recursal/Fanatic-Fandom huggingface dataset:
Red Rock Village

“*A Blind Dog spy came in the night. He came into my Longhouse and fouled its walls with filthy vandalism. [...]*”
—Blind Dog Situation
**Red Rock Village** (Formerly Red Rock Canyon) is a location in the west Mojave. Originally home to the Great Khans, it is now inhabited by a tribe called, appropriately the Red Rocks.

## The Red Rocks

The Red Rocks appear to be a passive tribe, only occasionally venturing out into the wastes to trade with other tribal groups and survivors. At the time of the survivor's arrival, the Red Rocks had been providing anti-venom and other medicines to the beleaguered survivors of Vault 19. Possibly due to superstition, this caused friction with another nearby tribe, the Blind Dogs. Because of this, a blind dog scout had snuck into the village and vandalized the Chieftain's longhouse as a warning. Knowing that the Red Rocks would be helpless against the tunnelers without the Blind Dogs protection, the chieftain had decided to end contact with Vault 19 after one final shipment of medicine. Irrespective of this fact, the decision had already been made by the Blind Dogs to go to war with both groups so this gesture would be in vain. Possibly due to this upset, the Red Rock tribals are hostile and will attack the survivor on sight.

## Red Rock Temple

The Red Rock temple is located in a slot canyon behind and to the right of the village, terminating in a open area with a cluster of trailers grouped together. Formerly the center of the Great Khan's drug manufacturing operation, it is now a religious site with various totems and sacrifices laying about, both inside and outside of the trailers. As well as some residual drug paraphernalia left over from its previous use, human flesh can be found suggesting that cannibalism has some religious significance for the tribe. Two or more hostile Red Rock tribals as well as a Red Rock child can be found here.

Note: the tiny amount of flesh, and no visible sign of human butchery, suggest cannibalism, if any, would be of smallest scale, possibly related to the altar and statue in the trailer. Thus the label of "tribals" to ex-GK would be accurate and not oversight.
Henry 1860 Repeater

Survivor holding a Henry 1860 Repeater

The **Henry 1860 Repeater** is a .44 Magnum lever-action repeating rifle featured in Fallout: DUST.

## Characteristics

The Henry 1860 is a high-capacity repeater, boasting an 11-round magazine tube, 3 more rounds than the same-caliber Trail Carbine.

It deals 45 damage per shot, using the now-rare .44 Magnum rounds as ammunition, though its lever-action mechanism slows its rate of fire and limits DPS.

It can be modified with the 1860 Repeater scope, allowing it to be used for long-range combat.

## Locations

* A Henry can be found in the hands of a survivor inhabiting what was once Cannibal Johnson’s Cave. They must be killed to obtain the weapon, and will shoot the Survivor on sight.

## Notes

* The loading gate on the front of the Henry 1860 does not open when reloading, though this does not hinder loading the weapon.
* The sights on the Henry can be difficult to work with. Installing a scope both solves this problem and enables greater long-range utility.
* The Henry lacks a forward stock. Therefore, the Survivor’s hand floats below the magazine tube, not gripping the gun.
* While the Henry has a superior capacity and greater zoom when scoped in comparison to the Trail Carbine, it deals slightly less damage and is far more fragile. While these disadvantages may be overlooked in favor of its advantages in vanilla New Vegas, survivors may prefer the higher durability of the Trail Carbine due to the rarity of replacement parts in DUST.

## Behind the Scenes

* The Henry 1860 Repeater is based on the real-world weapon of the same name, developed by the New Haven Arms Company in 1860. The Henry also serves as the basis for Lincoln’s Repeater and the Lever-Action Rifle seen in Fallout 3, the former being used to supply most of DUST’s Henry model.
* It is featured as Henry 1860 Repeater in Shoeburglar’s Wastelander Pack, as are many other weapons in DUST.
Getting Started

Getting started with Fallout: DUST can be complicated at first - but hopefully this will help guide you in the right direction.

Note:

* Hunger, thirst, radiation and the need for sleep are threats in DUSTs Hardcore Mode, and no longer mere annoyances
* Crafting is no longer a superfluous gimmick to be ignored easily.
* Without patience, caution, keen observation and proper use of your resources and capabilities you will die. A lot.

## Requirements

Fallout: DUST requires the latest version of Fallout: New Vegas and the following add-ons:

* Dead Money
* Honest Hearts
* Old World Blues
* Lonesome Road
* Gun Runners' Arsenal

The Fallout: New Vegas Ultimate Edition contains all required add-ons, and can be obtained from various sources, including GOG, Steam and the Bethesda Softworks Online Store.

## Installation

It is recommended that you install the mod using Nexus Mod Manager from the Nexus Mods page. This can aid with installing and uninstalling mods with ease, as well as changing your load order. The Fallout Mod Manager - FOMM - Fork,also available on the Nexus, will work equally well.

To install with NMM, you must download the mod via the Fallout: DUST mod page, and install it by double clicking on the mod in NMM once it is downloaded.

**Start a new game after you installed DUST. Do not continue using an existing save.**

## Changes in Gameplay Mechanics

Fallout: DUST introduces a number of changes to the gameplay mechanics. While the Fallout: DUST mod page contains hints about the changes, Notable changes in DUST provides for a condensed, lore and story spoiler free overview.

While Fallout: DUST can entirely be played without any prior knowledge of these changes, familiarity with them will help in creating a more viable character.

