recursal/Fanatic-Fandom huggingface dataset:
False Authority

False Authority lacks a Pip-Boy icon.

“*You're quite the persuasive one. From this point on, most NCR Patrols won't give you a second glance. Be careful though, your disguise won't fool all of them!*”
—Fallout: DUST description
**False Authority** is a perk in Fallout: DUST.

## Effects

Literally none; the generic quest stage this perk is linked to has no attached scripts or flags.

## Notes

* This perk is obviously bugged, as it has no effects whatsoever.
	+ There are no currently known third-party fixes for this bug. Making one would likely require a fair amount of knowledge about scripting, quests, the G.E.C.K., and potentially individual edits to lots of NPCs' factions and templates.
	+ The only plugin known to make changes to this perk is DUST Tweaks - Better Repair and More on the Nexus, but it simply removes the perk as an option upon level-up. Players who already took the perk could consider using console commands to replace it with a functioning perk.
	+ It seems that the Fallout DUST - Expansion Project mods by TomSkele revamped the perk, and is now usable, the conditions for obtaining it are 25 Sneak, 6 Charisma & 5 intelligence.

* This perk is one of several lacking proper Pip-Boy icons.

## Behind the Scenes

Naugrim04, the author of Fallout: DUST, confirmed in its comments section some time ago that False Authority is bugged, and that it was intended for the perk to be disabled prior to release.
Coyote Mines

Template:Games

The **Coyote Mines** is a location in the Mojave Wasteland in 2281 and exist until the day of Dust, decades later. It is located northeast of Searchlight North gold mine and southwest of Ranger Station Echo.

## Layout

There are two sections in this area, a house and the mine itself. Neither the house nor the mine has any hostile creatures or traps. The mine entrance is opposite the house to the northeast, at bottom of that cliff. Feral ghouls and Nightcrawlers will occasionally roam near the house and the mine.

### House interior

The house at Coyote Mines has two floors, consisting of a bed, storage containers, and a working jukebox. Food can be found in the kitchen and three first aid boxes are located within the house. BB gun and ammo provide weak resupply for the cost of ammo getting here.

### Mine interior

The mine features a simple layout. A short distance from the mine entrance, the path splits. To the left is a camping area, complete with a bedroll, miscellaneous toolbox junk, two healing powders, and a Hydra. One friendly Survivor may be living in this section. To the right, alcoves containing some dynamite, frag grenades, and minor loot can be found.

## Notable loot

* Sunset Sarsaparilla star bottle cap - In the house, lying on a table downstairs.
* 15 sticks of dynamite - In the mine, behind the closed gates.

## Notes

This mine is of note in Dust only thanks to the friendly survivor living in the mine plus fixed amount of dynamites.

## Appearances

The Coyote Mines appear only in *Fallout: New Vegas* and Dust.

## Behind the scenes

The Coyote Mine is located in the same geographical area as the real world Coyote Gold Mines, located north of Searchlight, Nevada.

## Bugs

* Template:Platforms A few of the sticks of dynamite inside the mine may fall through the ground when the others are picked up. They may or may not "bounce back" and allow the player character to grab them.Template:Verify
* Template:Platforms The box of BBs near the BB gun inside the house may be stuck inside the shelf as opposed to laying on top of it. This makes obtaining it extremely difficult, if not impossible, to loot without the use of the console. A way around this is to throw either a stick of dynamite or a grenade into the shelf below the BBs (or place one of the nearby fire extinguishers there and shoot it) and hope the BBs do not get stuck behind the furniture.Template:Verify

## Gallery

FNV coyote mine interior.jpgMine interiorCoyoteMineHouse.jpgCoyote Mine houseFNV coyote mine house interior.jpgMine house interior
Gojira

As seen in the movies

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

Also referred to as **Avatar of Mo-Tel**, Gojira is a massively over-sized Fire Gecko reported to exist in the Mojave Wasteland as of 2301.

## Background

Despite the established extinction of mutated geckos from both the Mojave Wasteland and Zion Canyon, numerous travelers, mercenaries and general reprobates from the Mojave have reported the existence of a gargantuan fire Gecko residing near the South Vegas ruins.

While many survivors maintain that this is just another wasteland myth, rehabilitated cultists and survivors speak of an encounter with Gojira, often claiming that the creature spoke to them personally, swearing vengeance on the tunnelers for their heretical predation. Immediately following this exchange, most affected subjects allege blacking out in face of the creatures sheer power only to awake shortly thereafter a great distance from the site of the encounter.

Due to established consistency in survivor reports, the existence of Gojira is considered by the Followers of the Apocalypse as "not totally impossible".

## Behind the Scenes

DUST reuses the unused Gojira creature already present in Fallout: New Vegas, originally created by one of the animators to terrorize Camp McCarran for fun.
The King

The King, as of 2281.

“*Well boys, this is it.[...]*”
—The King's Goodbye

**The King** was an Elvis impersonator who ran a gang called The Kings, based in The King's School of Impersonation in southern Freeside.

## *Fallout: New Vegas*

Born some time between 2245 and 2247 (as evidenced by Dennis Crocker), The King was a member of one of the original tribes of New Vegas before they were united and brought to power by Mr. House.

He and his gang took up residence in an old Elvis impersonation school. They believed it to be a place of worship due to the posters and holotapes all of one man, whose real name couldn't be found, but was only known as "The King." In the upper levels of the school they found outfits that the original King would wear, along with vast amounts of hair gel.

