recursal/Fanatic-Fandom huggingface dataset:
A Light Shining in Darkness

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## A Light Shining in Darkness

A Light Shining in Darkness under a chair in The Aerie (Zion National Park)

### BaseID

xx009DBE (Honest Hearts)

**A Light Shining in Darkness** is a unique variant of the .45 Auto pistol in Fallout: DUST.

It is, as the name implies, your beacon of hope for both exiting and leaving ~~Hell~~ Zion, probably also for escaping Vegas intact.

## Notes

* This weapon will not consume or require ammunition. It can be fired with an empty clip.
* V.A.T.S. is disabled for this weapon
* The weapons spread has been reduced to 0
* Dust fix patch mods change this weapon slightly: it still consume bullets, but AP cost is minimal similar to Flare Gun.

## Behind the Scenes

DUST reuses A Light Shining in Darkness of the Fallout: New Vegas add-on Honest Hearts, while changing its characteristics.

## Bugs

The gun can occasionally clip inside the chair, and can get stuck. Best solution is to reload from a prior save to entering the Aerie.(you do NOT want to miss this gun)

## Locations

* Zion National Park, under a chair in The Aerie
Leather Belt

A Lether Belt on a table

A **Leather Belt** is a craftable miscellaneous item in Fallout: DUST.

## Characteristics

Leather Belts can be crafted from a variety of materials, and generally serve as ingredients for crafting Aid items.

Given the notoriously low carry weight the Survivor is subject to and the ease of crafting, holding onto Leather Belts by themselves may be inadvisable. However, lower-level and/or less-equipped Survivors may find them useful for crafting Splints and Tourniquets, while more seasoned Survivors may find them useful for Doctor's Bags or Super Stimpacks.

## Notes

* Saving Coyote and Dog Hides in their unprocessed state is a good method of always having access to Leather Belts without worrying about weight, as those hides are weightless. It may be wiser to immediately convert spare Leather Belts (and Tunneler Hides, which are *not* weightless) into Tourniquets, which are weightless, but still allow for a use of the Leather Belts rather than leaving them behind to save inventory space.

## Locations

* Leather Belts can occasionally be found as loot on corpses.
Pipe Rifle

A defender of Mo-Tel

The **Pipe Rifle** is a two-handed rifle featured in Fallout: DUST.

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

## Characteristics

The Pipe Rifle is among the crudest weapons available in the Mojave. It is merely two lead pipes stuck together to form a smoothbore barrel, with bits of scrap constituting a firing mechanism and unfinished wood as the stock.

The simplicity of the Pipe Rifle makes it very easy to craft, requiring only rudimentary knowledge of firearms and the parts mentioned above.

However, the Pipe Rifle is not very effective of a weapon. It is single-shot and deals less damage than other 10mm weapons, including the 10mm Submachine Gun.

The Pipe Rifle is thus a poor choice against tougher opponents or groups of enemies, but can be useful for engaging foes from a distance until better armaments are available.

## Crafting

### Pipe Rifle

Workbench (Guns 20)

1 x Lead Pipe

## Notes

* Despite its name, the Pipe Rifle is most likely does not have rifling.
* Although it requires only one lead pipe to craft, two lead pipes are visible on the finished weapon. No wood is required as part of the recipe either even though the Pipe Rifle has a wooden stock.

## Behind the Scenes

* The Pipe Rifle behaves very similarly to a weapon of the same name from Fallout 2. Visually, however, the Fallout 2 pipe rifle is better represented in DUST by the Dust Musket.
* Both weapons are also seen in the Pipe Rifle and Other Craftable Junk Weapons mod on the Nexus.
Makeshift Scythe

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

### BaseID

xx00A4FC

The **Makeshift Scythe** is a craftable two handed melee weapon in Fallout: DUST.

## Characteristics

Despite being cobbled together from just a lawnmower blade and a crutch, the Makeshift Scythe is not only a durable, but also a powerful melee weapon even in the hands of unskilled Survivors.

Its exceptional reach and its quickness allow for more sophisticated close quarter and short range combat tactics.

General scarcity of ammunition further adds to its value, but its rather high weight needs to be taken into consideration.

Also, the Makeshift Scythe can be rebuilt, restoring it to maximum condition, just from the parts yielded by salvaging it. A feat it shares with for example the Makeshift Axe.

Used almost exclusively by Tribals and Cannibals, it is easy to obtain, and if not used as a weapon, salvaging it still provides valuable parts used in crafting, especially crutches.

## Crafting

### Makeshift Scythe

Workbench (Repair 25)

1 x Crutch

## Locations

* Tribals in the Burned Bulls Camp
* Cannibals in Primm
* Lootable from many other Cannibals and Tribals
* One of the starting locations contains a Makeshift Scythe, namely Shack(5)

## Notes

* As some other craftable weapons, the Makeshift Scythe can be easily repaired by simply breaking it down into its components, and then rebuilding it.
* The 3.2 update to Manan's Tweaks changes the Lawn Mower Blade you receive from breaking the Scythe down into a Dull one, forcing you to use a Whet Stone to re-sharpen it first.
Experimental Cryo-Gun

As found on the casino floor of the Lucky 38

The **Experimental Cryo-Gun Launcher** is a unique, two handed energy weapon featured in Fallout: DUST.

## Characteristics

Designed within the confines of the Lucky 38 laboratories, the Experimental Cryo-Gun is a one-of-a-kind weapon allowing its user to wield the frigidness of the last ice age against their foes.

While the outright damage of the ECG is certainly lackluster, it has a very unique effect: it freezes its target for 12 seconds, a fairly significant amount of time. This makes the Experimental Cryo-Gun exceptionally effective against even the strongest of enemies, allowing its wielder to whittle down the health of their foe or keep them perpetually frozen with repeated shots.

The major flaws of the cryo gun seem to be its lack of capacity, the scarcity and weight of its ammunition, and its whopping power consumption. The weapon only holds 5 MF cells worth of power, and consumes all of that energy in a single shot.

