stealthy usage.

## Locations

* Makeshift Machineguns are often seen in the hands of NCR troopers remaining in the Mojave. This is appropriate, seeing as how the Makeshift MG is a modified Service Rifle.

## Notes

* The suppressor modification for the Makeshift Machinegun does not completely silence the weapon. Rather, it changes the firing volume from Loud to Normal, akin to the GRA Anti-Materiel Rifle suppressor.
* The Makeshift MG features two carry handles: one mounted on the forward stock and another on top of the weapon’s receiver. Why two carry handles are present is unknown, and has no clear advantages, other than maybe adding to its allready bellingerent looks.
* It is featured as Service Machinegun in Shoeburglar’s Wastelander Pack, as are many other weapons in DUST.
Makeshift Shotgun

Makeshift Shotgun with bayonet modification

The **Makeshift Shotgun** is a two-handed scattergun featured in Fallout: DUST.

## Characteristics

Cobbled together from parts of various firearms, the Makeshift Shotgun excels at close-quarters combat.

Dealing more damage per shot and firing faster than the contemporary Hunting Shotgun, the Makeshift Shotgun is one of the best 12-gauge options available.

However, the ramshackle design of the weapon combined with the use of high-powered ammunition causes the gun to degrade at a ludicrous speed. Frequent maintenance is required to keep the Makeshift Shotgun in serviceable condition, a task made difficult by the relative rarity of the weapon.

## Crafting

The Makeshift Shotgun cannot be crafted, nor can its choke or bayonet modifications.

## Locations

* The weapon as well as its modifications can spawn on a variety of NPCs, including Cannibals in Primm.

## Notes

* A long tube is coiled around the barrel of the weapon. While the purpose of the coil is unknown, it is reasonable to assume it serves a cooling function, preventing the barrel from being damaged by overheating.
* In real life, making a homemade shotgun is far easier than a homemade rifle, due to the smoothbore nature of shotgun barrels.
* The revolving nature of the Makeshift Shotgun’s firing mechanism would normally prove harmful to the user. The blast would most likely burn the firer’s forward arm, due to the gap between the shell and the barrel. It is for this same reason that revolving rifles never saw widespread use.

## Behind the Scenes

The Makeshift Shotgun is featured as the Shambler in Shoeburglar’s Wastelander Pack, as are many other weapons in DUST. Shoeburglar’s Shambler is in turn based on the weapon of the same name from the Metro series.

## Bugs

* The Makeshift Shotgun is not affected by the Shotgun Training and And Stay Back perks. This may make a base-game shotgun a better choice.
	+ This issue can be remedied by installing DUST Tweaks - Better Repair and More.
Searchlight North Gold Mine

Template:Games

The **Searchlight North Gold Mine** is a location in the Mojave Wasteland in 2281 and survive 3 decades later into time of Dust. It is found northeast of Camp Searchlight and east of Highway 95.

## Layout

To the left of the entrance is a hollowed-out rock. The mine is a small cavern that contains a few feral trooper ghouls and glowing ones. There is a crossroads a short distance from the entrance. The left passageway has three ghouls and a Hard locked gate, and inside the gate is a cavern that contains 2 ammo box amidst a few empty crates.

The right passageway leads to another crossroads with a ghoul standing between the two paths. To the left are some crates with various foods and drinks. To the right of the shelves on the floor are three sticks of dynamite. To the right of the second crossroads is a passageway that leads down a corridor with a glowing one in the passageway.

Progressing past the glowing one, there are other crossroads. The right passageway is blocked and to the left is a glowing one and a dead survivor. The survivor corpse has the key to the Hard locked gate and some ammunition.

## Notable loot

* 12 sticks of dynamite - Three sticks in the room to the left after taking the right passage, and 9 sticks near a dead survivor who holds the key at the end of the righthand passage.
* Sunset Sarsaparilla star bottle cap - On the crate in the alcove, to the right following the junction.

## Notable

Of note only thanks to the fixed amount of dynamites inside.
Old World Gourmet

“*Thanks to unclean living you've learned the secrets of the lounge lizards! -15% Addiction Resistance. +50% Health bonus from Snack Foods. Scotch, Vodka and Wine now give you Health in addition to their normal effects.*”
—Fallout: DUST description
**Old World Gourmet** is a perk in Fallout: DUST.