The King watched the old holotapes of the man, learned to speak like him, and started to teach others to do so. Unlike other gangs in the Mojave Wasteland, the Kings were built on respect and don't go looking for their next fight.

## In DUST

In the early years of the Fall, the Kings led a rebellion against the NCR. However, in the wake of the Cloud's release upon the Strip, the Kings decided to aid an evacuation of Freeside. The evacuation was successful, saving countless lives, but most of the King's gang were forced into the sewers.

The King managed to escape New Vegas, making his way through the Mojave Wasteland, along with a few remaining remnants of his gang. At some point along the way, he sustained a mortal wound and took shelter in the middle of Boulder City. He would eventually succumb to his wound, but not before penning a heartfelt goodbye to the surviving members of his gang.

The King's skeleton can be found in the small hideout at the far end of Boulder City.
The Tomb

The Tomb's Entrance

“*[...] Is any Road as Lonesome as the Road You Pave Yourself?
Is any Road as Lonesome as the Tomb?*”
—Words for The End
**The Tomb** is a location in Fallout: DUST.

## Overview

The Tomb is a natural cavern on the dried-up bed of Lake Mead, once known simply as Lake Mead Cave, that serves as the holdout of the Courier. Surrounded by landmines and other booby-traps as well as numerous scrap metal fortifications, it is accessible by a small ladder leading down to the actual cave entrance.

A note containing the Courier's eulogy can be found pinned next to the Cave entrance.

The Cave itself is no longer flooded, and its floor is filled with debris and junked PDQ-88b Securitrons.

### Areas of Interest

* A Securitron in the first chamber has been converted into a makeshift audio recorder by the Courier, and contains the transcript of the Courier torturing someone he believes was sent by the NCR to assassinate him.

* The tortured body of a Tribal can be encountered nearby, indicating that the Courier has become violently unhinged.
* Further within the cave is more debris and wrecked Securitons, remnants of the army activated during the Second Battle of Hoover Dam.

* A single functioning Mk. II Securitron is found in the final cavern, seemingly being utilized as a guard by the Courier. It is hostile on sight and armed with its full retinue of weaponry, including Missile and Grenade launchers, making it a deadly threat to unprepared survivors.
* Further within the cave is the Courier himself, who is hostile as well. He will attempt to snipe the player from high ground with his unique .50 cal rifle, the Couriers Grant .50.
Royst-Bernard Expedition

Personel of the expedition as encountered on Black Mountain

“*Addressed to Miss Lydia Bernard and Co.,

I couldn't care less about whatever miracle cures you and Royst cooked up in that hellhole. [...] The trial WILL continue [...]

- Elizabeth Ware*”
—Letter
The **Royst-Bernard Expedition** is a major faction in Fallout: DUST, a rogue faction of NCR scientific and military personnel whom have traveled to the Mojave to secure surviving research data from the Lucky 38, in an attempt to combat the Cloud and vindicate Dr. Royst.

## Overview

Based on the summit of Black Mountain, the group is one of the most well-equipped factions in the Mojave, with access to Vertibird transports and top-tier equipment.

Due to the unethical and destructive nature of the research the Expedition seeks to recover, they have been disowned and abandoned by the Republic, and have lost many personnel to the hazards of the Mojave.

Members of the Expedition will turn hostile to the Survivor, if they get too close to their territory. Despite what its description says, the False Authority perk will *not* allow the player character to enter their zones unmolested, as the perk is unfinished and has no effects.

Though many Survivors in NCR gear may be encountered, Royst-Bernard Expedition personnel are differentiated as NCR Troopers, Rangers, or Researchers, Their two main bases are located on the summit of Black Mountain and Camp Golf. Surviving members of their failed breach of New Vegas can be encountered in the Old Mormon Fort.

Expedition Troopers and Rangers pose a formidable threat to unprepared players, since they are armed with high-quality weaponry and are protected by excellent armor.

Rangers, found alive only at Camp Golf and Nellis Air Force Base, wield heavy weaponry and retain their Ranger Veteran or Patrol Armor, which puts them among the deadliest humanoid hostiles in the Mojave.

Researchers found at Black Mountain, Camp Golf, and Old Mormon Fort will usually flee if combat is initiated, with the notable exception being Researchers located in the Old Mormon Fort, who utilize lootable Radiation Suits and will attack Survivors using Arc Welders.

With Royst being on trial, members of the Royst-Bernard Expedition stationed throughout the Mojave are trying to convince the judge supposedly in charge, Elizabeth Ware, of the immense value his research provides, including calling his possible incarceration to be a "crime against humanity".

## Notable Members

* Lydia Bernard, Research Lead of the Royst-Bernard Expedition, former Assistant Head Researcher to Royst
* Mike Lawson, Head Researcher at Hoover Dam

## Trivia

* Despite Edwin Royst being incarcerated and thus not being part of the expedition formed after The Fall, it still carries his name alongside that of his former assistant Lydia Bernard: Royst-Bernard Expedition
* The game files classify the Royst-Bernard Expedition personnel as members of the NCR faction and thus being on good terms with any Remnant NCR force, even those in Camp McCarran.
Paladin Ramsey

“*Paladin Ramsey's Log

Entry 46-B

I can recognize the markings on the wall. If that old fool McNamara wants to stick his head in the sand and hide from it he can rot in hell. I'm not going to. [...]*”
—Archived Logs
**Paladin Ramsey** is a character in Fallout: DUST.