Additionally, you'll better understand the following hint:

“*Don't go to bed thirsty. You will die.*”
—Fallout: DUST mod author

## Tips and Tricks

For those more curious about what awaits, the Tips and Tricks article provides a comprehensive introduction into Fallout: DUST, with a wealth of information collected to help prospective Survivors building a viable character, survive and stay sane.

Prior knowledge about the possible Starting Locations also can considerably lower frustration for new players.

## Additional Mods

Modding Fallout: DUST is mostly a matter of taste, the mod can be played just as downloaded and installed.

There are a number of oddities in Fallout: DUST, which may be conceived as bugs, though. It is recommended you check the Known Bugs page for these.

If you have any of the Caravan Pack, Classic Pack, Courier's Stash, Mercenary Pack or Tribal Pack add-ons installed, you will be handed a substantial amount of gear on game start. If you would rather have this gear distributed throughout the wastes for you to find during gameplay, install the DUST Pre-Order Fixer mod created by DUST's author.

Also, the Mods for DUST page lists some of the mods compatible with DUST.
Shotgun Training

“*Your precision with a scattergun is something to behold. When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target's Damage Threshold, but do 5% less damage with all other weapons.*”
—Fallout: DUST description
**Shotgun Training** is a perk in Fallout: DUST.

## Effects

Shotgun Training reduces the targets damage threshold by 10 points, if one of the following weapons is used:

* Caravan Shotgun
* Big Boomer
* Dinner Bell (probably not obtainable in DUST)
* Hunting Shotgun
* Lever-Action Shotgun
* Sawed-Off Shotgun
* Single Shotgun
* Riot Shotgun

The damage of **all** other weapons is reduced by 5%.

## Notes

* Like the And Stay Back perk, this perk is bugged; it has not been modified to include the Makeshift Shotgun introduced by DUST.
	+ This issue can be remedied by installing DUST Tweaks - Better Repair and More.

## Behind the Scenes

* Shotgun Training is a modified version of the Fallout: New Vegas perk Shotgun Surgeon.
Alaine the Alien Hedgehog

Alaine the Alien Hedgehog is a character created by Lunari64 on 3/4/16.

## Appearance

Alaine is of supernaturally small size, standing at a mere 2 and a half inches tall. She is a dark purple hedgehog, with choppy, droopy quills, some longer than others. She has maroon eyes. She usually wears a long-sleeve dark green shirt, with tight-fitting long black pants.

## Personality

Alaine is daring and adventurous, always looking for another challenge. She is also a bit mischevious, and likes messing with people, using her small size to pull off pranks.

## History

Alaine is from a different planet, where she was respected for her strength. However, a ruthless trio challenged her to a fight to the death. As she started losing the fight, each member cast a spell on her. The first one drastically weakened her, the second shrunk her, and the third one flung her out into space. She miraculously survives, her durability not having been weakened as much. She lands on Mobius, not remembering who she is. Not knowing what to do, she sets out on a journey, traveling the planet, to find a place where she can stay and fit in.

## Powers

Alaine has limited telekinesis. Though the extent of this used to be much stronger before she was sent flying off into space, she now has enough control over it to help her mobility, allowing her to access places that would otherwise be impossible for her due to her short stature. She uses it to fly in short bursts, and slow her fall, so she doesn't get hurt falling off of something that a normal Mobian would have no trouble with (like, say, steep stairs).
Bradley's Hut

Bradley \*really\* needs to take better care of his shack...

Bradley's Hut is a small hut, containing 1 single survivor. There is a tripwire as soon as you enter.

## Notable loot

* BB Gun and BB ammo right to the door.
* Sunset Sarsaparilla star bottle cap - Right to the ammo boxes.
* 2 grenades between the 2 ammo boxes.
Cannibal Camp

"It's like a brahmin drive gone wrong. Supposed to be a gate north, but you come here, you get caught in the pen. Better to head back home"

### Inhabitants

* Cannibals
* Human Cattle
* Cass (deceased)

“*Log Entry 148
Jesus, these people are psychos. I don't know what they want, [...].*”
—Outpost Log
The **Cannibal Camp** (formerly the **Mojave Outpost**)is a cannibal fortress located in the Mojave Wasteland in 2301.

## Background

The Mojave Outpost was a supply checkpoint between NCR territory and the Mojave wasteland.

Built on the site where the Ranger Unification Treaty of 2271 was signed (a fact commemorated by the scrap iron monument located there) the outpost principally served as a staging area for caravans coming to and from the Mojave.

With the destruction of the Long 15, the Mojave outpost fell into disuse, ultimately becoming little more than a squatting area for those too destitute to leave the wasteland.

At some point immediately prior to the events of DUST, the outpost was overrun by cannibals who either killed or captured the survivors remaining there.

## Overview

Located in a highly defensible position, the Cannibal camp is aggressively guarded by its cannibal inhabitants, with melee armed cannibals and hunting dogs on the ground being covered by snipers inside the outpost compound.

To compound matters, the cannibals inside the outposts two buildings appear to have availed themselves of the former NCR garrisons weapons, making them quite well armed by cannibal standards.

### Areas of Interest

* The bar to the north of the outpost compound is still largely intact and contains a substantial stock of alcoholic beverages.

* The body of Rose of Sharon Cassidy can be found inside the administration building, having just recently been murdered by the cannibals for their cannibalistic needs.

* With 75 Lockpicking, one can break through the Hard lock on the gate and visit the destroyed Long 15. It's a very dangerous area, with deadly radiation and dozens of ghouls who will doubtlessly detect the Survivor the moment they enter. Thankfully, these Ghouls will not follow the Survivor back to the Mojave, should they choose to run.