## Effects

Old World Gourmet increases the effects of certain food items, with DUST adding some alcoholic ingestibles to the list:.

* Scotch: HP +2(10s)
* Vodka: HP +2(10s)
* Wine: HP +2(10s)

## Behind the Scenes

* Old World Gourmet is a modified version of the Fallout: New Vegas perk Old World Gourmet introduced by the Dead Money add-on.
El Dorado Substation

The **El Dorado Substation** is a building north of HELIOS One.

## Background

A power distribution point used for routing what remaining energy was produced in the Wastes, the installation was deemed one of the focal points of interest to parties, namely Robert House and Yes Man, seeking go gain the upper hand in competing for control of a hidden army of Securitrons.

## In DUST

With HELIOS One now occupied by Cannibals, NCR troops seem to be still holding their position at El Dorado Substation, opening fire on anyone setting foot into the area.

While their exact motivation is unknown, it may be speculated, that they are either trying to ensure continued operation of the Royst-Bernard Expedition, or are part of the NCR Remnant forces, trying to support their own.

## Layout

The location consists of one building and a fenced off area containing a number of transformers, with the fence's gates being average locked.

About eight NCR troopers guard the facility, one being a sergeant. Like allmost any other NCR personel remaining in the Wastes after the Fall, they will shoot on sight.

## Notable loot

The area is completely devoid of loot excluding what is found on the corpses of the soldiers.

## Trivia

A group of non-hostile survivors and the NCR soldiers sometimes fight there, allowing additional loot for the player.
The Devil's Gullet

**The Devil's Gullet** is a location in Fallout: DUST.

## Overview

A large sinkhole located between what formerly was the Yangtze memorial and now has been repurposed into a Sacrifical Altar by tribals, it can be accessed by descending atop burned-out cars and a crashed trailer.

Guarded by three nightstalkers in its vicinity, the area is mostly devoid of loot except for a small amount of ammo in ammoboxes inside of the crater and a few empty bottles and tin cans.

## Behind the scenes

The Devil's Gullet is located in the same geographical area as the real world Devils Hole within Ash Meadows National Wildlife Refuge in Nye County, Nevada.
The Long Dark

It's long and it's dark too

“*First day in the Vault! [...] a much longer tunnel, to be used in times of emergency only. [...] I can't wait for this "emergency"!*”
—Data Log #1.01.01
**The Long Dark** is the collective term for a labyrinthine and heavily booby-trapped network of hallways connecting Vault 74 to Zion Canyon and Grand Staircase Escalante. It was incorporated into Vault 74 as an emergency escape route in the event of the vault being compromised and leads out into numerous locations that were assumed by Vault-Tec to experience a minimal amount of damage in the event of a nuclear exchange.

## Access

The long dark is accessed through the Pine Creek tunnel from Zion Canyon after the key has been recovered from the NCR garrison there.

### Pine Creek Tunnel

Pine Creek tunnel is an access route containing a high number of improvised explosive devices and a modest amount of supplies. A maintenance room left of the entrance contains the remains of the Sorrows midwife Waking Cloud which provides an account of the Zion Tribals exodus to the Divide and their subsequent massacre, the blame for which she places on Daniel of New Canaan for locking the gate. Further on is the tunnels normal point of termination and the entrance to the Long Dark, again located to the left. Great Care should be taken here as the booby traps are not readily visible and are easily capable of killing a survivor with almost no warning.

### The Long Dark

The long dark is a connection of switchback hallways with most doors either collapsed or otherwise inaccessible. Upon entering the long dark, a survivor will first encounter a locked door leading to Grand Staircase national monument. Immediately to the left is a staircase descending into the long dark proper. Explosives and bear traps are endemic here and the labyrinthine nature of this area makes it very easy to become complacent and wander into a trap you would have otherwise noticed. Eventually, a survivor who avoids the traps will come to a second descending stairway leading to a straight hallway with two doors on either side about halfway through its expanse. The leftmost of these leads to Vault 74.