He is the leader of the remnants of the Mojave Brotherhood of Steel based in Fort Searchlight.

## History

Ramsey was a high-ranking Brotherhood Paladin in the Mojave chapter prior to the Fall.

As Brotherhood scouts reported the NCR was working on an unknown bioweapon they had recovered from the Sierra Madre Casino. A captured Dead Bears tribal confirmed his fears that Elijah was behind the unfolding events, and Ramsey warned Nolan McNamera to evacuate Hidden Valley in fear of an impending catastrophe, arguing that the bunker's filtration system would not filter the Cloud. The Elder dismissed him, leading Ramsey and several disillusioned Paladins deserted and headed for Camp Searchlight, still abandoned out of fears of lingering radiation.

They found the low radiation levels from a detonated Legion dirty bomb had largely dissipated, and set a makeshift base. A few days after arriving at Searchlight, two scouts they had dispatched to Hidden Valley returned with news that the Mojave Chapter had been attacked by the NCR, who breached the bunker and filed it with radioactive waste, killing or ghoulifying everyone inside. The surviving BoS members planned to evacuate the Mojave and reunite with the Western BoS by repairing the aircraft at Searchlight Airport, setting up a small outpost on the tarmac with radio link to the Fort. This camp was subsequently overrun by Radscorpions.

## Trivia

* While Paladin Ramsey could supposedly be encountered inside of what formerly was Private Edwards home in Searchlight, as of DUST version 2.0 no Paladins seem to remain in Searchlight.
* A Brotherhood of Steel Knight encountered in what formerly was Private Edwards home in Searchlight still wears the only suit of T-51b Power Armor of any member of the BoS present in Searchlight.
Tactical 12.7mm Pistol

The **Tactical 12.7mm Pistol** is a semi-automatic handgun in Fallout:DUST.

## Characteristics

The Tactical 12.7mm Pistol shares its characteristics with Li'l Devil (GRA) from the Fallout: New Vegas add-on Gun Runners' Arsenal.

## Locations

* Experienced Survivors can encounter hostiles wielding this weapon surprisingly often, ranging from Cannibals (and Hunters), Tribals Mojave and The Divide up to and including other Survivors.
* Experienced Survivors may find this weapon on NCR Remnants at Hoover Dam

## Behind the Scenes

DUST renames Li'l Devil (GRA) to Tactical 12.7mm Pistol, while keeping its characteristics.
Kai-sar's Hill

“*Welcome to Kai-sar's Hill. Here you may worship in peace- safe from the horrors beyond the canyon.* ”
—Notice

**Kai-sar's Hill** (formerly known as **Fortification Hill** or colloquially **The Fort**)is a tribal settlement and holy site located in the eastern Mojave wasteland in 2301.

## Background

Prior to the Second Battle for Hoover Dam, Fortification Hill was the principle forward operating base of Caesar's Legion where major military and intelligence operations against the New California Republic were planned and carried out. Following the Legion's defeat and Caesar's apparent death in 2281, the fort was presumably abandoned. It's presumed the Dust Walkers, came back to their old home, maintaining the Fort as a tribute to it's memory.

## Overview

Due to the precipitous declining of the Colorado river, Kai-sar's hill can only be accessed by braving Hoover Canyon through Aurelia, a stretch of the dead river occupied by Feral Ghouls and Tunnelers.

Fortification Hill proper is accessed by way of a tunnel due east of Hoover Dam, distinctly marked with a pinball machine in front of it. Though the tribals occupying the Fort purport to be peace-loving spiritualists, they are known to be aggressive to outsiders on sight so great care should be taken.

### Notes

Caesar's Tent has been replaced with a tin shanty, referred to as the Sanctum. Caesar's remains, as well as documentation of the Legion's final years are purported to be housed within, though the sanctum is not accessible as of Dust 2.0

With a shovel, one may find Benny's grave. Inside, there is his suit and Maria.

The Weather Monitoring Station can still be found at the far end of the compound, though it is not accessible by any normal means.

## Trivia

* The Weather Station and Caesar's tent can still be accessed via console commands. While Caesar and his entourage have been changed into generic tribals, the lower area of the weather station is still occupied by robot sentries and it is still possible to receive Mr. Houses main quest, though obviously impossible to see it through.

* Entering VATS in this area can cause the game to glitch, resulting in the player being effectively blinded.

## Notes

* If the game crashes upon trying to reach Kai-sar's Hill through the tunnel, check the Known Bugs article for an explanation and a workaround
The Courier

The Fallen Hero.

“*They tried to pin this on me you know... all of this.*”
—Transcribed Audio Log #164A3
The **Courier**,also known as **Courier Six**,was the player character in Fallout: New Vegas, and is a special antagonist in Fallout: DUST.

## *Fallout: New Vegas*

Courier Six is the playable protagonist of *Fallout: New Vegas*. Although gender and appearance are up to the player's choice, the Courier is most often depicted as male.

In the events of Fallout: New Vegas, the Courier is tasked with delivering a Platinum Chip to Robert House, but is robbed, shot, and left for dead. Waking in the small town of Goodsprings, the Courier embarks on a journey to find the men that tried to kill him, ultimately shaping the future of the Mojave Wasteland itself.