### Notes

A hunter located near Nipton carries a note wherein he speaks derisively about the cannibals camped out at the Mojave outpost.

## Tactical Considerations

Due to the heavy defenses of the camp, a good idea is to take advantage of the multitude of cars and blow them up. This will severely cripple their front defenses allowing access to the base. This is almost a necessity for lower geared survivors as there is only one way in and it is guarded with some of the most well armed cannibals in the Mojave, not to mention the guard dogs.

An invasion of the Camp's interiors should not be undertaken lightly. Both buildings house as many flesh-eaters as they used to soldiers and the Survivor will definitely be swarmed by hostiles the moment they enter. Cracking off some Turbo (or a Stealth Boy) to thin the herd is an option for Survivors with decent weaponry. Lesser-equipped Survivors may find luring Cannibals into the more expansive outer plaza a safer alternative.
Revolver Training

“*All shots with revolver type pistols have less spread and are twice as likely to score a critical hit.*”
—Fallout: DUST description
**Revolver Training** is a perk in Fallout: DUST.

## Effects

Without any skill requirements, Revolver Training halves the spread and doubles the Critical Hit Chance of following weapons:

* .357 Magnum Revolver
* .44 Magnum Revolver
* Hunting Revolver
* Lucky
* Mysterious Magnum (not attainable in standalone Fallout: DUST)
* Police Pistol
* Ranger Sequoia

Revolver Training also halves the spread of the 9mm Revolver, and doubles the Critical Hit Chance of the 9mm Pistol.

## Notes

* This perk is bugged, as it does not include several of the new revolvers introduced in DUST.
* This perk only partially affects the 9mm Revolver; the accuracy buff is applied, but the Critical Chance buff is mistakenly assigned to the 9mm Pistol.
	+ Both issues above can be remedied by installing DUST Tweaks - Better Repair and More.

## Behind the Scenes

* Revolver training was possibly inspired by the Fallout: New Vegas companion perk The Way of the Canaanite, as it has the same icon and effects, but is used for a different set of weapons.
Secret Note

The **Secret Note** is a note in Fallout: DUST.

## Location

It is found on the corpse of Ellen, who is slumped outside of the Primm Post Office.

## Transcript

> We're breaking you and the girls out TONIGHT. We'll create a distraction at the front gate, and you make a run for it out the back. Stan and Knox'll meet you by the track. We'll teach these bastards what it means to mess with our people.
>
>

> -Dave
>
>
Dust Musket

Survivor practicing aim with the spoon sight of a Dust Musket

The **Dust Musket** is a craftable, two handed rifle featured in Fallout: DUST.

## Characteristics

The Dust Musket is little more than a pipe, spoon, two pieces of wood, and a firing mechanism combined into a barely functional firearm. As such, it is a poor quality weapon. During the Mojave’s prime, such weapons were considered junk, and normal, factory-made firearms were easier to obtain and maintain. However, in 2301, the Dust Musket is considered a viable option for ranged combat. It has greater damage per bullet than the 9mm Pistol, a great advantage in a world where even having enough ammo to fill a 9mm magazine is considered well-off. The rifle is fairly steady and offers decent zoom via its iron sights, but the old spoon that the player must sight with obscures a great deal of peripheral cues, and it also has a very slow reload speed. It may serve as the first go-to weapon for a beginning sniper character.

The Dust Musket is a common weapon in DUST, and it is surprisingly easy to craft for a new character. Standalone Crutches are uncommon, but can easily be salvaged from Makeshift Scythes that Tribals often use.

## Locations

Common rifle amongst Cannibals, Survivors and Dust Walkers.

## Notes

* The *DUST - Repair with Scrap* mod listed on the Mods for DUST page, in tune with the theme of DUST, will allow for repairing this weapon, as many other weapons of DUST, with Scrap Metal.
* The name “Dust Musket” is rather appropriate, as the weapon‘s crude design suggests that it does not have rifling, and thus is not technically a rifle.

## Behind the Scenes

* The appearance of the Dust Musket is heavily based on the Pipe Rifle from Fallout 2. Both are single-shot, makeshift weapons, the only major difference between the two weapons being caliber: the Dust Musket is 9mm, whilst the Pipe Rifle is 10mm.
* The Dust Musket is seen in djabend's Pipe Rifle and Other Craftable Junk Weapons mod on the Nexus.
Hidden Valley

Interior of the western bunker

“*I was outside the Bunker when everything happened, and now there’s no going back. [...]*”
—Journal
**Hidden Valley** is a secluded pre-war military facility located in the Mojave Wasteland. Formerly occupied by the Mojave chapter of the Brotherhood of Steel, it has since been abandoned following a devastating NBC weapons attack by the New California Republic.

## Background

As of 2281, Hidden Valley was the main base of operations for the Mojave chapter of the Brotherhood of Steel. At some point after the Second Battle of Hoover Dam, a paladin named Ramsey grew concerned over Brotherhood scout reports detailing the NCR's development of the SM-5 cloud.

After his warnings of imminent danger were brushed off by Elder McNamara, Ramsey and a skeleton crew of Brotherhood personnel fled the bunker, establishing a new base at the former NCR camp within Searchlight.

Within a few days of the groups departure, the NCR attacked Hidden Valley with what according to a log entry found in Fort Searchlight was "enough waste to take down the lot of them", wiping out the majority of the Mojave Brotherhood.