### Insanity

An insane Survivor will experience auditory hallucinations of the Wendigo's cry while navigating the long dark, Most instances of this seem to occur when encountering a dead end.

One can also find hostile people inside the Vault or in the tunnels, that will explode once attacked. When re-entering the location from the Divide, a group of cannibals will spawn (it is unknown whether it's intentional or a bug).

## Trivia

* The length of the Long Dark does not correspond to its implied distance, which would stretch from southern Utah to the Divide on the California/Nevada border.
Elizabeth Ware

“*[...] I urge you to drop the charges against Dr. Royst and advance your career by some other means.[...]*”
—Head Researcher at Hoover Dam, Mike Lawson
**Elizabeth Ware** is a character in Fallout: DUST

## Overview

Assumed to be a member of the Followers of The Apocalypse residing in California, she is the judge presiding over Edwin Royst's trial regarding his involvement in experiments of highly questionable ethics conducted at Vault 21 and the Lucky 38.

Dismissing purportedly positive outcomes of these experiments, and being aware of the Royst-Bernard Expedition's efforts to produce exculpatory evidence, she not only upholds the charges against Royst, but also threatens to extend them to include Lydia Bernard as a defendant.
The Ultra-Luxe

Live life in the lap of luxury

“*Hello Survivor. I've been expecting you.*”
—Welcome... (1)
**The Ultra-Luxe** is a destroyed Casino located in the Mojave Wasteland.

## Background

Before the Fall, the Ultra-luxe was operated on behalf of Robert House by a group of recultured tribals called the White Glove Society.

In the aftermath of NCR annexation of the Mojave, the White Gloves and the other ruling families were driven from power, with their properties falling under the control of the NCR administration.

During The Fall, the Ultra-luxe was left abandoned save for a handful of Cloud Victims desperate for shelter from marauding Feral Ghouls. At some point, possibly as a result of NCR actions, the casino was infested by Spore plants originating out of Vault 22.

## Overview

The main gaming floor of the casino is home to five spore plants in the bar area, as well as a few hostile cloud victims who have made camp around the periphery. Due to heavy fortifications near the entrance, these enemies can be dispatched at range with minimal risk.

The rear area of the casino past the bank is behind a locked door, the key to which is located on the remains of a member of the White Glove Society located just to the right of the door. The reception area is heavily booby-trapped with braced girders, spring guns and toaster and bottle cap mines. Most of the building is inaccessible save for the bank and the Hotel's penthouse suite, the latter being hidden behind improvised fortifications containing more hidden traps.

Once within the penthouse, the only remaining threat is an insane adult Forecaster who will attack intruders on sight.

### Areas of Interest

* A suitcase near the casino entrance contains the forecaster's headgear "Medicine" which increases perception at the expense of intelligence.
* Some weapons and ammunition can be found in the casino bank.
* The Forecaster carries a Ranger Sequoia in poor condition.
* Random medical supplies can be found in the penthouse.

## Trivia

* Despite the Forecaster assertion that he has used the last of his Thorazine, it can occasionally be found among the medical supplies in the penthouse.
The Atomic Wrangler

Wanna get lucky? Head on down to the Atomic Wrangler!

“*[...] Do not let us have died in vain. KILL NCR.
-James Garret*”
—Last Words
**The Atomic Wrangler** is a former casino and brothel located in Freeside.

## Background

Prior to The Fall, the Atomic Wrangler was the only active casino in Freeside. Run by James and Francine Garret, the Casino did a steady business with gambling and prostitution but the lion's share of its profits came from the sale of alcohol and illegal chems, a fact which caused no end of friction with the NCR and the Followers of the Apocalypse.

During the Freeside Rebellion, the Garret twins and their men aided the Kings and other rebels by supplying them with explosives from an old powder ganger cache and later in the wake of NCR summary executions, by staying behind to cover the evacuation of refugees from The Strip and Freeside. James Garret was mortally wounded in the endeavor and succumbed shortly after penning his last words.

