recursal/Fanatic-Fandom huggingface dataset:
Kaeto Banes

## Notes

* Kaeto Banes
	+ His parents are:
		- Alisha Banes and Zack Gates
			* Were friends that got drunk one night and things happened
				+ Luckily Zack helped raise Kaeto so
	+ Muggleborn
* FAMILY LIFE
	+ Alisha's drinking problem
		- She loves her liquor
			* Spends all her money on the stuff
		- Zack struggles to pay the bills and take care of all of them on a small paycheck
			* Can't get a better job
				+ Not that he hasn't tried. Which is why he knows that he can't
		- Things turned for the worst though
			* She started to get violent when she didn't have enough money to buy the things she wanted
				+ Even though she spent all her money on liquor
	+ one night zack just took seven year old kaeto away in the middle of the night
		- Alisha never looked for them
			* Thought she was better off without them
				+ Got arrested for trying to rob a gas station
	+ Zack now raises Kaeto to the best of his abilities.
		- Can now afford to take care of him
			* Got a promotion
			* Plus got married to ...
				+ Kaeto has a sister!!

## Page

Shattered Glass.

Zack Banes - Father
Lorelei Banes - Step-Sister

Two friends, Alisha Gates and Zack Banes, went to a local bar to celebrate their graduation. Of course, life, destiny, fate, whatever you want to call it, had other plans for these too. They had one to many that night and woke up in each others arms. About four weeks later, they found out that they were pregnant. Let's just say, Zack nearly died of shock that day. He didn't leave however, he stayed to help take care of the child.
He picked up a small job as a Tech consultant. Sure it didn't pay much, but it got food on the table. They did everything they could to keep the baby healthy. On July 12th, Kaeto Banes was born. Soon, things would start to fall apart.
First couple of years of Kaeto's life was just fine. That was, until he was three. Alisha picked up drinking again. Her abusive tendancies appeared during her drunk hours. Which would happen nearly every day. She was extremely violent during these times, and would beat on Kaeto if he did something remotely wrong. For instance, his mom was in another drunken rage. She hit him and all of a sudden her hand began to swell as he cried. Of course, he would never dream of doing that to his mother on purpose. He would've gotten hurt even more. Unfortunately, that's exactly what happened. He was five. Things continued like this for years as Zack tried to do whatever he could to get them out.
It took four years.
One night, Kaeto was shaken awake by Zack. With an urgent whisper and quiet drowsiness, Zack and Kaeto left behind Alisha in a cloud of dust.

They made a life for themselves in the heat of London. Zack got a promotion, they got themselves a nice small apartment and Kaeto's bruises were healing. As chance would have it, Zack met and fell in love with a certain Evangeline Roberts. After months of dating and Zack getting to know her in all sorts of situations, he decided to marry her. They had a small wedding and now....
Kaeto has to struggle with a new family, his own past and growing up.

credit goes to Ellie for the page and Red for code

WB
--
The Tops

"You're gonna dig us, baby"

“*If you're NCR and you're reading this- I've found a way out.[...]

-Sgt. Jacobs*”
—Crumpled Note
**The Tops** is a ruined casino located on the New Vegas strip.

## Background

Before the Fall, the Tops was a high-end hotel and casino owned by Robert House and operated on his behalf by the Chairmen, a tribe that Mr. House had recruited by way of his securitrons and recultured in the 1950's "Rat Pack" aesthetic. In the aftermath of the Second Battle of Hoover Dam, the Chairmen as well as the other two families were deposed and the NCR took direct control over the properties located on the Vegas strip, ostensibly killing or otherwise disabling Mr. House in the process. With the Fall and subsequent NCR withdrawal from the Mojave, the Tops fell into disuse, occupied only by the mad survivors of the cloud and their feral counterparts.

## Overview

The Tops is heavily occupied by Feral Ghouls with a token presence of Cloud Victims, some of whom are hostile. Because of the high levels of radiation found here, survivors should take precautions, packing reserve supplies of radiation treatment and either Alcohol or Thorazine given the established psychological impact of engaging feral Ghouls.

### Areas of Interest

* The Pool located behind the casino is oddly free of radioactive contamination, making it one of the few sources of fresh water in the Mojave.
* The Tops restaurant and Ace's theater contain large quantities of Alcohol.
* One of two viable entrances to Vault 21 is located in an elevator shaft near the rear of the casino floor.
Thomas Padmore

## History

Thomas was born to two muggles. He grew up decently. Nothing bad really happened in his childhood. His mother and father loved him to the end of the earth and he loved them the same. When he was six years old, he wanted to have a toy that his parents put on the counter. He really wanted it. Next thing he knew, the toy was in his hand and several other objects was on the floor. His parents ran into the room, wondering what the commotion was, and stood aghast at the mess. At age eleven he got his letter to Hogwarts.

During his school years, he met the girl of his dreams. Dana Padmore. They were both in the same year. She was so kind-hearted he couldn't help but develop a crush on her since their first year. In his fourth year, he finally decided to tell her his feelings. He pulled her aside during their break, and confessed. He was so glad when he found out she returned his feelings. They started dating.

He was always ambitious. He wanted to be top in his class, get the highest marks in his exams as well. He succeeded partly. He wanted to make sure he did well in whatever he did.

A couple years later, he proposed to Dana. They had a wonderful wedding and honeymoon. Before he knew it, they were expecting their first child, Melody. It was a whirlwind of activity. It was like that for every child. He doesn't know how he survived six children and one on the way!