Combined with the complete lack of duplicates, requiring the Jury Rigging perk or Weapon Repair Kits for repairing the weapon, and low item health, making consistent use of the ECG seems to be rather expensive.

## Locations

* Cashiers area on the casino floor of the Lucky 38

## Notes

* The Experimental Cryo-Gun comes with its two available modifications preinstalled: A Beam Splitter (x2) and Ammunition Recyclying (1 per 4 rounds).
* Despite being located in the Lucky 38 laboratories, no logs or other information relating to the weapon are found nearby.

## Behind the Scenes

The Experimental Cryo-Gun is featured as Frosty 5000 in Shoeburglar’s Wastelander Pack, as are many other weapons in DUST.
Makeshift Pistol

This Survivor's first fireram

The **Makeshift Pistol** is a one-handed gun included in Fallout: DUST.

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

## Characteristics

The Makeshift Pistol is one of the most basic of the makeshift weapons. Externally, it resembles a Mauser Broomhandle-style pistol, with the hilt from a kitchen knife serving as the grip and a lead pipe as the barrel. Likely due to poor springs, the Makeshift Pistol has a rather pitiful magazine capacity of two .22 Long Rifle rounds.

Despite a probable lack of rifling and other ballistics-related issues, the Makeshift Pistol deals 17 damage, respectable for a .22-caliber weapon.

With low durability to further hinder its usefulness, the Makeshift Pistol is generally considered inferior to other handguns available around the same time, such as the 9mm Revolver. The Makeshift Pistol‘s greatest advantage is availability of spare parts: its relatively low-cost recipe makes obtaining spare copies a relatively simple task.

## Crafting

### Workbench (Guns 25)

1 x Lead Pipe
1 x Knife

## Locations

* One of the starting locations, namely safehouse(6) contains a Makeshift Pistol.
* Found alongside other makeshift equipment, usually in the hands of cannibals.

## Notes

* The use of low-power ammunition and the makeshift nature of the pistol suggest that it uses a simple blowback action to function.
* Although not noted in the Pip-Boy, the Makeshift Pistol does a very high amount of critical damage; Critical Hits deal roughly *triple* its normal damage, compared to most weapons' double, or other high Critical Hit damage weapons dealing 2.5 times damage.
* A separate, unique version of the Makeshift Pistol can be found on a single corpse in the wasteland. It has the same name and appearance but notable differences, such as much higher capacity, lower damage, and a normal amount of critical hit damage. It cannot be repaired by, or used to repair, the common variant, making it a rather weak, expensive choice in comparison to similar weapons.
	+ In addition to some stat changes, these weapons can be used to repair each other with the aid of DUST Tweaks - Better Repair and More.

## Behind the Scenes

The Makeshift Pistol is available alongside other homemade weapons (including ones not seen in DUST) in djabend’s Pipe Rifle and Other Craftable Junk Weapons mod.
Westside

**Westside** is a district in New Vegas, located immediately west of The Strip.

## Background

Like those of Freeside and The Strip, the residents of Westside were abandoned by the NCR during the fall.

The combination of residual radiation and The Cloud flayed and ghoulified most of the residents, driving them insane with rage over the injustice that had been perpetrated against them. With nowhere else to go, the denizens of Westside have remained, trying in vain to carry on with their lives despite what has befallen them.

## Overview

Westside is still largely intact save for it's agricultural sector. The residents still organize guards around the west and south entrances to ward off any tribals or survivors who might come near. The district's Cloud Victim population are fairly well armed and mostly hostile so caution should be exercised.

### Areas of Interest

* Marco's Pawn Shop is sparsely populated and contains a good amount of loot, including weapons and armor.
* The Casa Madrid and Klamath Bob's liquor store are both good sources for alcohol and chems,
* There is some food remaining at the Westside co-op.

## Trivia

* Some of the cloud victims are non-hostile and can be spoken to.

Somewhat disturbingly, orgasmic noises can still be heard in the Casa Madrid.
The Survivor

The Survivor as seen in trailer 2

The "Survivor" is the playable protagonist and main character of Dust.

As with all previous Fallout games, the Survivor's gender, appearance as well as his/her initial capabilities and traits are determined by the player.

## *Fallout: New Vegas*

Nothing is known about the Survivor's life during the events of Fallout: New Vegas

## In DUST

After the events of The Fall, the Survivor wakes up in a grimy shack, cave, house, armory or warehouse often surrounded by bodies and blood, having to relearn all of their capabilities.

His story is his own.

From then on, the Survivor's sole objective is to escape the Mojave Wasteland by any means necessary, collecting bits and pieces of information held by other characters or left in various locations.

Despite this a few things can be inferred:

* The Survivor must have history with Robco technology, due to the fact that he starts with a Pip Boy.
* The Survivor must have prior experience with the Crafting Kit, since he knows what it is, and how to use it.
* The Survivor has working knowledge of makeshift gear and weaponry introduced during and after the fall, as is evidenced by the capability to craft and use them.

## Further assumptions may be made based on starting location:

* The Survivor has some fascination (or perhaps obsession) with the Paladin Toaster, as he kills his traveling partner for it in Blackrock Cavern.
* The Survivor can effectively make explosives, and will kill in defense of a can of beans, as seen in the Legion Safehouse beginning.
* The Survivor may have been taking part in or was a witness to arms dealings, as can be seen in the Abandoned Warehouse starting.
* The Survivor may have a history with the Brotherhood of Steel, as he can wake up in their former safehouse.
* The Survivor may have a history with the Followers of the Apocalypse, as he can wake up in their former safehouse.
ChiefDrewClash Test Wikia

* Affiliates

Zazme's Wiki

Utkar22's Wiki

## Wiki News!

June 28, 2015

First Staff Members!!
Today was the promotion of our first 4 new members of staff!