## In DUST

In Fallout: DUST, the Courier is depicted as a ghoulified male wearing pre-War riot gear and a breathing mask. He can be confronted in Lake Mead Cave, now known as "the Tomb."

According to an audio log transcription found on a destroyed Securitron in the Tomb, the Courier was branded as a terrorist by the NCR following the Second Battle of Hoover Dam (implying that either he sided with Mr. House or kept New Vegas independent from both the NCR and the Legion). Another likely reason is due to the courier having destroyed the long 15 with the nuclear missiles in the divide.

When the Mojave Wasteland began to fall to the dust storms and Tunnelers, the NCR then blamed the Courier for the disasters. The Courier fled to Mead Canyon where he buried hundreds of mines and other traps to protect against the dangers of the Mojave. At some point during the 20 years after the Second Battle of Hoover Dam, the Courier turned into a ghoul. Whether or not the transformation was intentional is unknown.

## Notes

* The *Courier Companion for DUST Survival Simulator* mod turns The Courier into a player companion. See the Mods for DUST page for more information.
* The Courier is hostile to the player, and will carry either a unique variant of the Grand .50 rifle named the Courier's Grand .50, or a flagpole.
Cowboy

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

## Effects

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

The following weapons will gain a 25% damage increase:

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

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

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

## Notes

* The Combat Knife and the Sacrificial Knife (formerly Chance's Knife) will see no change in damage with Grunt as they both are also in the Cowboy perk list, and therefore receive both the buff *and* debuff.
* Numerous weapons that fit the perk's description are not affected by it, such as the 9mm Revolver or Gambler's Pal.
	+ Both issues above can be remedied by installing DUST Tweaks - Better Repair and More.

## Behind the Scenes

* Cowboy is a modified version of the Fallout: New Vegas perk by the same name.
Throwing Spear

Sun Child in Hopeville wielding a Throwing Spear

The **Throwing Spear** is a thrown weapon featured in Fallout: DUST.

## Characteristics

Easily crafted from Wood and Scrap Meal using either Workbenches or the Crafting Kit, the Throwing Spear is a surprisingly powerful and silent weapon, often overlooked by Survivors.

## Crafting

### Throwing Spear

Workbench / Crafting Kit (Repair 20)

xx067B06
1 x Scrap Metal
00031944
Elite Riot Gear

A Survivor wearing Elite Riot Gear and Helmet

The **Elite Riot Gear** and **Elite Riot Gear Helmet** are apparel in Fallout: DUST.

## Characteristics

Being the most hardened variant of the Riot Gear, the Elite Riot Gear is easily amongst the most protective and sturdiest pieces of armor Survivor can wear.

Held almost exclusively by the most well-trained and well-equipped NCR troops, mostly NCR Remnants, obtaining this armor can be challenging, unless found on personnel already deceased.

With its equally hardened Helmet providing additional protection, this armor can provide for substantial advantages in combat, albeit at the cost of massively increased weight.

## Notes

* The armor itself is unchanged from the base game, and the helmet has had the *Red Scare* low-light vison effect removed.

## Appearance

The Elite Riot Gear and Helmet originate from the *Fallout: New Vegas' DLC Lonesome Road.*

## Locations

* A dead sniper in The Divide
* Can be looted from The Courier
* NCR Rangers and NCR Troopers in Camp Golf
Nightmare

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

### Inhabitants

* Hope (deceased)
* Peace (deceased)
* The Survivor (situational)

**Nightmare** is a Wasteland Urban Legend, a delusion, inaccessible to sound minds.

Only the insane, upon entering a fugue state through physical contact with their nightmares, are allowed in.

The Nightmare will grant egress to the following locations:

## Shack (2)

The Brink, formerly Fisherman's Pride shack.

## Mojave Wasteland (4)

Top of a train wagon above Crescent Canyon East.

## Mojave Wasteland (6)

Inside of a trailer next to Sunset Sarsaparilla Headquarters.

## Notes

* The hatch to Gomorrah will not manifest upon the first entrance into the Nightmare. It only appears from the second fugue forward.
In Shining Armor

“*Beams reflect off the mirror-like finish of your gleaming armor! You gain an additional +5 Damage Threshold against energy weapons while wearing any metal armor, +2 while wearing reflective eyewear.*”
—Fallout: DUST description
**In Shining Armor** is a perk in Fallout: DUST.

## Effects

None. Literally. Fallout: DUST does not modify this perk in any way, so it is as bugged, as it is in Fallout: New Vegas.

## Trivia

* Possibly due to an oversight, this perk is programmed to increase the damage threshold of a player, if being shot at with "Energy", instead of the correct condition of "Energy Weapon".

## Notes

* This perk can be fixed to work as intended via installing DUST Tweaks - Better Repair and More.

## Behind the Scenes

* In Shining Armor is an unmodified version of the Fallout: New Vegas perk In Shining Armor.
Makeshift Minigun

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

## Makeshift Minigun

Survivor has a machine ... Makeshift Minigun now

### BaseID

xx006E1F

The **Makeshift Minigun** is a craftable high-capacity, BB automatic weapon included in Fallout: DUST.

## Crafting

### Makeshift Minigun

Workbench (Guns 45)

1 x Pressure Cooker
1 x Seam Gauge Assembly
1 x Surgical Tubing

### BB Ammunition

Reloading Bench (Survival 30)

1 x Hot Plate

The Hot Plate will be returned after crafting.