## Job

He plans on registering for the Ministry or making his own shop.

## Personality

He is ambitious and kind. Thomas trys really hard to work hard and EARN what he has. He doesn't take charity well. It isn't because he's prideful or anything, he just doesn't like it when someone gives him something just because. Ok. Maybe he is a bit prideful. He is extremely proud of his children. He finds it hard to punish them when they do something that they know is wrong. He can be a bit of a workaholic due to the fact that he wants to be the one to provide for his family.
Makeshift Grenade Launcher

Makeshift Grenade Launcher at home...

The **Makeshift Grenade Launcher** is a grenade launcher featured in Fallout: DUST.

## Characteristics

The Makeshift Grenade Launcher is a crudely built weapon designed to serve as an alternative to the now-rare Grenade Rifle. Visually, it is almost indistinguishable from the Railway Rifle, but the Makeshift Grenade Launcher fires 40mm Grenades as opposed to railroad spikes.

A hefty weapon with equally bulky ammunition, it serves its purpose as a viable area-of-effect weapon, but is not recommended for everyday use and is inferior to most other 40mm weapons.

Likely due to haphazard craftmanship, the Makeshift Grenade Launcher has a spread **10-15 times** **greater** than its conventional counterparts, and therefore should be used with extreme caution, due to the risk of well-aimed shots still causing the user to be harmed.

## Crafting

The Makeshift Grenade Launcher is not craftable.

## Locations

* Starting locations Hidden Armory (3) and Safehouse (6)
* Occasionally wielded by Cannibals, with its non-makeshift variants more common with NCR Remnants

## Notes

* Curiously, the Makeshift Grenade Launcher has a higher item HP than the Grenade Rifle or Grenade Launcher, despite its status as a homemade weapon.
* Despite using the 40mm grenades as ammunition, the Makeshift Grenade Launcher uses the Guns skill to determine its effectiveness.
* The Makeshift Grenade Launcher is not affected by the Grunt perk, despite meeting its description.
* The extremely high spread is not mentioned in the Pip-Boy, unlike other qualities such as high Critical Chance or Critical Damage.
	+ The three issues above can be addressed by installing DUST Tweaks - Better Repair and More.
* Its strength requirement is 0, despite weighing 9 lbs.
* In reality, constructing a homemade grenade launcher would be extremely difficult without precision tools, due to the spin-activated fuse on 40mm grenades. If a 40mm grenade does not spin enough times before impact, it will not explode, protecting the user from harming themselves if they accidentally discharge the weapon in close quarters. Thus, the rifling on a homemade launcher would have to be precise in accordance with the spin requirement.
Night Terror

Super Mutant blocking the view to an easter egg

**Night Terror** is a Wasteland Urban Legend in Fallout: DUST.

## Overview

Reports from the few Survivors that have managed to escape the horror story that was once the city of Freeside make consistent reference to some sort of large purple-skinned creature wandering near the car pile-up serving as the city's divider. The physical descriptions given match very closely with that of a Super Mutant, though these reports seem to have come exclusively from the  mentally-incapacitated and  proceeding loss of consciousness has been cited in nearly every interview. While the creature's existence has yet to be confirmed, Freeside's proximity to the Vegas plague-cloud should be kept in mind for any interviews going forward.

## Trivia

* Night Terror's name in DUST may be a reference to the fiend of the same name in Fallout: New Vegas.
The Forecaster

Insanity awaits in the Shadows

“*[...] Come forth if you want answers, but know that our meeting will end in blood.*”
—Remember. (4)
**The Forecaster**, having a similar past history with The Courier, reveals knowledge to the Survivor.

## Background

Purportedly gifted with psychic abilities **Clay**, more commonly known as **The Forecaster**, was a young boy residing in a makeshift camp, with only the bridges of what was then called the 188 Trading Post protecting him from the elements, his presence and possible talents being largely ignored by all other inhabitants.

Protecting his fragile mind from other peoples' thoughts by what he calls a 'Psychic Nullifier', Clay would foretell future developments in the wastes, albeit in a cryptic ways. And only in return for getting paid.

## Overview

The Forecaster leaves his camp sometime after The Fall, abandoning his prized possession of old world artifacts like books and Sugar Bombs representing "other peoples' thoughts" to him.

Obviously anticipating not only the Survivors arrival at the 188 Overpass, but also their curiousness, he leaves a note inside of an old suitcase at the location of his former camp, implying his presence on The Strip.

He leaves a further note in a more prominent place at the 188 Overpass, this time urging the Survivor to meet in the Ultra Lux (sic!) in three days.

Avoiding the direct route to The Strip, Clay leaves an additional, similarly worded note at Captain Dean Boat Rentals on his way to his ultimate destination, The Ultra-Luxe.

Leaving a trail of breadcrumb notes, The Forecaster makes his way into The Ultra-Luxe through cracked walls and crumbling tunnels, before finally making camp in its penthouse.

Knowing, that without the protection of his Psychic Nullifier he has to rely on Thorazine preventing further deterioration of his mental state, he leaves a final note for the Survivor, before putting down what is to be his Last Forecast in writing.

After consuming his last dose of Thorazine left, Clay succumbs to insanity, and now as an adult, awaits the Survivor in The Ultra-Luxe penthouse.
Repconn HQ

Corporate shenanigans...fallen away

**Repconn Headquarters** is a location in the Mojave Wasteland, south-west of Aerotech Office Park.

Once a corporate headquarters, now it stands as a temptation to the desperate.