## Overview

Due to the NCR's actions, Hidden Valley is home to a substantial population of Feral Ghouls, both inside and outside of the bunkers. Additionally, the outside area as well as a few of the bunkers are heavily irradiated. For these reasons, it is recommended that all effort be expended towards clearing the area at a distance.

### Areas of Interest

* The South Bunker contains a group of friendly survivors as well as a few items which can be stolen
* The Western bunker contains the remains of Elder McNamara and a few Brotherhood knights as well as a number of ghoulified NCR troopers

## Trivia

* The above-ground entrance to the western bunker is glitched and may not work without the use of console commands.
Rose of Sharon Cassidy

**Rose of Sharon Cassidy** (also known as **Cass** or **Whiskey Rose**) is a character in Fallout:DUST and Fallout:New Vegas.

She was a water merchant and owner of Cassidy Caravans in the Mojave Wasteland in 2281. She was also a possible companion of the Courier.

## *Fallout: New Vegas*

Worn down by years of hard luck and a rash of terrible misfortunes, Cass was a despondent merchant that wanted to get out of the caravan business.

When first encountered by the Courier, Cass was drowning her sorrows at the Mojave Outpost bar.

NCR Ranger reports had reached her that her caravan had been attacked and "burned to ash," placing an even greater burden on her shoulders.

However, threats along the road into New Vegas and problems with NCR paperwork were preventing her from leaving the outpost to investigate the attack.

## In DUST

Cass appeared to have stayed at the Mojave Outpost during the Fall, presumably having nowhere else to go. She died after cannibals overran the Outpost, turning it into what is now the Cannibal Camp.

Her corpse can be found in the Outpost barracks, alongside several other dead NCR troopers. Judging by the lack of body decomposition, it is presumed that she was not immediately killed by the cannibals, but instead kept as "human cattle" and slaughtered very recently.
Sanity

“*Committing horrific acts will hurt your sanity. Insane individuals suffer Intelligence and Charisma debuffs, but most likely have access to more loot, due to their complete disregard for human life.*”
—Fallout: DUST loading screen

**Sanity** is a measure of the Survivor's mental health in Fallout: DUST.

## Overview

Mainly governed by the Survivor's actions in the wastes, but also influenced by several substances, the level of Sanity can have a substantial influence on how the environment is perceived at times, and provide for advantages as well as disadvantages in the continuous struggle for staying alive in the wastes of DUST.

**Survivors are advised, that once they turned Insane, they will not be able to completely rid themselves of the effects of insanity.**

## Sanity levels

Note: A Survivor's initial Sanity level is: "Good/Sane", with 500 points in Sanity.

Legend

* **Sanity level**: Name of level of Sanity as displayed in the Pip-Boy
* **Sanity point range**: Sanity is internally measured in points. As with Karma points in Fallout: New Vegas, this number can only be obtained by the use of console commands.
* **Effect(s)**: Effects, if any.

- The Insanity and Wild Wasteland Perk, including debuffs, stay in effect, if the Survior was insane at least once before (see Insanity for details)
 Good/Sane
 Neutral/Unsettled
 Evil/Insane
- The Insanity and Wild Wasteland Perk, including debuffs, are forcibly granted to the Survivor (see Insanity for details)
 Very Evil/Insane

## Influences

Stealing generally has no effect on Sanity, despite the status image displayed signalling otherwise.

### Decrease

**Killing** other characters bears the risk of decreasing Sanity, especially, but not limited to killing non-hostile characters.

Temporary due to addiction for the duration of withdrawal

One time reduction per consumption

 Human Remains
 Strange Meat
 Strange Meat Pie
 Ghost People Flesh
 Hydra
 Jet
 Psycho
 Strange Casserole

### Increase

 Atomic Cocktail
 Beer
 Moonshine
 Wine | +15

## Affected Perks

### Insanity required

A character suffering from insanity gains access to several unique perks. These perks will only be in effect as long as the character is insane.

 The Scurrier | Your run speed is increased by 50%, but your limbs are 50% more vulnerable to being crippled.

### Connected to Sanity

Other perks don't require the player character to be insane, but are connected to their sanity level.

 Sound Of Mind | Grants the player +10% damage, and for every 100 points of Sanity, they gain 10 Health points. Players also gain immunity to critical hits. To qualify for this perk the player must have more than 250 points of sanity.

## Behind the Scenes

* DUST reuses the Karma system of Fallout: New Vegas with slight modifications for its Sanity system.
* Consequently, Karma related console commands will continue working.
Bonnie Springs

**Bonnie Springs** is a location in the Mojave Wasteland, located almost due north of the Goodsprings Cemetery and northeast of the Tribal Village.

## Overview

Occupied by the Vipers/Cazadores prior to the fall, it is occupied by a group of well-armed Survivors and a group of Tunnelers in the northern area.

## Layout

Bonnie Springs is an abandoned ghost town along Nevada State Route 159. It features a single main street leading to a boarded-up saloon, flanked by destroyed and otherwise derelict buildings.

## Tactical Considerations

As there are a lot of hostile well-armed survivors with guns, charging in is not recommended. Picking the survivors off one by one from a far distance is the best choice. Once the player heads into town to loot the bodies, a group of four tunnelers will run towards the player trying to give free hugs from the northern side of the town. The pack enters the town through a narrow choke point between two barred building, so it would be a good choice to place mines as quickly as possible or climb up a building and land some pot shots.