Congratulations to Golly The Golem and Zazme Yakuza on Administrator!

Congratulations to Zegaloft and Ross37 on Rollback!

## Staff Page

June 30, 2015
The official wiki Staff Page was successfully created today!
Backpack

A Survivor wearing a large backpack

The **backpack** is an apparel item in Fallout: DUST.

DUST drastically reduces carry weight, but does provide mitigation in form of backpacks, which offer additional carry weight at the cost of Agility.

A backpack is used by equipping it after adding it to one's inventory, just like with any other type of apparel. Removing or unequipping a backpack will remove its carry weight bonus and Agility penalty, but not remove any other items.

Backpacks can be found by the Survivor, either as random loot from opponents, picked up in fixed places, or both.

### Legend

* **Name**: The name of the backpack as it appears in-game
* **Carry weight increase**: Carry weight increase provided, if equipped
* **Weight**: The weight of the backpack
* **Agility penalty**: Decrease of points in agility, if equipped
* **Form ID**: The Form ID of the backpack. *xx* denotes the position of DUST in the load order.

## Locations

Spoilers for backpack locations.

 Backpack Medium
 Backpack Large
 Backpack Huge

## Notes

* The backpacks come from ahseph's RHF Simple Backpacks Mod, with DUST modifying their stats.
* The in-game model size of the huge backpack may prove to be quite a visual hinderance to 3rd person players
	+ This issue can be remedied with the Fallout DUST Huge Backpack replacer mod on the Nexus.
Quarryville

No wasteland omelet

“*A good haul yesterday. Should show those assholes up the hill a thing or two about about good, honest, hunting. [..]*”
—Journal
**Quarryville**, formerly the NCR mining camp of Sloan, is a large cannibal settlement located northeast of Ghost Town, along Interstate-15, neighbouring Quarry Junction.

## Overview

While Quarryvilles buildings did survive the events prior to the Survivor waking up in the Mojave allmost unchanged, none of their former inhabitants did.

Still consisting of four main buildings (and an outhouse), the former mining camp is now inhabited by a large number of extremely hostile Cannibals, willing to swarm, kill and most likely consume anyone being careless enough to pass by in close vicinity.

Probably hoping for more potential victims to prey upon due to the Long 15 leading them allmost right to the front door of their new den, the savages seem to underestimate or be unaware of the imminent threat originating from their new neighbours being Deathclaws - and can be made to pay dearly for their ignorance (and for murdering Snuffles) by savvy Survivors.

## Tactical Considerations

Due to the high concentration of cannibals, it is not recommended to attack head on. A viable option is to either lure the Deathclaws from the nearby quarry into the town, or head to the left side and attack from a rundown shack; this will create a choke point for the cannibals where they will get stuck on each other allowing an easy kill for the player. Another option is sniping the cannibals from a distance.

## Trivia

* With the Cannibals prefering other means of nourishment, the once famous and much praised wasteland omelet seems to have gone out of fashion in Quarryville, with no one left willing or able to prepare it, let alone share its recipe.
Makeshift Plasma Rifle

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

## Makeshift Plasma Rifle

Slightly better than average armed Cannibal

### BaseID

xx0019A3

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

## Crafting

The Makeshift Plasma Rifle is not craftable.

## Locations(incomplete)

* Occasionally carried by Survivors, Cannibals and other humanoids.

## Notes

* The Makeshift Plasma Rifle uses Energy Cells, as opposed to most other large plasma weapons, which use Microfusion Cells.
* This weapon is unaffected by the Plasma Spaz perk, despite its name and the perk's description.
	+ This issue can be addressed by installing DUST Tweaks - Better Repair and More

## Behind the Scenes

The Makeshift Plasma Rifle comes from Eddur’s Homemade Weapons Pack, as do many other weapons in DUST.
Image Naming Policy

## General Images

When naming general photos (either of someone else's profile or of an article) please name the image as follows:

* For someone's profile picture;

```
{{User's name}} {{Avatar}}

```

Say, Zazme uploaded an image of his profile picture, he would have to name it "Zazme\_Yakuza Avatar.png/.jpg", or "Zaz Avatar.png/.jpg.

* For an article image;

```
{{image's purpose}} {{which page it's on}}

```

Say, Golly The Golem uploaded the staff logo image on the Staff Members page. He would have to name it "Staff Logo-Staff Members".

## Personal Images

When naming personal photos(photo of personal item, place) you should name the image as follows:

* Personal images;

```
{{Name of uploader}}_{{what picture is of}}

```

Say, Ross uploaded a picture of his house, he would have to name it "Ross\_House.png/.jpg.

## If Rules Are Violated

1.This rule will take affect as this page is created, which means.

* Any photos that were uploaded before this pages creation are not affected and will still be free to use.
* Any photos uploaded after this pages creation will have to follow these rules, **NO EXCEPTIONS!!**

2.Rule violating photos will be taken care of as follows:

* First offence will make way with a deletion of the photo, and a question to the uploader of why they violated the rule.
* Second offence will take place of a deletion of the photo, and a strict question to the uploader why they violated the rules. Failure to give reason may result in a 3-day block.
* Third offence will go down with a deletion of the photo, then a very strict talk to the uploader, followed by a 1-week block.
* Fourth offence and on will go as follows: deletion of the photo and a 2-week block, 1-month block, 3-month block, 6-month block, 1-year block, and finally, a permanent banishment.

## If You Obey

This wiki allows anyone and everyone to upload any photo of their choosing *(Read Wikia Rules and Wikia Policies for more info)* as long as you follow these rules as written, you will make the community very happy that you are a contributor, so...Upload Away!
Staff Members

<tabber>
ChiefDrewClash=

**ChiefDrewClash**

My positions are:
FOUNDER
Bureaucrat
Administrator
Chat Moderator
Moderator
Rollback

My roles are:
 Foremost Coding Officer

Vandalism Fixer
General Fix-It Guy
Rule Enforcer
User Banner
Wiki Manager

The places I would like to live in are:
 Tokyo, Japan
 Kyoto, Japan

The place I live in is:
 USA

My favorite colors are:
 Black
Grey
Rainbow :3

I like: Music
Wikia
Coding

I dislike:
 Vandalism
Bullies

"I may not look it, but I can handle anything that comes my way."