## Locations

* Experienced Survivors can encounter hostiles wielding Makeshift Miniguns surprisingly often, ranging from Cannibals (and Hunters), Tribals Mojave and The Divide up to and including other Survivors.
* Survivors have a chance of finding a Makeshift Minigun in a container in the lower lobby of the Gomorrah.

## Notes

* Despite a wood chipper being clearly visible, it is not required for crafting the Makeshift Minigun.

## Behind the Scenes

The Makeshift Minigin is featured as Homerun Rifle in Shoeburglar’s Wastelander Pack, as are many other weapons in DUST.
Cannibal Fort

Exterior of the Fort, just right of the main gate

“*[...] We've got the full firepower of the Gun Runners at our disposal (as Isaac is so fond of reminding us) and we're prepared to use it. They ain't got shit. [...]*”
—East Terminal Entry
The **Cannibal Fort** is a heavily fortified compound located just south of Freeside's East Barricade.

## Background

The Cannibal fort was originally the headquarters for the Gun Runners, a group of arms merchants operating out of the NCR. After the Fall, the Gun runners were forced out of their manufacturing center and took up with a group of survivors at the east pump station to the southeast. Sometime after this, the Gun Runners compound was taken over by cannibals

## Overview

The Cannibal fort is a heavily defensible structure with gunmen on improvised barricades set up outside and lesser armed cannibals patrolling the front as well as by the Freeside East Barricade. Entrance to the compound proper is protected by a Hard locked gate which is covered at ground level by cannibals equipped with small arms outside the main building

Inside the building are several more cannibals armed with a variety of weapons. A subtle strategy is recommended here as the cannibals are split into two distinct groups: one in the living area to the south and the other in the manufacturing center to the west.

### Points of Interest

The manufacturing area contains an assault carbine, several other random weapons and numerous crafting items, many of which are useful for making weapon repair kits.

### Trivia

The Gun Runners vendertron somehow survived the fall and can be found nearby, northeast of Vault 34. He will interact and trade with a survivor provided they are not in combat with the tunnelers nearby.

One of the Gun Runners terminal entries contains the phrase "How can mirrors be real if your eyes are not real?!?". This is a reference to a pseudo-intellectual twitter post by American actor Jaden Smith that has since become an internet meme.

### Nearby locations

To the south is un-markered House of Orion Moreno, with that cantankerous old man still surviving in his house and will shoot you on sight. Best water, bed for sleep. It's also near the cannibals' Field of Salvation.
Level

Fallout: DUST introduces various changes to the level progression and experience point (XP) gaining opportunities of Fallout: New Vegas, which are described in this article.

## Level Cap

Fallout New Vegas defaults to a level cap of 30. Of the six available add-ons, four raise the level cap by 5 to a total of 50 levels: Dead Money, Honest Hearts, Old World Blues and Lonesome Road. Gun Runners' Arsenal and The Couriers Stash do not raise the level cap.

Since DUST does not change the level cap, and after v.165 requires all four level-raising add-ons and the Gun Runner's Arsenal to be installed, **DUST's level cap is 50.**

XP
--

DUST, lacking quests and their associated XP gains, doubles the vanilla XP bonus of some XP relevant actions, namely discovering map markers (20 XP) and terminal hacking and picking locks (up to 120 XP).

XP rewards for killing creatures and other NPCs are untouched. Also, XP for a kill steal is only rewarded, if the player dealt at least 40% of the total damage to an opponent killed by NPCs or other means.

## Leveling Up

DUST raises the number of XP required for leveling up considerably by doubling the amount compared to vanilla New Vegas. Vanilla reaches level 50 at 186200 XP, DUST at 372400 XP.

This is in part mitigated by the fact, that DUST allows picking a Regular perk at every level gained, instead of only every other level like in vanilla.

As per Bethesda's G.E.C.K. wiki, the generic formula for calculating the required XP for a specific level is:

# XP
(
Level
−
1
)
×

(

(
Level
−
2
)

2

×
iXPBase
iXPBumpBase

)

{\displaystyle \text{XP} =(\text{Level} - 1) \times \left ( \frac{(\text{Level} - 2)}{2} \times \text{iXPBase} + \text{iXPBumpBase} \right )}

Quoted from the G.E.C.K. wiki:

> "*Experience needed for level n = (n - 1) \* ((n - 2) / 2 \* iXPBumpBase + iXPBase)"*
>
>

Vanilla uses iXPBase 150 and iXPBumpBase 200, DUST sets iXPBase to 300 and iXPBumpBase to 400.

The table following compares the required number of XP for leveling up in Fallout: New Vegas ("FNV") and DUST ("DUST").
Commando

“*While using a rifle (or similar two-handed weapon), your accuracy in V.A.T.S. is significantly increased. Your accuracy with pistols is decreased by an equal amount.*”
—Fallout: DUST description
**Commando** is a perk in Fallout: DUST.

## Effects

Two handed guns and two-handed energy weapons get a 25% increase to their To-Hit Chance in V.A.T.S., while one-handed guns and one-handed energy weapons receive a 25% penalty to their To-Hit Chance in V.A.T.S.