## Overview

The Atomic Wrangler, besides being heavily populated by feral Ghouls, can only be accessed through a concentrated area of the cloud. In addition, some parts of the building are irradiated, accounting for the Ghoul's presence - radiation will not longer be present, once the Ghouls have been neutralized.

### Areas of Interest

* Given it's sordid past, chems and alcohol are available in abundance, including a few doses of RadAway
* James Garret's remains can be found behind the Atomic Wrangler's bar. He carries his last words, the buildings master key and the unique pistol Gambler's Pal
* Some weapons and ammunition can be found on the lower floor behind hard locked doors, with the cashiers room being protected by a very hard locked door, but providing for food, drink and a large amount of chems in its containers, four of which are hard locked safes
* The lower floor also contains drinkable toilets, albeit at 8 RADs, as well as both modifications available for the Gambler's Pal - the Custom Body in a bathtub in the ladies room and the Long Barrel in a wooden crate on a table in the kitchen.
* There is no loot of note behind the average locked doors on the first floor
* The second floor contains more weapons and ammunition, a bit of food and drink and chems and healing items. None of the beds seem to be usable, despite being marked as such. A very hard locked safe under a Queen Sized bed does not contain anything of note other than a Sledgehammer.

## Trivia

* Occasionally, leaving and re-entering the Atomic Wrangler (which includes going back and forth between different load zones inside of the building) will cause a group of Cloud Victims to spawn on the casino floor. They are not hostile and will carry on playing cards and conversing with one another.
Vault 34

**Vault 34** is a Vault designed by Vault-Tec for a social experiment. Vault 34 had a lot of leisure facilities along with an armory full of weapons. As a result, the residents of the vault had access to lots of firearms, which was subsequently used in the revolt.

## Background

As part of a social experiment, the vault was designed to have a lot of leisure facilities along with an armory packed to the brim with firearms and explosives. However, at some point, the overseer of the vault denied access to the armory due to worries about keeping firearms indoors. The group wanting access to the Vault armory left the vault and formed the Boomers in the Nellis Air Force Base. Due to this incident, the overseer closed the door and placed security guards to prevent more dwellers from leaving. However, revolts began again due to overpopulation. An attempt to overthrow the overseer failed, and in the process, damaged the vault reactor which led to the irradiation of the entire vault, turning the inhabitants into feral ghouls.

## Layout

The layout and the scripted events, along with the enemies(excluding the Tunnelers) have not changed much, except for the fact that the All-American is hidden under the dead survivor in the corridor of the Overseer's Office. Once the player enters, they will confront Tunnelers in the cave, and face a Feral Ghoul in the Vault entrance.

## Notable loot

* The unique marksman carbine, the All- American is under the dead survivor outside of Overseer's quarter. The dead survivor has a Vodka in his inventory, but cannot be looted for some reason. (Verified on both count)
* The armory of the Vault has a lot of firearms and ammo. There are Assault Carbines, Marksman Carbines, 10mm Submachine guns, Flamers, 3 C4 Plastic Explosives and the pulse gun.
* A lot of 10mm rounds can be looted from the Feral Ghouls in the vault in addition to 10mm Pistols and 10mm Submachine guns which can be picked up.
* An average- locked container in the Medical Room contains about a dozen Radaways and Rad-x.

## Note

* The quest Hard Luck Blues can be completed by either disabling the reactor or reverting control to the survivors in the reactor room's mainframe terminal. It doesn't have to be obtained. Reverting control is the best choice, since the sharecropper farms are no more and reverting control yields more exp.
* After Survivor take step to revert control, some glowing ones spawned on the outer room. And back at Aerotech office building, one hostile human survivor and two friendly ghoul survivors spawned there. Killing the hostile one result no punishment, and talking to the two afterwards is possible, though fruitless.
* It is questionable why the Tunnelers have not overrun the vault already, despite the amount of Tunnelers in the cave before the Vault entrance, which may be enough to clear out the Feral Ghouls inside. Though one can argue that the highly radiated environment allow ghouls to heal faster than Tunnelers can dish out damage, no increased healing symptom is shown.
Fields Of Salvation

Amytis wouldn't be proud

“*The Lights Herald Paradise. A Great City is said to lie within Her Walls, still. [...]. There, by the Flickering Lights of the Monument, we shall find Salvation.*”
—Onward, to Salvation!
**The Fields of Salvation (Formerly the NCR Sharecropper Farms)** is a Cannibal transient camp located in the Mojave Wasteland.