Zazme Yakuza=

**Zazme Yakuza**

Position = Admin

Roles = Coding Officer|Fix-It-Felix|STF Officer

Places =

Real = Japan

Favorite Color = Black and White

Likes = Music,Games,Wiki,Dafune

Dislikes = Kuruto,Horror,Trolls

"When you are talking to me,make some sense to it"

Golly The Golem=

**Golly The Golem**

Nicknames = Golly, The Rock, Purple Gorilla

Position = Administrator

Roles = Rules/Policies Enforcer, Poll Management

Places = Japan, Belize, Chile

Real = Canada

Novel = Ultra

Language = English, French, Spanish, Japanese(learning)

YouTube Channel = DrippySnottCOC

Favorite Color = Black and Red

Sport = Basketball, Hockey, Lacrosse

Subject = Mathematics, Science, Phys Ed, Chemistry

Likes = Dubstep Music, Gaming, Wiki, Rule Enforcing, Physical Activity, Coding

Dislikes = China Dolls, Show Offs, Rule Breakers

"I will not throw the first punch, but you can bet I'll throw the last one."

Zegaloft12=

Preferred Nicknames = Zegaloft, Zeggy, Zega, Zeg, Zeg Master(Golly only.)

Role = Moderator

Likes = Chess, Physics, Biology, Mathematics, Quantum Mechanics

Dislikes = Crappy movies and anime(I criticize)

Motto

*Disrespecting others is nothing less than soiling your own dignity*

Ross37=

**Ross37**

Nicknames = Ross, R.

Position = Moderator

Roles = Rollback bad edits

Places = Tokyo, Florida

Real = Michigan, USA

Language = Engilsh

Favourite Color = Orange

Likes = YouTube videos, Games, Pictures

Dislikes = Yelling, Interruption while gaming, interruption in YouTube video

"Do bad stuff, get stuffed into a pile of block logs"
Crafting

Fallout: DUST offers new crafting recipes and tools that aren't found in vanilla Fallout: New Vegas, many of which may be valuable to the Survivor. Of note are some useful handcrafted weapons and medicine, which are not quite as potent as their normal counterparts, but can be constructed from some fairly easy-to-obtain junk in the wasteland.

## Basics

Crafting in DUST happens at the usual Workbenches, Reloading Benches, and Campfires, and additionally with the new portable Crafting Kit, strategically placed in any starting location DUST provides. It is highly recommended that the Survivor pick up this crafting kit and carry it with them throughout their campaign. For example, in the case of certain makeshift melee weapons, a smart player may repair their weapon to maximum health indefinitely at no cost by breaking down the weapon into its component parts with the Crafting Kit, and then building it again at a Workbench.

## New Key Crafting Items

 Wood | This is obtained by breaking down various wasteland trash and is a crucial crafting ingredient for some great improvised weapons like throwing spears. Wood weighs 1 lb. each.

## Crafting Kit Recipes

These recipes can be crafted after clicking on the Crafting Kit item in the player's inventory. Crafting Kits can be found near each of the alternative start locations the player may choose when beginning a new game of DUST 2.0. *Recipes with a star (\*) return the Hot Plate ingredient upon crafting.*

## Campfire Crafting Recipes

Some Campfire recipes of Fallout: New Vegas were changed in DUST. These are listed below.

 Healing Powder

## Workbench Crafting Recipes

Included here are the crafting recipes introduced in DUST, and some of the traditional recipes from New Vegas that are especially useful in DUST.
The Monument

Bleed Me Dry

“*I am close, I know I know. I hear the voices, hear the chanting. Seen it in my sleep. The MONUMENT. [...]*”
—Close
**The Monument (formerly known as The Thorn)** is a cannibal-controlled section of the New Vegas Sewers, located underneath Westside.

## Background

Prior to The Fall, the Thorn was an arena for pit-fights where dangerous specimens of Mojave wildlife were pitted against one another or against human challengers for the enjoyment and enrichment of spectators. While the specific fate of the Thorn and it's operators is unknown, the Vault 21 lab policy of discarding failed experiments in the New Vegas sewers in conjunction with the incipient civil war under the New Vegas Strip likely forced the locations disestablishment well before the events of Fallout: Dust, (though the management may have simply focused their bloodlust elsewhere). In any case, when the sewers were taken over by opportunistic cannibals, they established their main base of operations in the Thorn's former arena, constructing the eponymous monument, a macabre obelisk of flesh and bone with which they would lure unwary travelers to their doom.

## Overview

The monument dominates the northwest section of the New Vegas Sewers. Being the centerpiece of the Cannibal's ruse, it is heavily occupied by well-armed cannibals, many of whom are clad in metal armor or use high-power factory-machined firearms. The monument itself is located in the Arena area, with containers at its base containing dozens of copies of the cannibals trap key, the actual sewer master key and various miscellaneous items undoubtedly procured from the cannibals previous victims. The area is ringed by a sewer spillway which contains cages containing human cattle.

### Notes

The Thorn's previous entrance south of Westside is no longer usable as a point for entering or exiting the New Vegas Sewers.

Insane survivors will encounter Shadowclaws in the cage area. These are immediately hostile and will cause a blackout upon their attack.

## Trivia

* As of DUST 2.0 Red Lucy's private quarters are accessible. Insane characters will encounter a single spirit inside.
* Leaving and reentering the cage area will cause ants, cazadores and tunnelers to spawn alongside the human cattle there. These creatures cannot not hostile to either the human cattle or the player and can be killed at leisure for experience.
* The presence of Tunnelers in the cage area is a consequence of all gecko spawns in the base game being changed to tunnelers for DUST.
Flare Gun

Template:For
Template:Infobox weapon gamebryoTemplate:Games

The **flare gun** is a weapon in the Dust era, 20 years after Courier Six walked the Mojave.