## **Background**

Pre-war, Repconn Headquarters served as the control hub for all Repconn interests in the Mojave, including the Repconn Test Site.

## **Overview**

The outside of Repconn Headquarters is patrolled by Maintenance Bots closely resembling the former Mr. Handy models.

Patrolling bots are are hostile, and ready to literally roast intruders using their flamethrowers.

The inside of the Repconn HQ seems to have been largely preserved in exactly the state it was before The Fall.

Each floor is patrolled by mobile facial recognition scanners and maintenance bots, with the Tour Guide calling in Sentry Bots from hidden compartments when attacked.

### **Areas of Interest**

* The Mr. Handys outside are a good source of flamer fuel for processing into molotov cocktails.

* There are two locked supply closets on the first floor, requiring 50 and 75 lockpick respectively. One of them contains both a plasma pistol and a plasma rifle.

* On the 1st floor, the vault hides an energy weapons skill book and the Q-35 Matter Modulator behind a 100 Lockpick/Science barrier. It's less damaging than a normal plasma rifle, but it's more ammo efficient. That's valuable in DUST.

* There's also an energy weapon skill book on the 2nd floor, and a 75 lockpick way into the vault. There is a kitchen on this floor, and some alcohol is guaranteed as well as some turpentine in the janitor's closet, but it's unlikely you will find food here.

* There are two dead Brotherhood Paladins on the 3rd floor, and you may loot the mission holotape - but they don't have anything else you may take. There's also a 25 lockpick safe on the 3rd floor.

* North of the Repconn HQ is a small train station. There is a lot of pre-war money, some explosives, a dead survivor with a note referencing Understone, and a McCallum rifle together with some modifications.

## **Trivia**

* The presence of the Q-35 Matter Modulator in Repconn suggests that the Courier ignored the facility. Perhaps this lack of attention to detail played into the Courier's Fall?
Emergency service railyard

Ad Victoriam, brother

“*These people need our help and if our mission says I must abandon them, then to hell with my mission! My duty is to protect people and that is exactly what I intend to do!*”
—Mission Log

## In Dust

The emergency service railyard is a location in the Mojave located east of Primm and south of The Prison. Sometime after the The Fall, the railyard became the home to a group of friendly Brotherhood of Steel soldiers.

Originally sent from Washington D.C. by Elder Lyons, this detachment of the Brotherhood was supposed to head back the Brotherhood in California, presumably back to Lost Hills.

### Areas of Interest

* The area contains an inaccessible building with a boarding platform attached to the west side. On the platform, there are several mattresses, an irradiated sink and some shelves full of containers, and miscellaneous items. Under the platform, there is a sledgehammer in very poor condition next to a broken piece of machinery. A campfire can be found nearby on the same side.
* Two Sunset Sarsaparilla star bottle caps can be found on one of the platform's mattresses.

## Gallery

Knight with a gasmaskA knight and an initiate taking a break from patrol
Tribals

Some of the last of the Great Khans (Quarry Junction)

“*Most of the tribals of the Mojave are made up of the remnants of Caesar's Legion, the Great Khans, and the immigrated tribals of Zion. Many are highly aggressive, often attacking on sight.*”
—Fallout: DUST loading screen
**Tribals** are a major faction in Fallout: DUST, consisting of the surviving remnants of Caesar's Legion, the Great Khans, Fiends, Zion and Divide tribes, and other Mojave tribes that have split into smaller groups.

Tribals, like Survivors, are not always hostile, but will expose territorial behaviour, with many attacking The Survivor and any other party entering their territory on sight.

## Equipment

Tribals are among the worst equipped human factions in the Mojave, armed with makeshift melee weapons and usually lacking any ballistic weaponry or explosives. Most Tribals are very lightly armored, wearing simple loincloths or other crude clothing.

Tribals descended from the Legion tend to be significantly better armed and armored, preferring heavy armor and powerful melee weapons. Tribals are mostly dangerous due to their large numbers and preference for melee combat, often attempting to swarm the player at close range where ranged weapons are less effective. Many tribes additionally use Guard Dogs or other trained animals to defend their settlements.

Though numerous Tribes across the Mojave practice Cannibalism, they are not part of the Cannibal faction and are hostile to any Cannibals they encounter.

## Tribes in Dust

### Mojave Wasteland

* Aurelia (Overlaps with Cannibal Faction)

* Red Rocks
* Blind Dogs
* Prophets
* Burned Bulls
* Three Crosses
* Cult of Mo-Tel (Overlaps with Cannibal Faction)
* Bitter Springs
* Kai-sar Cult
* Dust Devils (Mentioned only)
* Green Feet (Mentioned only)
* Tribal Village (unnamed group, jointly held by Burned Bodies)

### The Divide

* Dust Walkers
* Deep Wells
* Stone Wolves
* Mole Herders
* Sun Children

### The Sierra Madre

* Dead Bears/Cloud Walkers (Mentioned only)

### Defunct

* Fiends
* Great Khans
* Vipers
* Jackals
* Caesar's Legion
* White Legs
* Dead Horses
* Sorrows
Makeshift Laser Revolver

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

### BaseID

xx00261C

The **Makeshift Laser Revolver** is a double action energy revolver featured in Fallout: DUST.

## Crafting

The Makeshift Laser Revolver is not craftable.