## Notes

* In contrast to other perks, for example Laser Commander, this perk will also affect all weapons DUST introduces as listed on the Weapons of DUST page
* Despite the 9mm Revolver requiring the Energy Weapon skill, its in-game configuration classifies it as a one handed (non-energy) pistol, and thus it will get penalized by this perk.

## Behind the Scenes

* Commando is a modified version of the Fallout: New Vegas perk Commando.
Robert House

"In retrospect, the Mojave and Hoover Dam will seem like one man's misadventure. Kimball will be blamed, not me. Not New Vegas. "

### Position

Founder of Robco, CEO and de-facto dictator of New Vegas

### Weight

*Unknown*

“*The Lucky 38 casino still towers over the Mojave. Is it a beacon of hope, or a looming menace?*”
—Fallout: DUST loading screen
**Robert Edwin House** was a pre-war industrialist and sole owner of the New Vegas corporation as of 2281.

## Background

Prior to the Great War, Mr. House was a respected industrialist, founding Robco and investing in numerous other commercial ventures

Determining that an atomic war between the United States and the People's Republic of China was a virtual certainty, House set about putting countermeasures into place. Due to his actions, the Greater Vegas area was spared devastation on the scale suffered by most areas targeted during the Great War. Unfortunately, House was forced into hibernatory stasis to preserve his own life, using his Robco manufactured robots as extensions of his will.

House emerged from his comatose state in 2138 and reentered the public consciousness in 2274 when he used his Securitron army to extend overtures to several prominent tribes in the Vegas area. These tribes would become the Three families, who would become caretakers of Mr. House's property on the New Vegas Strip. Having consolidated his gains, House was in an ideal position to impose his terms on the emergent NCR who had just recently taken an interest in the Mojave.

Following the Second Battle of Hoover Dam, the NCR annexed the Mojave Wasteland. In the course of this, the Three Families were deposed, the Strip was taken over by NCR occupation forces and House was removed from power and presumably killed. Some accounts maintain that House had been usurped by an unknown actor prior to the battle and subsequent NCR occupation but the factual basis for this is unknown.

###
Hardcore Mode

Fallout: New Vegas introduces an optional Hardcore Mode into the gameplay. Hardcore Mode introduces the need for food, drink and sleep and changes properties of the healing mechanics.

DUST also allows playing in Hardcore Mode, in fact, Hardcore Mode is the intended mode to play DUST in, as the author states on the DUST Survival Simulator Nexus mod page.

## Hardcore Mode Game Setting changes

DUST introduces changes to the Hardcore Mode, increasing the challenge of keeping the Survivor in good shape compared to Fallout: New Vegas.

### Food and drink

Times given in the following table are **real-time**.

The stages, as well as the penalties for the different stages of dehydration and starvation do seem unchanged. Refer to the Nukapedia pages on Starvation and Dehydration for more information.

Note: If you find these changes too steep, the DUST - Reasonable Needs mod available on the Nexus can be used to decrease the rates.

### Sleep

Increasing the benefit from sleeping is one of the rare occasions, where DUST actually introduces a change in favour of the Survivor.

Times given in the following table are **game-time**.

The stages, as well as the penalties for the different stages of sleep deprivation do seem unchanged. Refer to the Nukapedia page on Sleep for more information.

Note: DUST removes all beds the player could potentially own, and thus removes replenishing hit points, healing limb damage and gaining the temporary Well Rested perk through sleeping. The Roughin' It perk can be used to mitigate this, check the Bedroll Kit page for more information.

## Notes on Timescale, real-time and game-time

Timescale defines the relation between real-time and game-time. Multiplying real-time by Timescale yields the corresponding game-time. The default Timescale of Fallout:New Vegas is set to 30, **DUST changes the Timescale to 15**.

1 second real-time thus represents 15 seconds game-time, 1 minute real-time corresponds to 15 minutes game-time, and so forth.

Sleeping for one game-time hour in DUST translates into four minutes real-time passed as far as the game engine is concerned, which will increase dehydration by 48 and starvation by 40. The Survivors sleep deprivation will be decreased by 150 points, but the penalty for the real-time passed during sleeping (24) will be added after waking up.
Vault 21

Everything's better when you experience it in a Vault

“*[...] At least down here I can have a moment to myself. Lately I've been looking through some of the old books. [...]*”
—Diary
**Vault 21** is a location in Fallout: DUST and Fallout: New Vegas.

It is a former Vault-Tec vault located on the New Vegas Strip. Previously a Hotel and Gift shop, it had been taken over and re-purposed into a research facility by the NCR sometime before the Fall.

## Background

Upon its acquisition by the NCR, Vault 21 was used to conduct research into radiology and ultimately, chemical weapons.

These experiments were headed by Edwin Royst and Lydia Bernard, two eminent scientists in the service of the NCR.

Research conducted in the Vault can charitably be described as highly unethical, with unwilling human test subjects drawn from Freeside insurgents. These subjects were used to determine the effects of high levels of radiation and FEV on human and ghoul physiology.

Eventually, the head of the labs custodial service, Martin Botwright became extremely disgruntled and threatened to expose the nature of these experiments to the public.

Botwright was subsequently terminated and received a "severance package" which entailed being experimented on himself and turned into one of the Mojave Ghost people. Possibly due to sabotage by Botwright, several Ghost people created in the lab who were thought to be dormant lashed out at the research staff.