## Characteristics

 File:Flare gun blown up.png
A short-barreled, breech-loading signal pistol which can also be used as a weapon. It launches its projectile in an arc, and can be used for long-range indirect fire when aimed outside of V.A.T.S. After damage caused by the initial hit, affected targets will take additional fire damage for a short time.

The flare gun also has the ability to frighten abomination-type creatures. While on fire, they will attempt to flee from the player, but will resume their normal behavior once extinguished. Note also that a fleeing creature may run right at and past the player if there is no other line of escape, but will not attack while on fire. The flare gun does not inflict much damage to them however, don't rely on it too much.

## Locations

* Can be found in Zion's general store and Ranger station (fixed placement). At certain level range, can spawn in Zion's containers and survivalist caches.
* In a container around the 2 hitec gun cases of Long 15. Unsure if handplaced, or spawned at 20+ level range. It's under a truck, near the cases

## Notes

* Abominations frightened by the effects of the flare gun include deathclaws, centaurs, night stalkers, and tunnelers.
* "S.A.M.T. Torino Mod. 00" is stamped on the flare gun.
* Minimal AP cost to fire, but even lower damage per shot. This one has only use is to activate the effect frightening the abominations into fleeing. Shoot to damage or kill is a waste of time.

## Behind the scenes

The effect of frightening abominations into fleeing is not unique to this gun, as several type of weapons has this effect in descriptions and actual effect. But the gun has lowest AP cost to activate it.
Camp Adytum

Safety.

“*[...]Some Follower of the Apocalypse asshole back at Camp Adytum put them up to this. They're just trying to sabotage our work [...]*”
—Autopsy Report 5
**Camp Adytum** is a location in Fallout: DUST.

## Background

Adytum, a city in the Boneyard state of the New California Republic founded by the inhabitants of the demonstration vault in the remains of Los Angeles, was run by a gang going by the name Regulators in 2161.

Nearby was the Boneyard Library serving as the headquarters for the Followers of the Apocalypse.

Before the events of DUST, Isaac, a supply manager with the Gun Runners, mentions that his employers get their raw material for their guns from Adytum.

## In DUST

While previously controled by the Regulators, the Followers of the Apocalypse now are presumably in control of the area in 2301.

Initially the Cloud also engulfed the Boneyard, but has since been cleared by unknown means, allowing for a refuge camp to be built: Camp Adytum.

After being established, the Camp became, probably unknowingly, part of Operation Renaissance II which itself was part of the events leading to the Fall, as the NCR technology recovery expedition into the Sierra Madre was ordered to await further instructions at this location.

After the Fall, Camp Adytum now is one the possible targets for Survivors trying to escape the desolate waste the Mojave has become.

Upon approach, several tents can be seen, together with a Brahmin pen containing live stock, with the ruins of Los Angeles visible in the background. Medical personel will be ready to examine and assist arriving survivors.
Sacrificial Altar

The **Sacrificial Altar (**formerly **Yangtze Memorial)** is a pre-war landmark located east of Ghost town. Once a memorial to lives lost during the Sino-American war, it is now a sacrificial altar for a group of tribals.

## Overview

The sacrificial altar is sparsely populated by tribals and is surrounded by nightstalkers to the west and south as well as radscorpions to the east.

The tribals are very territorial, and will attack, if the Survivor ignores their threating gestures and stays too close for too long a time.

Killing the tribals will result in loss of sanity. For these reasons, the Yangtze memorial should only be visited by a well-equipped survivor and only then as a curiosity.

### Areas of interest

* A hollowed out stone as well as burial mounds (no shovel required) next to the memorial can provide for some loot
* A shack nort-north west of the memorial contains safe containers, some loot, and provides a usable bed, a reloading bench and a drinkable sink and toilet.

## Notes

* The rooftop of the shack nort-north west of the altar can provide for excellent cover, if the Survivor is confronted with hostile creatures in the general area
Maq

## SEĈÍ

**Maqkoĝī** ȳ 1972n̂ē-1y-17ĥoŭ cénse-c̕éjoq, cóqĥŭaqpí 3:5. Ge-ĝī í-1971n̂ē **Maqkàla**-káfáqcŏ́càq-còq sẃjoq-e ĝīcẃ ŭē n̂ŏin，n̂ŏ-ĝīcẃ ŭē ĥoqse-t̕ájaqcóŭjoŭ-ĥō ge-**Maqko**pédu. Ŭēle p̕jòŭjaq-e zenkŭàq-e zwkojoŭkú, ĥoqsejŏin sòŭ-p̕jèŝáq ĝīkŏ̀-fàqŝáq，pŏ́ĉín ŭē ĝīcẃẑaqdu-e 1/5, jŏsìn la ĝīcẃ-9/20 ta-céncòq sẃbinŝé-kòŭkàcẃ. Dēpjóŭ t̕ájaq la **Maqko**-sènĉ̕í，ā dēpjóŭ ŭē **Maqko**doli-ŝésènlizwla-e ŝèŝy. Tíse-lose dēpjóŭ **Maqko**-fún̂oŭ-e t̕údī.

Maq-e ĝīcẃ
Hot Plate

Ulysses had one. Do you?

A **Hot Plate** is a miscellaneous item in Fallout: DUST and Fallout: New Vegas.

## Characteristics

In contrast to their stationary variant, often also simply called "Hot Plate", albeit "Electric Hot Plate" would be more fitting, these Hot Plates can be picked up and carried around.

Survivors carrying a Hot Plate in addition to their Crafting Kit will be able to prepare higher-value food from raw ingredients without the need for a Campfire.

At a weight of 2.00 lbs., the Hot Plate not only increases self-sufficiency, but also Quality of Life, and should be part of a Survivors' basic equipment, just as the Crafting Kit.