## Notable loot

The area is devoid of loot. The only loot available can be obtained by looting the hostile survivors in the town and some meat from the tunnelers. There also is Love and Hate, a spiked knuckle on one of the survivors.
Spirits

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

They are reported restless souls of numerous Mojave residents either killed during the Fall or by factors incidental to it.

## Overview

Disturbed Survivors of the Mojave wasteland have reported encounters with these spirits in locations most drastically affected by the Fall.

Increased presence in Freeside suggests, that this phenomenon is most directly connected to the Freeside uprising concurrent with the Fall.

Most curiously, these apparitions are alleged not to be hostile and will explode once attacked, leading some to believe that by attacking the spirits, they are in fact freeing them from a state of limbo.

## Behind the Scenes

* DUST reuses the Holograms of the Fallout: New Vegas add-on Dead Money
Survivor Camp (Crimson Caravan)

**The Crimson Caravan** (Marked as "**Survivor Camp**" on the World Map) is a settlement in the Mojave wasteland. Was originally the NCR's hub of trade throughout the Mojave before The Fall.

## Overview

Prior to The Fall, the Crimson Caravan Company was a well-known trading company that served alongside the Gun Runners as the cornerstone of the NCR's economy; being one of the companies instrumental in establishing the Bottle Cap as the de-facto currency throughout California. The events surrounding the Crimson Caravan after the Second Battle of Hoover Dam are a mystery, but its proximity to The Strip most likely saw it devastated by the dust storms and the Cloud that came with them.

At some point after The Fall, a band of survivors took up residence within the Company and turned it into a settlement. Conflict arose between two leaders of this band (Logan and Ida) whether or not to scavenge Freeside and look into the final fate of The Strip or flee their current location. The third leader, Blake, was convinced The Strip was a dead ruin whose investigation was a fool's errand. However, he chose not to speak up and the collective soon voted to man a scouting party into Freeside. Logan was killed during the attempt (possibly by his own men) and their arsenal seized once it was clear how far The Strip had fallen.

Blake and his crew (or others using their supplies) remain trapped in the camp as of Dust and will shoot The Survivor on sight.

## Tactical Considerations

There's only two ways into the Camp and both of them will draw prying eyes immediately upon entry. Survivors shouldn't expect any gimmicks or traps but should definitely gear up for a prolonged firefight against a well-armed swarm of persistent foes. Grenade Rifles and Explosives may prove useful for breathing room. Liberal use of the nearby buildings for cover is advised.

A fair amount of ammo can be scrounged from gunned-down Survivors and bits of junk can be salvaged from what was originally Blake's merchant stand. However, the area has no plunder (or encounters) of interest that warrants a full invasion and Survivors may waste more ammunition than they'll find trying to clear the place. Only the very well-off or the very curious should bother coming here.

## Areas of Interest

* The computer in the Survivor Camp HQ contains a bit of lore.
* The Barracks contain a number of usable beds, random loot in unlockable Footlockers and even an issue of La Fantoma! on the desk near the back door; unmoved from its original location.

## Trivia

* The Brahmin pen has been completely repopulated by a group of neutral Dogs. The Dogs will not react to the presence of the Survivor or the deaths of their handlers.
* The Legionaires that occasionally invaded the Crimson Caravan in the original game are replaced by Residents from the nearby North Vegas Square and will usually be shredded by the locals' high ordinance.
Crashed Vertibird

The welcome party

The **Crashed Vertibird** is an unmarked  location in Fallout: DUST.

## Overview

A testimony of not only improved technology, but also advanced warfare, this airborne machinery in use by the Brotherhood of Steel crashed for unknown reasons.

Neither survivors of the crash, nor dead bodies of deceased members of either a possible rescue party or the crew can be found anywhere around the destroyed vessel. All that remains of whoever died at the wreckage are skeletonised bodies.

Nonetheless, the site is heavily guarded by powerful robotic hostiles, ready to pursue and eliminate any intruder trying to take possession of the one desirable item left intact after the violent nose-down impact: A one of its kind Gauss Cannon.

## Layout

Going south from the Abandoned Farm, the Crashed Vertibird is in the end of a short and narrow pass created on impact. The narrow entrance towards the Vertibird is guarded by robots.

## Tactical considerations

Surviors aiming for laying their hands on the Gauss Cannon may want to consider drawing attention from a single one of the guarding robots at a time to eliminate them on by one. Note, that the area is also home to Ghouls, and clearing out a wider range of the area completely before trying to tackle the mechanic guards might provide significant advantages.

Survivors are advised, that retreating to the Abandoned Farm during combat might not protect them from the attacking hostiles, unless getting out of sensor range prior to seeking shelter.

One of the possible ways to gain access to the Gauss Cannon is to try and make the guarding machines fight one another, which is reliably achieved by disabling their friend-foe detectors, commonly called Combat Inhibitors.

Survivors trying to quite literally outsmart the deadly machinery at hand will want to bring high powered and high precision, low spread weaponry like, for example the McCalum Rifle or the Makeshift Crossbow

## Areas of interest

* Tesla Beaton Prototype next to the vertibird
Tech Scavengers

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

### Location(s)

* Big MT

“*[...] Now we just need to set up some traps in the area and that tech'll harvest itself. [...]*”
—Progress Report
**Tech Scavengers** (also known as **Tech Scavvers**) are a faction in Fallout: DUST.

They are an organized group of raiders operating in Big Mountain as of 2301.

## Overview

Tech Scavengers, as their name would imply, seek out and salvage Old-World tech, ostensibly for personal benefit.