## Background

As of 2281, The NCR Sharecropper Farms existed as an extension of the Thaler Act wherein farmers were paid commission to travel to the frontier and grow food for the growing number of NCR personnel there. At some point after the Second Battle of Hoover Dam, the area was abandoned along with the official NCR presence in the Mojave and its fields left fallow. Sometime after The Fall, a group of Cannibals en route to the New Vegas Sewers made a temporary camp in the area, using it as a staging ground for hunting survivors.

## Overview

The Fields of Salvation are comprised of a fenced-off farming area containing several greenhouses which have been repurposed by the cannibals, ostensibly for ceremonial purposes. These "Bone Gardens" contain macabre arrangements of sinew and bone arranged within the planters and farming equipment left behind by the areas previous inhabitants. The cannibals here tend towards improvised melee weapons and grenades with a handful carrying makeshift rifles and the like. Due to its close proximity to the Marked Men-controlled Aerotech Office Park, skirmishes between the two groups are quite frequent but usually very one-sided.

### Areas of Interest

The apparent leader of the Cannibals carries Legate Lanius' mask, a Nuka-Breaker and the note above.

## Trivia

The Mask carried by the Cannibal leader is in fact that of Legate Lanius. Ironically, it is far outclassed stat-wise by the crude mimicries used by the Burned Bulls, making it just another piece of wasteland trash.

Many of the cannibals located here are tagged as NCR personnel and will cause infamy when killed. Since most NCR personnel are categorically hostile, this has little impact on gameplay.

## Tactical Considerations

The area is flooded with cannibals mostly equipped with melee weapons, they are also surrounded by a fence which they patrol regularly. Make sure to take out the patrols from a distance as they will overwhelm you. Once you get that done, get near the fence where the cannibals will get stuck on the fence running side to side looking for an exit. This will make them an easy target as they can not run up at you until they find an exit. But watch your sides too, either Tunnelers, NCR Remnants, Cloud Victims, or cannibals can get you from sides. Also be wary of the exits, as some might slip through without you noticing and can easily kill a new and under-equipped survivor.
Wolfhorn Village

Tribals guarding Wolfhorn Village at night

**Wolfhorn Village** is a small tribal settlement found north of the Burned Bulls Camp.

## Background

**Wolfhorn Ranch** was a small ranch for breeding bighorners, formerly owned by Ulysses. The ranch is abandoned upon arrival of the Courier, but provides for water and shelter.

## Overview

After The Fall, Wolfhorn Ranch seems to have been taken over by Tribals, having its name changed to Wolfhorn Village.

While allready before The Fall, no live stock existed on the ranch, even those few crops that were left to pick fell victim to the failing water supply, which the Tribals seem to lack the means or interest to repair.

With the old Farmhouse still intact, and located directly at the junction of two passageways of the Mojave, the village could certainly profit from regular visitors and caravans passing by, but the Tribals, while not actively enganging in unprovoked hostilities, do no tolerate strangers setting food on their ground.
Workshop

The **Workshop**, (formerly **Michael Angelo's Sign Shop)** is a former H&H Tools facility located in the westernmost section of The Strip. It was once served as a Billboard/Neon Sign studio workshop owned by Sheldon Weintraub (better known as Michael Angelo) prior to The Fall.

## Workshop

### Type

Pre-War Tool Facility turned Neon Sign/Billboard Studio.

### Inhabitants

* Cloud Victims
* NCR Remnants (Deceased)

## Background

Once a Pre-War tool facility owned by H&H Tools Company, it was converted into a billboard studio by Sheldon Weintraub after he relocated from Vault 21 to design and construct signage projects under the patronage of Robert House. He took on the pseudonym named "Michael Angelo."

At some point during The Fall, the Workshop fell under occupation by NCR Remnants, who were trying to find a means of escape from the Strip. Only to eventually be wiped out by Cloud Victims, most likely the ones originating from Gomorrah.