## Notes

* The Hot Plate will not be consumed during crafting

## Locations *(Incomplete)*

* What formerly was Doc Mitchell's House in Ghost Town
* Primm Meat Locker
* Church basement in Fort Searchlight
* Novac, one of the hotel rooms
* Broc Flower Cave, in the same room as Ratslayer
* Toppled trailer at the ambush between Primm and Wolfhorn Village
* Ulysses' Point in Big MT
* Workshop (Michel Angelo's) on The Strip
* Vault 22 Dweller's Guard Camp in Zion National Park
* Old Mormon Fort in Freeside, 2nd floor of western tower
* Captain Dean Boat Rentals in Calville Bay
* One of the rooms on the upper floor of Camp Golf
Makeshift Axe

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

### BaseID

xx00A4FB

The **Makeshift Axe** is a craftable one handed melee weapon in Fallout: DUST.

## Characteristics

A crude melee weapon cobbled together from a Bonesaw, Plunger, and Scrap Metal. The Makeshift Axe is remarkably powerful for its weight and size; though its reach is laughable - forcing Survivors to stare their enemies right in the face to wield properly.

The Makeshift Axe is an excellent weapon for the start of a game and its repairability makes it a fine alternative for handily-equipped Survivors until the end. However, the Axe's pitiful reach compared to other melee weapons makes it less useful against groups of enemies. Use of the Axe as an optimized stealth-weapon is an option.

## Crafting

### Makeshift Axe

1 x Plunger
1 x Scrap Metal

## Notes

* As some other craftable weapon, the Makeshift Axe can be easily repaired by simply breaking it down into its components, and then rebuilding it.
* The 3.2 update to Manan's Tweaks changes the Bonesaw you receive from breaking the Axe down into a Dull Blade, forcing you to use a Whet Stone to re-sharpen it first.

## Locations

* Tribals in the Burned Bulls Camp.
* Cannibals in Primm.
* Lootable from many other Cannibals and Tribals.
Kà

**Kà**-koĝī, jeŭ-c̕èn "Fòqi[ĝī]" (Ìnn̂ȳ: *Maple Leaf*), la-Fan̂ȳĉ̕ỳ c̕èn "Tèiĝī" (Fan̂ȳ：*l'Unifolié*), zw-dēpjóŭ **Kànādā**-e kŭŏ̀fàq-ĝīcẃ. **Fòqi-koĝī** ŭē ĥoq-ĝīcẃ, tàqcòq ŝàqk̕é base-fàqka, basefàqka-zaq jeŭ ŭē jeŭ 1-p̕jé 13-e tíntjé-e fìŝázehó-ĥoqfòqi. Ī zw ẑoq-1965n̂ē pe-sẁmijŏ c̕éjoq, í t̕ídē Ìn-koĝī. Ī zw dī-1-e t̕òqkú-falin̂indin-e **Kà**-koĝī.

Kà-e ĝīcẃ
Wiki Polls

## Welcome!

Welcome to the official Wiki Polls page, as the name implies, this page is dedicated to housing the polls created by the community, ask anything you want as long as it's appropriate. (Please ***DO NOT*** delete other users' polls, you cannot delete anything but your own polls) Happy polling! Leave your polls below.
To learn how to create a poll, please contact Zazme or Golly The Golem.
The Cloud

Mission accomplished ...

**The Cloud** is a lethal prewar chemical weapon in Fallout:DUST and Fallout: New Vegas.

## Background

Developed before the Great War by Big MT, within the organizations Z- Innovative Toxins Plant. It was secretly tested at the Sierra Madre Resort and Casino, unknown to the staff or guests.

After the Second Battle of Hoover Dam, samples were recovered from the Sierra Madre by NCR researchers for purpose as a weapon against the Republic's enemies, but by unknown means was unwittingly release over the greater portion of the Core Region and Mojave Wasteland.

## Strains

### Sierra Madre Cloud (Presumably SM-0)

By 2281 the Cloud released from the Sierra Madre's ventilation systems had engulfed the Casino to the point of blocking out the sun.

An unknown chemical compound smelling and tasting of copper, sulfur, and plastic, it killed many of the Casino's inhabitants and transformed those in hazmat suits into the ghost people. Whatever its nature, the Cloud is a corrosive compound, slowly deteriorating both organic and inorganic matter, which makes gas masks, environmental suits, and power armor ineffective protection.

The Ghost People were Sierra Madre staff trapped in their hazmat suit when the Cloud eroded the suit clasps. Slow exposure to the toxin mutated them, their bodies trapped within their suits and forced to adapt into a stiffening entity composed of pockets of pressurized gas, glowing green fluid, and tissue that seemingly draws nourishment from the Cloud.

### SM-5

A variant of the Cloud designed by NCR scientists in the early 2280's, SM-5 is a more potent alteration of the Sierra Madre toxin.

It kills its victims and corrodes more quickly than the SM strain, as a result none of the Sierra Madre Ghost People are encountered in the Mojave.

Rather those who survive in hazmat suits become creatures analogous to feral ghouls, albeit with a higher degree of intelligence.

## Locations and areas affected by or involved with the SM-5 Cloud

* Freeside
* Goodsprings (Possibly linked to the cloud)
* The Boneyard (Was cleared from The Cloud sometime after)
* The Lucky 38
* The Strip

* Vault 21
* Zion National Park
* Most NCR Territory in California (Likely)

## Connected Events

* The Fall
* Freeside Rebellion
Old Mormon Fort

No longer Choosing the Right?

“*Log Entry 4
We've reached the Vegas Barrier. We've set up camp outside the North Gate and await that shipment of Arc Welders from Nellis to cut this thing open. [...]*”
—Expeditionary Log
**Old Mormon Fort**, located in Freeside close to its North Gate, was the New Vegas headquarters of the Followers of the Apocalypse prior to The Fall.