## Locations

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

## Behind the Scenes

The Makeshift Laser Revolver is featured as Laser Revolver in Shoeburglar’s Wastelander Pack, as are many other weapons in DUST.
Hunters

A Hunter, separated from his party as seen through the All-American's scope

**Hunters** are independent Cannibal groups operating throughout the Mojave.

## Characteristics

Unlike their more sedentary counterparts, Hunters travel on their stomachs and will pursue a target for days.

They seem to prefer travelling in groups of four, usually with at least one advance scout. Advance scouts commonly are among the least well armed members of the party, but are versatile with their weaponry and can cut down Survivors with just a few well aimed strokes. Victims have reported scouts to be using thrown explosives like grenades, but accounts are unreliable.

Apart from the scouts, Hunter groups ordinarily have two well-armed and equally well, if not even better armored members amongst their ranks. These can carry a wide range of energy and ballistic weapons, including ranged ones like rifles, and even can be in posession of automatic weapons making them a potential target for Survivors seeking to improve on their own equipment.

Apart from their motley assortment of weapons, Hunters, and especially their scouts, seem to be capable of outrunning many of their victims.

## Tactical considerations

Hunters are usually well-armed and armored, with an advance scout trying to involve potential victims in combat, with the rest of the group then closing it or taking pot-shots from a distance.

Scouts will seldom leave the calling distance of their party, so if a scout's attention is attracted, a Survivor usually has to prepare to fight the whole group.

Taking advantage of the environment and the distance usually kept between the scouts and the main group seems advisable. When forced into close quarter combat, there is nothing but high rate of attack, high damage weaponry that can save the victim.

## Trivia

* Because Hunters are technically reskinned NCR and Legion hit-squads, they will still shout lines pertaining to those factions. This is likely an oversight by the developer.
Auto-Materiel Rifle

Survivor in Advanced Radiation Suit, equipped with an Auto-Materiel Rifle.

The **Auto-Materiel Rifle** is unique, high power .50 fully automatic sniper rifle featured in Fallout: DUST.

## Characteristics

A one-of-a-kind weapon, the Auto-Materiel Rifle is without doubt the strongest automatic weapon in DUST. Its origins are unknown, though its location suggests it may have been a modification of the Anti-Materiel Rifle meant for taking down the unstoppable Wendigo.

Boasting a whopping 900 damage per second, this weapon liquifies anything it touches, armored and unarmored alike. However, it has two major drawbacks that can be a dealbreaker for many. First is the high weight of the weapon combined with the weighty ammunition. Second is the absolutely pitiful durability for an automatic weapon, a consequence of using such a high-power cartridge in a relatively low-weight weapon. These characteristics make the Auto-Materiel Rifle have usefulness in common with a Fat Man: capable of absurd damage, but almost impossible to carry regularly.

## Locations

* Held by an NCR trooper inside White-Bird's Cave in Zion

## Notes

* Despite most likely being an improvised solution for dealing with the Wendigo, the weapon still has no effect against it.
* The Auto-Material Rifle has a noticeably shorter barrel than the normal Anti-Materiel Rifle, an odd decision considering its automatic nature.
* Chambering such a powerful round in a 14-pound weapon would be extremely impractical if even possible. A real-life Browning M2, for comparison, weighs a hefty 84 pounds on its own and utilizes the same cartridge.
Makeshift Rifle

Survivor preparing breakfast with a Makeshift Rifle

The **Makeshift Rifle** is a two-handed rife featured in Fallout: DUST.

## Characteristics

A 10mm bolt-action rifle, the Makeshift Rifle is one of the most reliable weapons available. The Makeshift Rifle appears to be a combination of parts from the Varmint Rifle, 9mm Submachine Gun, and Cowboy Repeater, with other bits of junk thrown in for good measure. It deals more damage than the stock 10mm Pistol, with an equal magazine capacity.

The only disadvantage this rifle has compared to a typical ten-mil is the sluggish bolt-action mechanism. In the low-ammo world of DUST, however, raw damage usually trumps fire rate, making the Makeshift Rifle one of the best weapons available to survivors lacking factory-made equipment.

## Locations

* The Makeshift Rifle is carried by members of a number of factions, including Cannibals, Cloud Victims, Tribals and Survivors.

## Notes

* The Makeshift Rifle has no front sight. This would make it incredibly hard to aim distance shots with any degree of accuracy.

## Behind the Scenes

The Makeshift Rifle comes from Eddur’s Homemade Weapons Pack, with DUST changing it from 9mm to 10mm.
9mm Revolver

Survivor taking out a Giant Worker Ant using the 9mm Revolver

The **9mm Revolver** is a 9mm double-action revolver in Fallout: DUST.

## Characteristics

The 9mm Revolver is a simple weapon available early on in any DUST playthrough.

Compared to the 9mm Pistol from the base game, the 9mm Revolver has less than half the ammo capacity in exchange for greater damage.

Ammo is rather common for DUST standards, with 9mm rounds being used in many makeshift and factory-made weapons in the Mojave.

## Locations

* One 9mm Revolver with two bullets is placed in one of DUST's starting locations, namely Shack(5)
* The 9mm Revolver is carried by members of a number of factions, including Cannibals (and Hunters), Cloud Victims, Tribals and Survivors.