## Overview

Can be accessed through a hatch in Vault 21, located in a room containing a bathtub with a skeletal corpse in it, upon entering, survivors will find themselves in a bathroom stall. In the next room there is a terminal containing some lore as well as a bed next to it.

The Workshop is inhabited by Cloud Victims, all of whom are carrying melee weaponry and patrolling the area. Many skeletal corpses of NCR Personnel are seen throughout, with 4 fresh NCR corpses in a corner near an empty gorebag.

## Areas of Interest

* In Michael Angelo's room there is a terminal containing some lore, as well as a usable bed next to it, there is a Hot Plate on a table next to the refrigerator. The refrigerator itself contains a bottle of Scotch.
* In the next room, there is 3 workbenches, containing tin cans and scrap metal, as well as other materials. Turning to your right, you'll see a table containing billboard schematics, this has no use in DUST however, being a left over from the vanilla game and has no real use there either.
* There are 4 fresh corpses in a corner in the main area of the facility, careful when approaching as there is a bomb planted next to them and will explode is approached in its proximity, there is another bomb next to a small file cabinet in near the main exit
* The main area, there are stairs as well as additional work benches, one of which contains more tin cans.

## Trivia

* It is unknown what happened to Michael Angelo, it is possible he was either killed by the NCR Remnants when they took over the workshop. It is also possible that he tried to escape the Strip alongside her sister Sarah during the Fall and was executed in Freeside.
McCallum Rifle

Survivor firing a fully modded McCallum Rifle

The **McCallum Rifle** is a .45-70 semi-automatic rifle appearing in Fallout: DUST.

## Characteristics

The McCallum Rifle is an exceptionally powerful weapon, making short work of almost any opponent in the Mojave and beyond. It chambers the .45-70 Gov’t round, and uses it to great effect, dealing a whopping 70 damage per shot. It fires faster than other .45-70 caliber weapons, and holds 12 rounds, twice the amount of the contemporary Brush Gun.

Externally, the McCallum Rifle resembles a 9mm Submachine Gun on steroids, complete with both forward and shoulder stocks. The McCallum feeds from a side-mounted magazine, as opposed to being bottom or top-fed. Its appearance can be further modified with weapon mods, including a scope, makeshift silencer, and a long barrel that further increases the gun’s damage output.

## Locations

* A McCallum Rifle along with some modifications for it can be found in the Train Station building near REPCONN Headquarters.
* A McCallum Rifle along with a scope modification can be found on the Hidden Supply Cave

## Notes

* The McCallum Rifle‘s magazine twists when reloading. This is because it shares its reload with the Gauss Rifle.
* A bundle of ammo is present along the stock of the McCallum, and always displays ammunition even if the Survivor has none. Furthermore, these bullets are not .45-70 Gov’t rounds, but instead resemble oversized 7.63x25mm Mauser rounds. This is because the asset for the ammo bundle is taken from the Chinese Pistol, which itself is based on a Mauser-derived pistol.

## Behind the Scenes

The McCallum Rifle is named after its creator Jose McCallum, known to the modding community as Shoeburglar. The McCallum is featured in Shoeburglar’s Wastelander Pack, as are many other weapons in DUST.

## Bugs

Sometimes, the McCallum rifle stops having textures and displays a white model
Makeshift Incinerator

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

### Ammo

Flamer Fuel, Flamer Fuel (Homemade), Flamer Fuel (Optimized)

### BaseID

xx001C2B

The **Makeshift Incinerator** is an energy weapon featured in Fallout: DUST.

## Characteristics

The Makeshift Incinerator is not craftable.

## Locations(incomplete)

* Occassionally carried by Cannibals and other humanoids.
Makeshift Crossbow

Survivor about to enjoy a Tunneler Steak

The **Makeshift Crossbow** is a craftable two-handed weapon in Fallout:DUST

## Characteristics

The Makeshift Crossbow is an exceptionally precise and powerful weapon, and, next to Throwing Spears, may be one of the most underrated weapons of the Mojave. The weapon itself, its scope, as well as its Bolt ammunition can be crafted by the Survivor.