## Overview

Sometime after the second battle of Hoover Dam, the Followers of the Apocalypse abandoned their former headquarter for reasons unknown.

During the events leading up to The Fall, NCR repurposed the then-derelict fort into a security checkpoint for the few travelers remaining, while sealing up other entrances into New Vegas.

It is assumed that personnel of the Royst-Bernard Expedition, in an attempt to covertly recover remaining research materials located in the Lucky 38, were deliberately being lied to about the true goals of the operation by leads of the expedition.

Believing their assignment to be the retrieval of high-powered, possibly nuclear explosives, they were successful in breaching the barricades formerly erected by regular NCR, but then were stranded in the Old Mormon Fort.

With provisions dwindling and all members suffering from radiation sickness, they are still holding their position in the fort.

## Areas of Interest

* The east tower, while heavily boobytrapped, contains a massive stash of explosives, including Mini Nukes and Gas Bombs.
* The west tower contains no notable loot, but contains a useable bed
* All beds in the tents seem to be usable
* One of the personnel carries loot

## Tactical Considerations

The Fort is held by a good number of very well armed troops, with some even wielding powerful energy weapons. With only a single point of entry available, Survivors are advised to sprint for cover in one of the tents immediately after entering the Fort. Survivors may also consider using Turbo to slow down time upon entry, or using a Stealth Boy to avoid detection.

The east tower entry is trapped, and anyone entering will almost inevitably trigger Bear Traps and Gas Bombs, with another Toaster Mine being present in a wooden crate in the lower floor.

The upper floor is mined with a great number of charges and Gas Bombs, which, when triggered, will most likely also detonate the Mini Nukes present. Patient and careful Survivors will be able to disarm most, if not all of the explosives present, and subsequently use them to their advantage.

## Trivia

* Two hostile Cannibals may spawn in the Fort, after the former residents were neutralized.
* One of the troopers mention Kimball in his notes, even though Lee Oliver is the NCR president in 2301.

## Notes

* Hoarders may be interesting in knowing that the Mojave Express box next to the Fort is still operational.
* There is a mini nuke in the top floor of one of the towers which requires exact positioning in order to pick it up. If moved, it may become unreachable.
Bob Morris

**Bob Morris** était avocat pour la division de San Francisco de l'Environmental Protection Agency. Il a enquêté sur l'envoi de superordinateurs Cray et de séquenceurs de gènes Hood à Isla Nublar, pensant qu'il était suspect d'envoyer ces puissantes machines sur une île isolée au large du Costa Rica.

Il s'est rendu aux fouilles d'Alan Grant à Snakewater, Montana en 1989 pour l'interroger sur ses relations avec la Fondation Hammond, qui a financé ses fouilles. La Fondation avait stocké de l'ambre en quantités suffisantes pour que la société InGen de son fondateur John Hammond possédait la plus grande collection d'ambre au monde en 1989. Morris s'inquiétait également de la raison pour laquelle la Fondation finançait uniquement des fouilles dans le nord des États-Unis.

Bien que Grant ait admis qu'il trouvait cela inhabituel, il ne voyait pas ce que cela avait à voir avec lui personnellement, ni pourquoi l'EPA s'inquiéterait. Morris était incapable d'exprimer correctement ses craintes, mais elles semblaient se résumer au fait qu'avec tous les stocks d'ambre et les seules recherches de financement dans certains climats, il avait l'impression que John Hammond et ses entreprises échappaient d'une manière ou d'une autre à la loi. Bien que Grant n'ait pas pu l'aider beaucoup, il a parlé à Morris de ses relations avec Donald Gennaro, qui lui avait payé des honoraires de consultant pour une exposition de dinosaures en 1984.

Il a ensuite admis à Grant que les preuves n'étaient pas concluantes et qu'il devrait probablement clore l'enquête.

## Dans les films

Morris n'apparaît pas dans les films, bien qu'au moins un de ses traits de caractère les plus distinctifs ait été transféré à Gennaro : à son arrivée à Snakewater, Morris est décrit comme n'étant pas habillé correctement pour le climat chaud du Montana. De même, dans sa scène d'introduction dans *Jurassic Park*, Gennaro arrive au milieu de la jungle pour rencontrer Juanito Rostagno vêtu d'un complet costume.
Bethany Armstrong Johnson

**Bethany Armstrong Johnson** est une scénariste américaine. Elle fait partie de l'équipe de production de la série d'animation *Jurassic World : La Colo du Crétacé*. Elle fut coordinatrice d'écriture pendant les deuxième premières saisons de la série.

## Épisodes

### Scénariste

* 2.03 : *Le point d'eau*
* 3.03 : *La Casa de Kenji*
* 3.05 : *Au cœur de la tempête*
* 3.07 : *Une onde de choc*
* 4.02 : *Au moins...*
* 4.06 : *Une mission délicate*
* 4.11 : *C'est qui, le patron ?*

### Coordinatrice d'écriture

* *Jurassic World : La Colo du Crétacé* (saison 1 & 2)

## Liens externes

* Site officiel de Bethany Armstrong Johnson
* Bethany Armstrong Johnson sur Internet Movie Database
Bataille de la Rue Principale

La **Bataille de la Rue Principale** est une scène du film *Jurassic World* ainsi que la dernière confrontation.

## Description

Alors que Vic Hoskins s’est fait dévoré par Echo, nos héros sortent du centre de la découverte, poursuivi par le raptor qui a fini de manger. Ils arrivent heureusement à l’occuper avec un hologramme de Dilophosaurus. Malheureusement ils tombent sur Blue, Delta et suivi d'Echo qui à compris que le Dilophosaurus qu'elle voyais n'était que un hologramme et reviens à la chasse.