## Notes

* The skill associated with the 9mm Revolver is the Energy Weapons skill, despite the 9mm Revolver being a ballistic weapon. This is probably an oversight following this weapon's conversion from the Lonesome Road flare gun, which did indeed use the Energy Weapons skill.
* The Revolver Training perk only partially affects the 9mm Revolver; it receives the accuracy buff, but the Critical Chance buff was mistakenly assigned to the 9mm Pistol instead.
	+ The aforementioned bugs can be fixed via installing DUST Tweaks - Better Repair and More.
* At 12, the 9mm Revolver has the lowest Action Point cost of all usable weapons in DUST.
* The 9mm Revolver's cylinder appears to hold only 5 rounds, while the weapon itself has a six-round capacity.
Ending (No Spoilers)

Yes, there is an ending in Fallout: DUST: Reaching the objective of DUSTs one and only quest *Escape the Mojave* by escaping to safety.

In fact, there are several ways to reach the objective of DUSTs main quest varying in level of challenge, but also in lore to be discovered.

Detailed instructions for finishing DUSTs one and only quest can be found in the Escape the Mojave article.

If you prefer to find your own way, start out with the Getting Started article.
Sound of Mind

“*You're determined to stay sane. Your Karma is reset, you inflict +10% damage, and for every 100 points of Sanity, you gain 10 Health. You are also immune to critical hits. (Requires Good Sanity)*”
—Fallout: DUST description
**Sound of Mind** is a perk in Fallout: DUST.

## Effects

Sound of Mind requires the Suvivors level of Sanity to be at least Good, taking the perk will reset Sanity to Neutral/Unsettled (0).

The Survivor will be immune to Critical Hits, and will do an addiitional 10% damage with all weapons.

Additionally, for every 100 points in Sanity at the time the perk is taken, the Survivor will gain 10 HP for a maximum of 100 additional HP due to Sanity having a maximum value of 1000.

The additional Hit Points are not shown in the HUD, but are visible in the Pip-Boy. Also, the Pip-Boy will list the perk's HP boosting effect in the Effects display.

The additional Hit Points will be replenished whenever the Survivor heals by using items.

## Notes

* The additional Hit Points will not be replenished while sleeping, even when sleeping outside with the Roughin' It perk taken

## Behind the Scenes

* Sound of Mind seems to be a amalgamate of the Fallout: New Vegas perks Thought You Died and Ain't Like That Now introduced by the Lonesome Road add-on.
Survivors

Non-hostile survivor near Burned Bulls Camp

“*Not all Survivors are evil. Most are just trying to get by. Shooting on sight isn't always the best approach.*”
—Fallout: DUST loading screen
**Survivors** are assorted wanderers, travelers and survivalists inhabiting the Mojave Wasteland as of 2301. As distinct from cannibals and Tribals, survivors have generally maintained control over their faculties and most remain grounded in the reality of life in the Mojave. This said, local conditions invite opportunism and predatory behavior so survivors are still apt to engage in murder, cannibalism and all manner of other horrific acts.

## Overview

Survivors are equipped with a motley assortment of equipment. Most of their apparel is chosen for practical reasons rather than any faction affiliation though there are exceptions to this. Especially popular are Robco jumpsuits, courier dusters and NCR CF prisoner uniforms. With respect to weapons, survivors tend to favor factory-machined firearms as opposed to the improvised "garage" versions used by tribals and cannibals. 9mm and 10mm pistols are fairly common, as are cowboy repeaters, hunting rifles and shotguns of various extraction. Other groups, such as the tech scavengers of Big mountain, use manufactured or improvised energy weapons for their sheer power. When ranged weapons are unavailable, most survivors turn to knives and lead pipes though more esoteric melee weapons are not unheard of. On the whole, survivors are better equipped than their less-lucid counterparts in other factions and can often be counted on to carry chems, alcoholic beverages and modern medical supplies.

## Notable Survivors/Groups

* Lucky Jim's Gang
* Francis' Gang
* Primm Survivalists
* Jacobstown Vigilantes
* King's Gang Remnants
* Crimson Caravan Survivor Camp
* Guardian Peak Survivors
* Butch's Gang
* Tech Scavengers
* The Forecaster
* Crazed Followers
* NCR Deserters
* Vault 19 Powder Gangers
* Gibson's Gang

* Understone (alleged)

## Notes

* Most survivors are hostile to outsiders on contact. However, a select few will warn an intruder to leave before opening fire and an even scanter minority not mind the Survivors presence, even supporting them. Of this minority, less than a handful will be willing to trade.
Plagued Spirit

Crouching dummy allegedly resembling a Plagued Spirit

**Plagued Spirits** are Wasteland Urban Legends in Fallout: DUST. They are not to be confused with Spirits.

## Overview

Survivors that have travelled past the ruins of what was formerly known as Goodsprings have made mentions of various apparitions stalking the town.

One of these purported entities appears to be a moving skeleton residing inside the town's main shop, flensed of all of its skin save its face. Given the town's mass of diseased corpses (and  the instability of most of the witnesses), this spirit being a trick of the mind brought on by shock is the likely case; though the amount of matching details across these various reports hasn't gone unnoticed and has some concerned.

## Notes

* The character model can expose graphical glitches like protruding vertices.

## Behind the Scenes

* Despite the game files indicating, that originally a child sized NPC was meant to be used, the character model actually used is of adult height and build.
Junk Sword

A Burned Bull wielding a Junk Sword

The **Junk Sword** is a craftable two handed melee weapon in Fallout: DUST.

## Characteristics

Easily crafted from a single Hammer and a Lawnmower Blade, this improvised bladed weapon seems to be among the ones preferred by those Tribal and Cannibal communities having only a very limited supply of or no access to more advanced means of defense (or, more often, offense).

If components are available, the Makeshift Axe might be preferred over the Junk Sword by Survivors.