Tribals will ocassionally hold a Makeshift Crossbow and Bolt ammunition, which frees the Survivor from collecting the materials required for crafting the weapon and dragging them around as dead weight.

Only a handful of other weapons match the precission of the Makeshift Crossbow, and none of them is craftable or has craftable ammunition readily available.

Due to its high precission, the Makeshift Crossbow can be used to very reliably take out hostiles silently at great distances, and even at close range it can be reloaded fast enough to land multiple hits on opponents, with each single one quite possibly being lethal by itself.

Bolt ammunition not only provides armor piercing capabilities, but also can be crafted in comparably large amounts by breaking down the also craftable Throwing Spears and Throwing Knife Spears easily looted from the Tribals and other factions of the Mojave.

The Makeshift Crossbow suffers from durability issues, though, requiring frequent maintenance, which substantially lowers its value to Survivors lacking repair skills.

## Crafting

### Makeshift Crossbow

Workbench (Survival 40)

1 x Hunting Shotgun
1 x Surgical Tubing
1 x Fire Axe

### Homemade Crossbow Scope

Workbench (Survival 40)

1 x Duct Tape

### Ammunition

Crafting Kit and Workbench (Repair 40)

Workbench (Repair 30)

## Locations

* Ocassionally found in the hands of Tribals
* Captain Dean Boat rentals, next to a dead Survivor

## Notes

* The Makeshift Crossbow can only be repaired with other Makeshift Crossbows and Weapon Repair Kits, unless the Jury Rigging perk is taken. Jury Rigging allows repairing the Makeshift Crossbow with any Two Handed Rifle.
* Most all components used in crafting the Makeshift Crossbow are clearly visible in the finished product
* Bolt ammunition provides DT -2
* Explosive Bolt ammunition, while listed in the game files, seems ot have been cut, and can neither be used with the Makswhift Crossbow, nor obtained in game
* Despite sporting a clearly visible Fire Axe blade in the front, the Makeshift Crossbow can not be used to deal melee damage
* The weapon will allways show a loaded Bolt, even if the Survivor is out of ammo, or a projectile just left the weapon
* While hunting shotguns are more readily available as loot, fire axes are particularly hard to come by. Here is a list of locations:
	+ Fort Searchlight fire station
	+ Zion, Hopeville, one of the marketplace storage houses made out of corrugated metal sheets in the market district
	+ The Sewers, next to a dead Survivor and his duffle bag
	+ Freeside, the ruined store
	+ Survivor in Ranger Station Foxtrot

## Behind the scenes

The Makeshift Crossbow is featured as Hunting Crossbow in Shoeburglar’s Wastelander Pack, as are many other weapons in DUST.
Makeshift Flamethrower

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

### Ammo

Flamer Fuel, Flamer Fuel (Homemade), Flamer Fuel (Optimized)

### BaseID

xx00322C

The **Makeshift Flamethrower** is a craftable energy weapon featured in Fallout: DUST.

## Crafting

Workbench (Energy Weapons 40)

2 Lead Pipe
1 Paintgun

## Behind the Scenes

The Makeshift Flamethrower is featured as Martyrom in Shoeburglar’s Wastelander Pack, as are many other weapons in DUST.
Cloth Strips

Cloth Strips on a gurney

**Cloth Strips** are a miscellaneous item in Fallout: DUST.

## Characteristics

Cloth Strips can occassionally be found as loot, but are mainly sourced by breaking down certain items using the Crafting Kit.

Albeit only weighing 0.10 lbs, Cloth Strips should be crafted into weightless Bandages as soon as possible.

The following items can be broken down into Cloth Strips:

* Crutch (1 Cloth Strips + 2 Wood)
* Patched Skin Outfit (3 Cloth Strips)
* Wasteland Settler Outfit (3 Cloth Strips)
* Wasteland Wanderer Outfit (3 Cloth Strips)

## Notes

* Cloth Strips share their world model with the Surgical Tubing

## Locations

* Cloth Strips can ocassionally be found inside of containers and on lootable corpses
* Cloth Strips do not seem to exist outside of above noted locations
Safehouse

Home sweet home

“*Ooh, boy! We're eatin' tonight! Yessir, that wanderer we been trackin's got a can of beans! [...]*”
—Journal
The **Safehouse** is a small two-room house located in the southern Mojave Wasteland, serving as one of the possible starting locations in Fallout:DUST. Formerly used as a safehouse for Legion personnel operating in NCR territory, it has since become just another ruin in the wastes.