One researcher was able to booby-trap the Vault diner with explosives and shock traps, baiting the ghost people into it before setting them off, collapsing large sections of the vault and sealing off much of the pertinent research. This marked the end of research operations at Vault 21 and the local NCR authorities filled the front sections of the vault with radioactive materials, in order to discourage any inquiry into what had transpired there. Research operations were relocated to the Lucky 38 shortly after.

## Overview

The main entrance to Vault 21 has been filled with radioactive materials by the NCR and is blocked off. Any attempt at ingress through this route will result in lethal radiation poisoning. The rear section of the vault is accessible via hatches located in the Tops casino and the bathroom of the workshop (formerly Michael Angelo's). The interior vault contains booby-traps and substantial radiation as well as several Cloud Victims within the accessible areas.

### Points of Interest

* Experimental Rad-X and experimental RadAway can be found throughout the facility.

* There are several notes, most of them on a terminal in the main lab area

* Morphine and Stimpacks can be found in the room underneath Michael Angelos restroom

## Trivia

* The remains of the Vault Hotel's former proprietor, Sarah Weintraub can be found near the King's School in Freeside, killed alongside her husband and children during the NCR terror in an attempt to flee the Strip during the King's rebellion.
Hand Loader

“*You know your way around a reloading bench and don't let good brass and hulls go to waste. When you use Guns, you are more likely to recover cases and hulls. You also have all hand load recipes unlocked at the Reloading Bench.*”
—Fallout: DUST description
**Hand Loader** is a perk in Fallout: DUST.

## Effects

Hand Loader doubles the chance of retrieving shells / casings when weapons are fired. It also allows for crafting the following, additional types of ammunition:

* .308, JSP Hand Load
* .357 Magnum, JFP (Hand Load)
* .44 Magnum, SWC (Hand Load)
* .47-70 Gov't , SWC (Hand Load)
* .50MG, Match (Hand Load)
* 10mm, JHP (Hand Load)
* 12.7mm Round (Hand Load) (GRA)
* 5.56mm, Match (Hand Load) (GRA)
* 5mm, JSP (Hand Load) (GRA)
* 9mm JHP (Hand Load) (GRA)

## Notes

* While the Hand Loader perk itself works correcly, some of the munitions crafted can not be used in any weapon in DUST. Check the Known Bugs page for a workaround.
* The *Missing Ammo Recipes* mod introduces new breakdown and crafting recipes for some types of ballistic ammunition. See the Mods for DUST page for more information.

## Behind the Scenes

* Hand Loader is an unmodified (see notes) version of the Fallout: New Vegas Hand Loader perk.
Boulder City

City of the Dammed

“*March 1, 2286

Fuck, man. That storm was killer. [...]*”
—Journal
**Boulder City** is an abandoned town in the Mojave Wasteland. The site of a decisive strategic action during the first battle of Hoover Dam, the town was largely destroyed and abandoned until the the time of the Fall.

## Background

Boulder City was the site of the some of the fiercest combat of the first battle of Hoover Dam. Feigning a retreat, NCR Rangers lured the Legions vanguard forces into the city before detonating explosives they had placed beforehand causing a massive rout and turning the tide in favor of the NCR. As a consequence of this, all but a few structures were completely destroyed and the town never regrew into anything more than a watering hole for travelers on Highway 93.

Immediately after the Fall and concurrent uprising, The King and a contingent of survivors and gang members made their way out of Freeside. Eventually arriving in Boulder City. At some point during their exodus,The King was mortally wounded and died shortly after the group's arrival. The remaining gang members had obtained a number of the NCR's Hazmat suits from an abortive raid on the Lucky 38 labs and put them to use as the dust storms became more severe. Having a finite number of suits, those without were put up in the few intact buildings. Eventually, due to a combination of factors, the survivors wearing the suits degenerated into Mojave Ghost People where they remain to this day among the ruins of a dead city.

## Overview

Boulder City is heavily occupied by Mojave Ghost People, as well as a few hostile Survivors. The only areas of note on the towns periphery are the Big Horn Saloon (which retains a cache of liquor and a few weapons) and the Boulder City train station which contains crafting items and pre-war money. The interior section of Boulder City is a devil's fortress. Ghost seekers wait to ambush an incautious survivor by lobbing gas bombs from ruined buildings and blind corners while their counterparts close the distance from the south end. To the southeast is one of the few intact structures remaining in Boulder city. It is here that the remains of the King and several of his followers lie. Notes in this area detail the last days of Vegas. A few weapons and chemicals can also be found.

## Trivia

* Ironically, killing the Kings gang remnant guarding the interior part of the city will cause the player to gain infamy with the NCR.
Bandage

Pip-Boy inventory image of a Bandage

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

## Characteristics

Lacking doctors (and those left rather unwilling to stay true to their profession), and with healing items being sparse in the Mojave and elsewhere, the Bandage provides a quick and effective way of healing to the Survivor. In fact, the Bandage is quite possibly one of the first healing items a Survivor might use.

Bandages not only are weightless, which -- given the limited carry weight capacity -- is an advantage in and of itself, but also do not induce radiation damage upon use like many other ingestibles with healing capabilities.

Furthermore, healing by eating food might be a waste of precious calories, and also can have negative side effects, which are especially notable with unprepared food and alcoholic beverages.

While Stimpaks still are not uncommon, Bandages can easily be crafted from Cloth Strips, obtained by breaking down various common apparel via the Crafting Kit.