## Crafting

### Junk Sword

Workbench (Repair 25)

Note: The recipe lists a Makeshift Sword as result, but will produce a Junk Sword.

1 x Lawnmower Blade

## Notes

* As some other craftable weapon, the Junk Sword can be easily repaired by simply breaking it down into its components, and then rebuilding it

## Locations

* Tribals in the Burned Bulls Camp
* Cannibals in Primm
* Lootable from many other cannibals and tribals
Lydia Bernard

Dr. Bernard confronted by a Survivor equipped with an Ethics-Reminder device

“*[...] Ethics has no place in the laboratory.*”
—Entry 4
Dr. **Lydia Bernard** is a disgraced researcher associated with the New California Republic who serves as one of the main antagonists in Fallout: DUST, being one of the people responsible for the Fall.

## Overview

It is assumed that Bernard, in her then role as Assistant Head Researcher of Dr. Edwin Royst, together with him and with support and blessing of the NCR started investigating into possible cures for radiation sickness using gene therapy and gene modification in research facilities originally established in Vault 21, but subsequently moved to the Lucky 38.

Convinced, that proper research requires leaving the ambit of decency, she and Royst engaged in conducting experiments of highly questionable ethics, only to be temporarily interrupted by the NCR's request to improve on weaponizing of The Cloud, developing it into what was confidentially named "T.C.W.".

With the events of The Fall putting an end to their joint research, and Royst being trialed for his part in the experiments, Bernard, also being under suspicion, now as lead researcher of the Royst-Bernard Expedition tries to recover and improve their former work - again putting aside any ethical concerns in favor of her research, up to and including planning the murder of the presiding judge of Royst's trial, Elizabeth Ware in order to be able to continue undisturbed.

Headquartered at Black Mountain, she is coordinating the expeditions efforts, where she can be confronted by the Survivor.

## Trivia

* In-game, the NPC supposedly representing Lydia Bernard is simply named "Researcher"
* Despite being one of the main antagonists in Fallout: DUST, quite possibly the only named one present in the Mojave, looting her will only yield a Lab Technician Outfit and a Plasma Pistol (apart from lore)
Perks

There have been many changes to the Perk system in Fallout: DUST, in addition to the modifications of derived statistics from SPECIAL the Survivor is subject to.

As in Vanilla New Vegas, there are different types of perks. **In DUST, Regular perks may be obtained once every level gained in the game.** Most Challenge Perks from Vanilla New Vegas remain the same in DUST, and are obtained after undertaking and completing specific actions in the game. As with Vanilla, DUST also offers Traits during character creation.

Almost all regular perks in Dust have different requirements and effects than the un-modded New Vegas. Almost all of the regular perks have no level requirements whatsoever now. Some regular perks are roughly the same as perks in Vanilla New Vegas but have have been renamed. Some perks have had their requirements changed. Other perks have additional negative side effects now. Be aware that all of the requirements for obtaining a regular perk in the perk list at level up may not be listed in the game menu, so refer to the Regular Perks List below for a more accurate reference for Perk Requirements.

## Regular Perks

Base IDs start with two letters denoting load order positions as follows:

* `dm` - Dead Money
* `gr` - Gun Runners' Arsenal
* `hh` - Honest Hearts
* `lr` - Lonesome Road
* `ow` - Old World Blues
* `xx` - DUST

\*This perks list was last reviewed for DUST Version 2.0 As of 2019/011/18. All Perk Requirements and Effects were checked Using G.E.C.K. but were not tested in game. (Beware, YMMV)
REPCONN test site

Come fly with me, won't you?

“*Oh, that? It's just a bit west of Novac, up in the mountains. Lots of broken equipment and such. Place is deserted. Or used to be, I guess. Lately there's been talk of ghouls up that way, but I can't rightly say whether it's so or not. If you want to know more, ask old No-bark Noonan*”
—Cliff Briscoe, before The Fall

## In Dust

The REPCONN test site is a former rocket testing facility in the Mojave, located west of Novac. Sometime after the The Fall, the test site became the home to a group of Cannibals.

While this location used to be home to Jason Bright and his followers, the enigmatic ghouls are nowhere to be found in building's offices.

### Areas of Interest

* The main facility is home to many cannibals and their attack dogs. Healing supplies can be found in the form of Nuka Cola and Sunset Sarsaparilla in several vending machines. Conductors can be found here as well, a component needed to Escape the Mojave.
* Upon entering the research facility on the test site's top, accessible through the rocket assembly garage, several cannibals are found fighting each other. The Survivor can allow these enemies to fight each other before engaging the winner, should they wish co conserve ammunition.
* The basement is locked by a medium-level lock. Captain Davison and his nightkins still trying to find the stealthboy shipment and thus allow Survivor to help locating that shipment. Harland is desperately defending his area and not interested in talking. His GF is dead in the jail, recently from the look of her non-skeleton corpse. At least Survivor can report the result of their investigation to Davison, though.

## Trivia

* Upon leaving the facility, a large group of cannibals will have spawned at the main entrance. One cannibal is armed with Esther, a unique Fat Man originally purchased from the Gun Runners in the base-game. This cannibal is also armed with the Tiny Tots ammunition, and the player should eliminate this enemy quickly if they want to escape the test facility intact. This event happens regardless of entering through the front or side entrance. Humorously, the player is notified about picking up the Launch Station Music when approaching the nuke-wielding cannibal (even if they're dead), although for whatever reason it cannot be selected on the pipboy's radio.
* As of Dust 2.0, these cannibals appear from when Survivor approaching the area. Rarely, mostly the first time approach, that we can see the cannibal wielding Esther coming out and shoot it down at the courtyard. Mostly, upon reloads, they are even earlier and player can only see the nuking mushroom once or twice before him and his guards get killed by ghouls on the platform.
Mods for DUST

This article contains a list of helpful mods that work well or were made for Fallout: DUST. As noted in Getting Started, mods are mostly a matter of taste, even if they do fix the occasional bug.