This temeritous attitude has attracted the ire of an unspecified chapter of the Brotherhood of Steel and the two groups fight regular skirmishes amongst the flooded ruins of the Big MT.

On appearance, most scavengers are not visibly distinct from the numerous groups of survivors wandering the greater Mojave wasteland, only set apart by their armament which is comprised of manufactured and homemade energy weapons, likely the spoils of their mandate.

Another distinguishing character can be found in their apparent leadership; small unit leaders can often be found clad in Tesla armor and typically wield heavy-energy weapons such as Gatling lasers.
Cloud Victims

Non-hostile Cloud Victims gambling in The Atomic Wrangler

**Cloud Victims** are a faction in Fallout: DUST.

## Overview

Cloud Victims are the former residents of The Strip and outer Vegas who were trapped inside by the NCR in the hours leading up to The Fall.

The cloud-infused dust storm that ravaged the Mojave flensed the survivors of their skin leaving only muscle tissue.

Like the Dust Walkers of The Divide, Cloud victims are a type of ghoul, only kept alive by background radiation which has a regenerative effect on them. Despite this, Cloud victims live in constant torment and can reasonably be called the worst suffering inhabitants of the Mojave wasteland.

## Locations

* Cloud Victims inhabit interior and exterior areas of the Strip, Freeside and Westside.
* In addition, many can be found patrolling the wasteland near the south of Vegas, bringing them into sporadic conflict with cannibals, tunnelers and the hated NCR. Marked Men use a variety of scavenged and improvised weapons though they tend to boast a marginally better armament than cannibal groups.
* Most cloud victims have been driven entirely insane by the constant pain in which they live and will attack The Survivor and all other human survivors on sight (though they don't seem to be in conflict with the feral ghouls occupying Freeside and the Strip). Some however seem resigned to their fate and will carry on as they did before the fall, playing cards, conversing and trying to make the best of the horrible circumstances they've found themselves in.

## Trivia

* Cloud Victims may be ocassionally seen upholding one of the finest traditions of the Strip, before its lapse into chaos and destruction: gambling
* The behaviour of Cloud Victims in several locations is reminiscent of that of the former inhabitants
All-American

The All-American in Vault 34

The **All-American** is a unique, two-handed semi-automatic rifle in Fallout: DUST.

## Characteristics

Just as in Fallout: New Vegas, the All-American in DUST is a variant of the Marksman Carbine.

While DUSTs All-American shares most if its characteristics with the All-American from Fallout: New Vegas, its damage has been nearly doubled.

Compared to, for example, the McCallum Rifle, which deals substantially more damage per hit, the All-American lacks a silencer modification but comes with a pre-installed scope, uses more common and less weighty ammunition and has 24 rounds per clip instead of the McCallum's 12.

Additionally, Survivors planning on wielding this weapon should be aware, that usage free of sway requires being a master in the guns skill.

The All-American is not easily obtained in DUST, as its location is shielded by Tunnelers, ghoulified personnel and radiation.

With Marksman Carbines (with equally doubled damage) occasionally available on NCR personnel, obtaining the All-American poses a significant risk, which needs to be weighed against the advantages this weapon is able to deliver in capable hands.

Also, the All-American can only be repaired with Marksman Carbines and Weapon Repair Kits, unless the Jurry Rigging perk is taken. With Jury Rigging, the All-American can be repaired with any two-handed automatic gun.

## Locations

* The All-American is located in Vault 34, covered by a dead Survivor in a corridor on the Overseer's Quarter level.

## Notes

* The All-American seems to have the lowest Action Point cost of almost all usable weapons in DUST at only 13, even lower than the 14 of the Marksman Carbine, which is only trumped by the 9mm Revolver at 12.

## Behind the Scenes

DUST reuses the All-American from Fallout: New Vegas, while slightly changing its characteristics.
Your Sanity

Child reenacting the prank for local media

**Your Sanity** is a Wasteland Urban Legend in Fallout: DUST.

## Overview

Considering the current inhabitants of the New Vegas Sewers, encountering the remains of a human being is certainly not unusual.

Yet, accounts of a dead child's body found by Survivors, named "Your Sanity", carrying what is described as a "Motivational Note" certainly are.

Two of the more likely explanations for these accounts are either increased mental stress induced by prolonged presence in the location, or children simply playing a prank.
Dust Walkers

Dust Walker patrolling the High Road

The **Dust Walkers** are a faction in Fallout:DUST.

## Characteristics

The Dust Walkers are the most powerful of the five allied tribes of the Divide. The Dust Walkers trace their origins back to the events of the Fallout: New Vegas add-on Lonesome Road in 2281. After Ulysses and the Courier fought beneath the flag of the Old World, the Marked Men found themselves lost without a leader, as the Courier had killed their various tribal chieftains. Most of them were violent and ready to band into raider tribes. However, one Marked Man, Junaid, stepped forward and rallied them under his leadership, preaching forgiveness and peace. Under his rule, the Marked Men became a pacifist society, slowly learning the art of survival in the desert.

Unfortunately, they were not alone in the Wasteland. The White Legs, after fleeing through the Pine Creek Tunnel and massacring the population of Vault 74, emerged through the Tunnel and burnt down the Dust Walker's village. By some stroke of luck, the Dust Walkers emerged victorious, although seriously weakened.