Just as with Stimpacks, the Survivor's effectiveness with Bandages will increase with their medical capabilities.

## Notes

* The Bandage shares its Pip-Boy inventory icon and world model with the Snakebite Tourniquet of the Fallout:New Vegas add-on Lonesome Road.
* Despite having a world model, dropped Bandages seem to vanish, and cannot be picked up again.
* Due to a bug, bandages do not play a their sound effect upon use.
	+ Both issues above can be remedied with DUST Tweaks - Better Repair and More.
Nevada Highway Patrol Station

Law And Order Ain't So Useful Anymore...

The **Nevada Highway Patrol station** is a former law enforcement outpost on the I-15 south of Primm in the Mojave Wasteland. It is being used as a base of operations for Survivors in 2301.

## Background

This base used to serve law and order on Nevada's highways, providing the basic facilities for policemen on duty. Since long abandoned, it's been taken over by some Survivors, who use it as an outpost while fighting off the Feral Ghouls, Tunnelers and Cannibals that appear in the area.

## Notable loot

* Guns And Bullets - In the first room, on the desk to the left of two desks facing one another.
* Sunset Sarsaparilla star bottle cap - Lying next to the dead Survivor in the jail cell.
* 2 Hydra on a desk in the room with the cage.

## Notes

* Two or Three Survivors ambush you when you leave the Patrol Station for the first time.
* Two Survivors are already in the Patrol station, they're usually busy attacking the ants in the Station. Use this to your advantage.
Revolving Carbine

Unmodified Revolving Carbine in combat

The **Revolving Carbine** is a two-handed rifle featured in Fallout: DUST.

## Characteristics

Resembling a carbine variation of the .357 Magnum Revolver, the Revolving Carbine is an exceptional weapon in almost every way. It uses the common .357 Magnum cartridge, yet its damage exceeds that of a .44 Magnum Revolver. It is relatively lightweight, with a firing speed comparable to most lever-action rifles.

The Achilles heel of the Revolving Carbine is the necessity of loading only one bullet at a time, a weakness it shares with lever-action rifles and the .357 Magnum Revolver.

It also has rather low durability, being able to handle only 200 shots from full durability before being rendered non-functional. Despite these minor drawbacks, the Revolving Carbine is an unusually effective firearm capable of terminating all but the toughest of opponents in few shots.

## Crafting

The Revolving Carbine as well as its modifications are not craftable.

## Locations

* The Revolving Carbine and its two modificiations, the 1873. RevCarb. Maple Stock (weight -2.5lbs) and the 1873. RevCarb. Scope can be found on Survivors, Cannibals, members of the Royst-Bernard Expedition and others.
* A Revolving Carbine and its modifications can spawn in a container in the lower lobby o.f the Gomorrah
* Ghost Town. Prospector's Saloon, on the bar counter.

## Notes

* No perfectly suitable animations exist for the style of weapon the Revolving Carbine attempts to replicate. The loading gate is not opened to load the weapon, and instead of a hammer pull, the Survivor cycles the weapon as though it were a lever action rifle.
* While the ejector rod for the weapon is not used in its animation, it is still present on the gun. However, it is situated near the end of the barrel, as opposed to being closer to the cylinder for easy operation.

## Behind the Scenes

The Revolving Carbine is based on the Uberti 1873 Revolving Carbine, a modern-day carbine variation of the legendary Colt Single Action Army revolver. It also appears in Shoeburglar’s Wastelander Pack as the 1873 Revolver Carbine.
Plasma Spaz

“*You're just so excited about plasma that you can't (magnetically) contain yourself! The AP costs for all plasma weapons (including Plasma Grenades) are reduced by 20%.*”
—Fallout: DUST description
**Plasma Spaz**  is a perk in Fallout: DUST.

## Effects

Action point cost the for the following weapons will be reduced by 20% by this perk:

* Multiplas Rifle
* Plasma Caster
* Plasma Defender
* Plasma Gun
* Plasma Grenade
* Plasma Rifle
* Plasma Pistol
* Q-35 Matter Modulator
* Van Graff Plasma Rifle
* Makeshift Plasma Rifle\*

\*: *Requires DUST Tweaks - Better Repair and More.*

## Notes

* This perk seems to be slightly bugged, as it has not been modified to include the Makeshift Plasma Rifle added by DUST.
	+ This issue can be remedied by installing DUST Tweaks - Better Repair and More.

## Behind the Scenes

* Plasma Spaz is an unmodified version of the Fallout: New Vegas perk Plasma Spaz.
SPECIAL

Fallout: DUST introduces changes to the leveled progression and base values of some of the statistics derived from the primary SPECIAL statistics.

These seem to be untouched for Perception, Charisma, Intelligence, Agility and Luck.

## SPECIAL in DUST

 Endurance

DUST provides mitigation for the drastically lowered carry weight in the form of backpacks at the cost of Agility.

## Notes

* Using the biggest available backpack (+55 lbs), 10 Strength (20 + 5 \* 10 = +70 lbs), the Burden to Bear perk (+10 lbs), the Strong Back perk (+15 lbs) and the Hoarder trait (+25 lbs), the maximum carry weight in DUST is 175 lbs.
* Given the changes DUST introduces to the Hardcore Mode, careful distribution of SPECIAL points is advised, as the Survivor will be subject to penalties due to dehydration, hunger or sleep deprivation much faster than in the base game.