## Gameplay mechanics

Mods in this section modify the gameplay mechanics of DUST.

## Player homes

Mods in this section provide player homes, varying in size and comfort.

 Rat Race - A DUST themed dungeon and home. | Adds a player home inside the pipe network of Camp Golf, as well as a dungeon to get to it. Requires Speedy's Resources.

## Graphics

Mods in this section modify graphics or animations.

## Companions

 DUST Courier Companion - Expansion Project | An overhaul to the Courier companion mod for DUST Survival Simulator.
Requires Fallout DUST - Expansion Project

## Quality of Life

Adds a warning in the subtitle bar in containers that are unsafe to store items. (respawn flag is set)

## New Spawns

New enemies to encounter. Load after DUST.
Chinese stealth armor

The Survivor wearing Chinese stealth armor outside of Hoover Dam

The **Chinese stealth armor** is an armor apparel item in Fallout: DUST and Fallout:New Vegas.

## Characteristics

Once used by Chinese Crimson Dragoon troops and Black Ghost counter-insurgency/terror units before and during the Great War, such armor is a rarity in the Mojave.

While its protective capabilities are limited, the stealth boost it provides is undoubtedly useful to any survivor who wishes to either stay hidden from, or ambush unsuspecting enemies.

## Notes

* With the right setup, this armor's use can work substantially well for players specializing in light armor and stealth. Taking the Coward and/or Tunnel Runner perk both grant users of light armor differing movement buffs, while the latter also decreases the chance for enemies to score critical hits.
* The most obvious downside to this armor is the existence of only two suits, however the Jury Rigging perk offsets this by allowing it to be repaired by nearly, if not all light armor.

## Behind the Scenes

DUST reuses the Chinese stealth armor available in Fallout: New Vegas, and its characteristics appear to be completely unchanged.

## Locations

* Two suits lay dormant in the office level of Hoover Dam, inside of a storage room alongside barrels of radioactive waste.
Roughin' It

“*You're more at home under the open stars than under a roof. Any time you sleep outside, you gain the benefits of being Well Rested, even if you don't own the bed.*”
—Fallout: DUST description
**Roughin' It**  is a perk in Fallout: DUST.

## Effects

Given the scarcity of aid items and ingestibles for healing limb and health damage, the threat of sleep deprivation and the general increase of damage received and dealt, simply sleeping off a cranial fracture while at the same time replenishing Hit Points and getting rid of most negative effects of ingestibles can prove to be a substantial advantage.

In addition, with DUST removing the option to own a bed, this perk is the only way to gain the 10% XP bonus of the Well Rested perk. With DUST removing many opportunities for earning XP, this also seems to be a welcome effect of this perk.

If the Survivor is in posession of a Bedroll Kit, all advantages of this perk can be enjoyed anywhere outside.

## Notes

* Hit Points gained by the Sound of Mind perk will still not be replenished by sleeping outside, even if the Roughin' It perk was taken

## Behind the Scenes

* Roughin' It is an unmodified version of the and Fallout: New Vegas perk Roughin' It introduced by the Lonesome Road add-on.
Shadowclaw

**Shadowclaws** are Wasteland Urban Legends in Fallout: DUST.

They are bestial creatures appearing in legends native to the Mojave Wasteland.

## Background

While hysterical survivors have sworn to their existence, skeptics maintain that these creatures are purely fictitious and have rebutted that heretofore all reported encounters with the species have involved alcoholics, drug addicts, cannibals and the mentally infirm.

## Overview

Most witnesses maintain that Shadowclaws superficially resemble the common Deathclaw, albeit with some morphological differences. Most notably, Shadowclaws are allegedly translucent or possess some form of dynamic camouflage which allows them to blend in with their immediate surroundings.

Some researchers have attributed this characteristic as being the result of a later mutation of the Pre-War Jackson Chameleon from which the Deathclaw genus was created. Shadowclaws are alleged to announce their presences with a high pitched shriek in contrast to the guttural growl of the common Deathclaw. The most curious element is that there is yet to be a confirmed death from a Shadowclaw attack. All subjects who have reported an encounter with the creatures maintain that they were knocked unconscious and came to shortly thereafter, often waking up miles from the location of the reported encounter after having suffering intense nightmares.

While some maintain that Shadowclaws are the product of overly-fevered and disturbed imaginations, their characteristics in conjunction with some of the other known projects of the Pre-War US government have led many to believe that Shadowclaws are an advanced version of the original mutation created and deployed as a psychological weapon to disseminate fear and dissent amongst soldiers of the Chinese People's Liberation Army.
Gambler's Pal

Fully modded Gambler's Pal in close-quarters combat in The Atomic Wrangler

The **Gambler's Pal** is a unique double-action .357 magnum revolver featured in Fallout: DUST.