Time went on, and the Dust Walkers began to regain their former strength. They spread as far as Kaisar's Hill, perhaps to relive their past lifes. They managed to somehow tame the Deathclaws of the Divide and eradicated the Tunneler threat in the region, that event, unfortunately caused the mass Tunneler emmigration to the Mojave. They continued to preach compassion and forgiveness, and, as the Mojave began to fall into disarray, they cared for refugees and survivors who entered the Divide. Many of these survivors joined the Dust Walkers and now make up the majority of the tribe's non-Marked Man population.

But, once again, violence came from the Tunnel. The Dead Horses and remnants of the Sorrows, fleeing the infested Zion Canyon, stumbled upon the Dust Walker's village through the Long Dark. Reports vary on who fired the first shot, but either way, the Dust Walker's village was destroyed a second time, and the Dead Horses were completely wiped out.

From this point onward, the Dust Walkers vowed to never trust anything that came out of the tunnel. Despite this paranoia, the Dust Walkers remain on friendly terms with other Survivor communities, and lead the Alliance of Five Tribes in the Divide.

## Notes

* The Dust Walkers, like other Divide tribals, are significantly more dangerous than the Mojave's tribals. Wearing sand-resistant clothing and usually armed with their trademark Dust Muskets, they prefer long-range ambushes and are often supported by trained Deathclaws. The Dust Walkers will become hostile if their territory is entered, often attacking a Survivor on sight.
Crafting Kit

Crafting Kit

**Crafting Kit** is an consumable in *DUST Survival Simulator*.

## Characteristics

With the need to be as self-sustained as possible, the Crafting Kit easily is the most important companion for supporting The Survivor in the Mojave and elsewhere.

The Crafting Kit, weighing only 1.0 lb., provides a portable Workbench that can be used anywhere, at any time.

While not allowing the full range of craftable recipes to be used, it will, as described in detail in the Crafting article, allow for crafting many essential items These include ammunition, consumables, and even weapons, as well as the ability to break down various items into their respective components.

When combined with a Hot Plate, the Crafting Kit will allow for creating higher-value food like Dog and Tunneler Steaks, without the need for a Campfire.

Each of the Starting Locations contains a Crafting Kit, and it is highly recommended to not ignore it.

## Notes

* In contrast to Campfires, Workbenches and other crafting stations, the Crafting Kit can be used while in combat.
* Due to a bug, attempting to use the Crafting Kit via hotkey will cause the game to crash to desktop.
Tactical 10mm Submachine Gun

Tactical 10mm SMG next to dead NCR in Glass Chime Cave (Zion National Park)

The **Tactical 10mm Submachine Gun** is a one handed automatic gun in Fallout: DUST.

## Characteristics

The Tactical 10mm Submachine Gun largely shares its characteristics with Sleepytime (GRA) from the Fallout: New Vegas add-on Gun Runners' Arsenal.

As with all automatic weapons, while Survivors will be able to inflict considerable amounts of damage in short periots of time with them, relying on them for prolongued period of times seems not feasable due to the scarcity of ammunition.

## Notes

* The Tactical 10mm Submachine Gun has a value of 825 Caps, instead of 8250 Caps like Sleepytime (GRA)

## Behind the Scenes

DUST renames Sleepytime (GRA) to Tactical 10mm Submachine Gun, while slighly changing its characteristics.
The King's Goodbye

**The King's Goodbye** is a note in Fallout: DUST.

## Location

The note is found on the skeleton of The King in Boulder City.

## Transcript

> Well boys, this is it. You can protest all you want, but I'm telling you, I'm a dead man. This wound won't heal itself. So thank you. Thank you for all you've done while in my service. You've served Freeside well. Heck, you even ended up serving the Strip well. Who would've thought? Thanks again boys, and keep the music of man alive.
>
>
Fallout: Dust Wikia

“*The year is 2301. It has been 20 years since The Courier walked the Mojave.*”
—Fallout: DUST loading screen

## Welcome to the Fallout: DUST Wikia

This Wikia is designed to help the beginner of Fallout: DUST, a mod for Fallout: New Vegas, by preparing them for the difficult journeys they'll face in the all new, and even more dangerous Mojave Wasteland.

DUST is a Post-Apocalyptic survival simulator with an emphasis on lore and story. DUST completely overhauls nearly every aspect of the game to better represent an apocalyptic survival-horror atmosphere. Combat, weather, perks, loot, enemies, you name it. Some areas have even been visually overhauled. All vanilla NPCs have either been killed or changed beyond all recognition. You will not be able to complete quests or join factions. There is but one quest in DUST; Escape the Mojave Wasteland alive.

DUST takes place 20 years after the events of Fallout: New Vegas. As you explore you will slowly learn the story of DUST, but unlike vanilla Fallout, you are not the main character. You are simply a bystander, and must create your own story. There is one way to win DUST. A true survivor must escape the Mojave. With help from notes and keen observation, one may be able to learn of the exit. Even then, the player will have to go a long way to get out.

Created at the start of 2015 by Nexus Mods modder, naugrim04, DUST has seen many version updates and downloads. DUST eventually reached #1 file of the month for February 2015.

DUST is the predecessor of the FROST Survival Simulator, a mod for Fallout 4 also created by DUST's author, which just as DUST has a community-driven wiki on fandom.

The Basics
* Getting Started
* Starting Locations
* Tips and Tricks
* Known Bugs
* Mods for DUST
* Char Builds

The Rules

* Notable changes in DUST, and more changes
* Leveling, Perks, Traits and SPECIAL
* DUST's Hardcore Mode
* Sanity

The World

* The Fall and more events
* Characters
* Locations
* Factions
* Creatures

The Tools

* Crafting Kit
* Weapons, and more Weapons
* Apparel, and more apparel
* Ingestibles, and more aid and misc items

The Spoil

* Escaping the Mojave
Abandoned Warehouse

An unforgotten warehouse

The **Abandoned Warehouse** is a possible starting location in DUST, located close to Camp McCarran.