## Overview

The Survivor regains consciousness here, having used an improvised grenade launcher to kill three survivors who attempted to rob them of a can of beans.

### Layout

The Safehouse is comprised of two floors. The upper floor is a living area with a sofa, table and workbench. Here, the portable Crafting Kit can be found along with a few miscellaneous and aid items. The lower floor contains a bed, a radio, a footlocker, an Makeshift Grenade Launcher, a tire iron, two dead survivors and the can of beans that started this mess. There are also a few empty tin cans as well as some cleaner and detergent to be found, useful for creating Molotov cocktails. Underneath the player bed is a hatch, leading to the Nipton train tunnel.

### Amenities

The Safehouse contains a bed, player storage, a full-sized crafting table and a campfire (located out front). This benefits are mitigated by the fact that the Safehouse is located in a particularly dangerous area of the Mojave wasteland, being just north of the Ghoul-infested nuclear test site and surrounded on all other sides by packs of Tunnelers.

## Trivia

* Prior to DUST 2.0, this was the one and only starting location
Meltdown

“*Meltdown causes foes killed by your Energy Weapons to give off a corona of harmful energy. Note: this can cause a chain reaction.*”
—Fallout: DUST description
**Meltdown** is a perk in Fallout: DUST.

## Effects

DUST does not modify the Meltdown perk; it works exactly as it does in Fallout: New Vegas.

## Notes

* In contrast to other perks, such as Laser Commander, this perk *will* affect all new energy weapons DUST introduces, as listed on the Weapons of DUST page.
* Despite the 9mm Revolver being classified as an Energy Weapon, its in-game configuration classifies it as a one handed (non-energy) pistol, and thus it will not cause meltdowns to occur.

## Behind the Scenes

* Meltdown is an unmodified version of the Fallout: New Vegas perk Meltdown.
The Prison

The former warden's office

“*HEHEH THIS OLD THING STILL WORKS LOOKAT MEEE OFFICIAL TYPING MAN OH SHHit caps lock was still on haha.*”
—asdgasdgsd
**The Prison** (Formerly the **New California Republic Correctional Facility**) is a derelict prison in the Mojave wasteland. 5 years before the fall, the NCR CF was the site of a prisoner uprising in which prisoners used secreted explosives and improvised weapons to kill their guards and take over the facility which they converted into a fort for raiding parties.

## In DUST

Due to unknown circumstances, the prisons former raider inhabitants had abandoned the facility, leaving it open to occupation by a group of survivors in 2301.

Thanks to one of the survivors tampering with the former wardens terminal, the records detailing the circumstances leading up to the prisons capture by inmates were erased, much to the chagrin of the group's apparent leader, Morgan.

Initially, the group magnanimously extended invitations to join them in their fortress to like-minded survivors from the various camps that dot the south-western Mojave. This resulted in disaster as a group that was subsequently allowed in attacked the established survivors in the middle of the night, killing Morgan and half of the cell blocks occupants before being killed themselves.

Since this occurred, the inhabitants have taken a hard-line on self-preservation and will open fire on anybody who comes into range.

### Areas of interest

* The Cell Blocks contain explosives, but no C4
* One of the watch towers contains ranged weaponry, the exact nature of which seems to depend on the Survivors level upon arrival. Higher level Survivors may be lucky enough to find a Sniper Rifle and the Sniper rifle carbon fiber parts, reducing its weight from 8.00 lbs to 3.00 lbs.

## Insanity

* After or even before killing all of the inhabitants, child NPCs may begin spawning in the prison yard and visitor center, independant from the Survivors level of Sanity.

## Trivia

* Several vanilla Powder Ganger NPCs (such as Scrambler) appear in the prison, albeit under the name "Survivor". This could suggest that the prison was not completely uninhabited when it was taken over by survivors.