## Characteristics

Essentially the definition of a holdout weapon, the Gambler’s Pal is a .357 revolving firearm combined with a knuckle duster, yet weighing only a fourth as much as the contemporary .357 Magnum Revolver. In the past, this weapon was most likely smuggled into casinos by patrons who wanted a little insurance aside from what was offered at the Blackjack tables. In the *post*-post-apocalypse, however, those casinos are no longer in business. Combined with the fact that this weapon has less than half of the durability of its more common competitor, the usefulness of the Gambler’s Pal is limited. It is not a bad weapon, but is not strictly superior to the readily available .357 Magnum Revolver, nor does it have any reasonable advantage over the Volcanic Pistol.

## Location

Found on the skeletonized remains of James Garrett in The Atomic Wrangler, with all available modifications located in the same building.

## Notes

* Despite having a knuckle duster as a grip, the Gambler’s Pal cannot be used for unarmed combat.
* The Gambler's Pal is not affected by the Revolver Training perk.
	+ This oversight can be fixed by installing DUST Tweaks - Better Repair and More.

## Behind the Scenes

* The Gambler's Pal originally comes from the Wastelander Pack mod.
* The Gambler’s Pal is based on the French 5mm pinfire Apache knuckleduster revolver. The Apache revolver also has a short folding blade in addition to the knuckle duster and revolver, something the Gambler’s Pal lacks.
Makeshift Harpoon Gun

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### BaseID

xx06D632

The **Makeshift Harpoon Gun** is a ballistic weapon featured in Fallout: DUST.

## Crafting

While Harpoon ammunition is craftable, the gun itself is not.

## Locations

* Can spawn on a variety of NPCs, including Tribals at Kai-sar's Hill and west of New Vegas

## Behind the Scenes

The Makeshift Harpoon Gun is featured as Harpoon Gun in Shoeburglar’s Wastelander Pack, as are many other weapons in DUST.
Experimental Radiation Treatment

“*Had to conduct ANOTHER training seminar on the proper usage of the new batch of Rad-X. Apparently some half-witted private OD'd by taking the capsules directly, despite all of the warning labels printed directly onto the jar. [...]

I'm getting real tired of explaining this. [...]*”
—Journal
The development of **Experimental Radiation Treatment** refers to Royst-Bernard research staff inside the Lucky 38 Labs and Vault 21 developing anti-radiation treatments prior to the events of The Fall, which is assumed to be one of the reasons for the formation of the Royst-Bernard Expedition after The Fall.

## Background

In the wake of the Legion-NCR war, NCR research teams were given a mandate to develop improved treatments and countermeasures against radiation sickness as many NCR personnel had been stricken in incidents such as the dirty bomb attack on Camp Searchlight.

Through extremely questionable research practices on living test subjects, ultimately leading to Royst being incarcerated and scheduled for trial by the NCR, this project eventually bore fruit: Experimental Rad-X and Experimental RadAway.

While initially promising, the compounds developed proved categorically lethal to human life and were abandoned along with many of the other scientific endeavors of the Lucky 38 research staff.

One of the Vault 21 custodians discovered the research practices the NCR were performing and sabotaged it, causing the destruction of Vault 21, which resulted in the NCR dumping radioactive waste in the vault entrance to cover up the event.

During The Fall, the Freeside rebels rushed to the Lucky 38, and destroyed the labs, though suffering heavy casualties.

During the Royst-Bernard expeditions foray into the Mojave wasteland in the aftermath of The Fall, the researchers accompanying them made an interesting discovery. Beyond its original intended effects, the experimental Rad-X proved capable of decontaminating irradiated water at low concentrations, a theory first put into practice with the reservoir at Camp Golf.

Because of the implications of this discovery, Royst's supporters believe that it alone is sufficient to absolve Royst of all charges filed against him.

## Trivia

* Despite Edwin Royst being incarcerated and thus not being part of the expedition formed after The Fall, it still carries his name alongside that of his former assistant Lydia Bernard: Royst-Bernard Expedition
Cloud Walkers

The Cloud Walkers are mentioned only in a few fragmented text.

"We, the Cloud Walkers, Last of Caesar's Loyal, do Hereby Swear by the Madre and the Father that the NCR shall No Longer Hold Sway over This Land. With The Father's Loving Guidance, we Shall Scourge The Bear from the Face of the Earth."

They are, or used to be, remnants of the defeated Legion. After the 2nd Hoover Dam, the Legion fragmented into several named and unnamed groups spreading from Mojave to eastward of Colorado River.

NCR Researchers heard of and track a shipment of Hazmat materials stopped outside of Sierra Madre Casino. Unwilling to expend the manpower to explore and loot the area themselves, NCR lure some tribes into doing this dirty work. At first the Dead Bears tribe, with 1st goal is to loot the shipment of Hazmat, the which was transported to The Strip's labs for research and upgrades. Later on other tribes join Dead Bears to scavenge this area.

Meanwhile, Elijah who had been holding Sierra Madre as his domain, lurked in shadow and established contact with the tribals. Through them, he passed on many dangerous researchs to NCR, certain that they would misuse these technologies and bring ruins upon themselves. Later on he launched a massive dust storm with Cloud inside sweeping throughout Mojave. While this attack bring many ruins, its damage still not surpassed by the damages from those earlier tech transfer.

The tribes around Sierra Madre, taken in the sermons by Elijah, and burned in hatred toward NCR, attack their contigent of guards over the casino. They decree to be the last heir of Caesar's Legion, and taking a name for themselves: Cloud Walkers.

It's uncertain what happen after that. The scene of many tribal skeletons, among them Elijah's, surround the Villa Fountain, with Legion flag holding high in the center and four corpse of NCR troopers at 4 corner as sacrifice... is difficult to interpret.