## **Background**

During the NCR-Legion War, the Abandoned Warehouse was used by the Van Graffs to double-cross Caesar's Legion, or could have been used for that purpose.

## **As a Starting Location**

Inside, there are four dead bodies - two tribals, and two NCR. Whether these are NCR Remnants or members of the Royst-Bernard Expedition is not known.

There's a good chance of getting decent armor and weapons from them. There's also a Crafting Kit, two refrigerators, and a shelf with at least five bottles of wine on it. There are territorial tribals right outside, but they won't attack, if distance is kept.

The warehouse also has plenty of storage spots and a bed, so you can definitely use it as a main base as you loot the surrounding area. Unfortunately, there are no campfires, reloading benches, or workbenches in the general area.

The surrounding area in particular is fairly safe, apart from NCR Remnants of Camp McCarran, with few Tunnelers, and largely non-aggressive Tribals. There are fire ants to the south to be wary of, but they don't particularly roam north enough to bother The Survivor here.

The Survivor should be wary of venturing too far north of the warehouse lest they gain the ire of the Feral Ghouls stalking the outskirts of Camp Mccarran.
Stone Wolves

Sone Wolves in combat in Hopeville

The **Stone Wolves** are a faction in Fallout: DUST.

## Characteristics

The Stone Wolves are the most militant of the five Divide tribes, and often provide protection for the other tribes, although their tactics can be quite questionable.

They forge their own weapons and armor, and have been known to craft mock Lanius Masks for new members of the Dust Walkers (much to the annoyance of the Marked Men of the tribe who try to forget the painful memories of their past).

## Gameplay

Similar to the Remnants of Caesar's Legion in the Mojave, the Stone Wolves prefer heavy armor and heavy melee weapons, and will attempt to swarm their enemies with numbers and engage them at close range. The Stone Wolves will viciously attack any Survivor who harms the Sun Children or Mole Herders.
Grand .50

Survivor with Grand .50 scouting for potential targets

The **Grand .50** is a high-powered rifle featured in Fallout: DUST.

## Characteristics

As the name implies, the Grand .50 is a .50 MG rifle capable of dealing tremendous damage to a target. It is semi-automatic, therefore it fires faster than the bolt-action Anti-Materiel Rifle.

Compared to the Anti-Materiel Rifle, the Grand .50 has higher DPS but less base damage, as well as much higher spread.

The Grand .50 also lacks a scope, but can be modded to have one.

Due to the exceptional rarity and high encumbrance of .50 MG ammunition, it is not recommended to carry a Grand .50 on a regular basis. Rather, it is better stowed away until the player plans to take on high-difficulty opponents such as Deathclaws.

## Notes

* The Grand .50‘s barrel reciprocates upon firing. The barrel also has a bipod mounted on its underside. This means that upon firing, the bipod will jerk backwards with the rest of the barrel. This configuration is dubious, as a shooter using the bipod will be forced to readjust after every shot.
* Despite firing a heavier caliber and being noticeably larger than the Battle Rifle, the Grand .50 has the same weight value of 9.5.
* The Grand .50 comes from Shoeburglar’s Wastelander Pack, as many other weapons in DUST.
And Stay Back

“*You've discovered a Shotgun technique that has a chance to knock an enemy back.*”
—Fallout: DUST and Fallout: New Vegas description
**And Stay Back** is a perk in Fallout: DUST.

## Effects

And Stay Back introduces a knockdown chance, if the following weapons are used:

* Caravan Shotgun
* Big Boomer
* Dinner Bell (probably not obtainable in DUST)
* Hunting Shotgun
* Lever-Action Shotgun
* Sawed-Off Shotgun
* Single Shotgun
* Riot Shotgun

## Notes

* Just as the Shotgun Training perk, this perk seems to be slightly bugged; it has not been modified by DUST to include, for example, the Makeshift Shotgun.
	+ The aforementioned bug can be fixed via installing DUST Tweaks - Better Repair and More.

## Behind the Scenes

* And Stay Back is an unmodifed version of the Fallout: New Vegas perk And Stay Back introduced by the Dead Money add-on.
Desert Eagle

Survivor reloading a Desert Eagle

The **.44 Magnum Desert Eagle** is a handgun added in Fallout: DUST, with a base capacity of 12 .44 Magnum rounds.

## Characteristics

The Desert Eagle is a high-powered handgun with a high ammo capacity to boot. It sports a very rare ammunition type, even for DUST standards, but should not be overlooked by resourceful Survivors.

Its high stopping power combined with a respectable fire rate make for an exceptional weapon in tight situations.

To further enhance its potential killing power, the Desert Eagle may be modified with an extended magazine, increasing its ammo capacity to 16 rounds.

## Locations

* Desert Eagles can be found in the hands of some surviving NCR forces in the Mojave. Camp Golf has an abundance of such troopers.

## Notes

* In third-person, the gun’s magazine often appears to be attached below the barrel as opposed to inside the grip as it should be.

## Behind the Scenes

* The Desert Eagle is named after and is loosely based on the real-world IMI Desert Eagle.
* The in-game Desert Eagle appears to have some sort of barrel extension, and holds twelve rounds, whereas a real .44 Desert Eagle would hold only eight rounds.