Heureusement, Owen regagne la confiance des raptors juste avant que l'*Indominus rex* ne face sont apparition. L'hybride, furieuse que ses fidèles serviteurs se soient retournés contre elle, passe à l'attaque. Blue est projeté contre les chaises d'un restaurant et ses sœurs sont bien décidé à la venger. Comme il fallait s'en douter ça tourne mal et Delta finit carbonisée dans une plaque de cuisson et Echo finit sa vie en se faisant mordre un peut trop fort par l'Indominus.

Heureusement, Gray Mitchell pense à prévenir sa tante et elle va chercher Roberta, le T-rex du parc. Bien que les deux titans soient de forces égales au premier abord, l'hybride prend très vite l'avantage sur Roberta. Alors que l'hybride est sur le point d'en finir avec son opposant, Blue intervient et s'agrippe sur le dos de l'hybride; donnant ainsi assez de temps à Roberta pour se relever et reprendre l'avantage.

Ensemble, Roberta et Blue éloignent ensemble l'*Indominus rex* jusqu'à la paroi du lagon du *Mosasaurus*. Au moment où l'hybride se relève afin de continuer le combat, le *Mosasaurus* surgit du lagon, agrippe l'hybride avec sa mâchoire et l'emporte avec lui au fond de l'océan.
Carlos (pilote)

Carlos était le copilote de l'avion dans Jurassic World Aftermath . Son statut est inconnu mais il est probable qu'il ait été mortellement blessé dans l'accident provoqué par une attaque de Pteranodon . Il avait également poussé Amelia Everett hors de l'avion juste avant l'accident afin qu'elle puisse parachuter en toute sécurité. Juan semblait parler espagnol juste avant qu'ils ne s'écrasent, criant des instructions. Après l'accident, Juan a appelé Carlos et n'a obtenu aucune réponse avant de demander Sam. Lorsque Sam explore la section Corporate du Centre NMS , il tombe sur le parachute de Carlos près d'un nid de Pteranodon.

**Caractéristiques** : Carlos avait l'air moqueur, mais c'était un bon pilote car il s'est vite mis au travail à l'approche de Jurassic World sur Isla Nublar
Charlie/Jouets

## Jurassic World

Un jouet de Charlie est sorti dans le cadre de la gamme de jouets Jurassic World au prix de détail de 9 $ avec ses autres compagnons de meute. Comme les jouets de ses camarades subordonnés Delta et Echo, son jouet n'a pas la griffe de faucille que le *Velociraptor* avait à la fois dans les films et dans la vraie vie.

Il y a aussi une figurine de Charlie Rugissement !. Il s'agit d'une nouvelle figurine, complète avec les griffes de faucille sur chaque pied, et est repeinte pour la figurine Delta Rugissement !.

Figurine de CharlieCharlie Rugissement !
## LEGO Jurassic World

Charlie et son compagnon de meute Echo sont inclus dans l'ensemble LEGO Jurassic World 75920 L'évasion du Velociraptor.

## Jurassic World : Dino Rivals

Charlie devrait sortir dans le cadre de l'assortiment "Attack Pack" pour la gamme "Dino Rivals" 2019.
Y

Y-koĝī

**YZG**-e koĝī loŭ ĥoq, ī-līŝáq lele ĥŭaq-sìn.
Ĥoqse dēpjóŭ goqc̕écẃn̂ī; ĥŭaqse dēpjóŭ Ynŏ. Qukosìn-e qw-ko-venbi dēpjóŭ kòqn̂in, noqmin, zwpìn, cẁsevencẃ te c̕ìnn̂ē.

Y-e ĝīcẃ

## Ĉỳnĝī

Ynŏ zenmin-ĉỳn-e ĝīcẃ zw koĝī, ī-līŝáq le ĥŭaqse-e "QUYẾT THẮNG"(*決勝*, *ĉy-sén*). Yn̂ȳ-līŝáq, ísẁ ẑw "pi-sén".

### K̕òqĉỳn

Ynŏ zenmin-ĉỳn-k̕òqĉỳn-e ĝīcẃ ẑw YZĈ-e ĝīcẃ, ī-ō le ĥŭaqse-e "QUÂN CHỦNG PHÒNG KHÔNG - KHÔNG QUÂN" (*軍種防空——空軍*, *ĉỳncóq-baqk̕òq —— k̕òqĉỳn*).

### Pjèbaq

 File:YZG-pjèbaq.svg
YZGPB-e ĝīcẃ ẑw YZĈ-e ĝīcẃ, ī-ō le ĥŭaqse-e "BIÊN PHÒNG VIỆT NAM"(*邊防越南*, *pjèbaq-Ynŏ*).Yn̂ȳ-līŝáq, ísẁ ẑw "Ynŏ-pjèbaq".

### Pìncóq-t̕òqsínljēlo

YZĈPT̕-e ĝīcẃ ẑw YZĈ-e ĝīcẃ, ī-ō le ĥŭaqse-e "BINH CHỦNG THÔNG TIN LIÊN LẠC"(*兵種通信聯絡*, *pìncóq-t̕òqsínljēlo*).

 File:YZG-pìncóq-t̕òqsínljēlo.svg

## C̕ŏ̀-k̕ŏ́

* File:YZG.png YMG (ẑoq 1955-n̂ē tóŭ 1976-n̂ē)
* File:YNG (1969-1976).png YNG (ẑoq 1969-n̂ē tóŭ 1976-n̂ē)
* File:Ynŏ.png Ynŏ
Airstream 270

L'**Airstream 270** était une caravane appartenant à Owen Grady.

## Histoire

Pendant sa brève relation avec Claire Dearing à la suite de l'Incident de Jurassic World. Elle se plaignait souvent qu'Owen ne la laisserait pas conduire.

Quand les deux se sont séparés, Claire lui a dit "d'aller vivre dans sa camionnette comme un pauvre type". Il a vécu dans sa caravane pendant qu'il conduisait sa cabine. Elle était garé dans la cour avec sa camionnette Chevrolet lorsque Claire est venue le recruter afin de sauver les dinosaures d'Isla Nublar en 2018.