Mod:DUST Survival Simulator/Starting Locations

Fallout: DUST 2.0 offers a choice of nine starting locations.

This article tries to provide for a lore free description with spoilers concentrating on technicalities of these starting locations, while The Beginning provides for a more lore-rich one, including spoilers to gameplay.
 * Each starting location will put the player into an initially safe interior location, differing in readily available loot and first and foremost threats encountered upon exiting said locations and entering the wasteland.


 * Choice of starting locations is provided after chosing SPECIAL stats, traits and the physical representation of the Survivor (all of which are final, no refinement is possible) by the player being able to enter gameplay through named doors.

First time players might want to try out starting locations 7, 8 or 6 first.
 * As noted in the Fallout: DUST Tips and Tricks page, saving your game proir to finally chosing a starting location is advised. Also, the article contains hints for lowering DUSTs difficulty, which first time players might want to have a look at.

Starting locations are listed clockwise, with the player assumed to face the radio, starting on the right, as pictured above. The names given are those displayed in-game.

Location
The former Lucky Jim mine house. This starting location has a Workbench and usable beds.

Notable Loot

 * Crafting Kit
 * Varmint Rifle, Knife
 * 1 x 5.56mm Round (10% chance of more ammunition, balistic and / or energy)
 * Lying, Congressional Style
 * Hammer, Wrench, Scrap Metal
 * Surgical Tubing
 * Turpentine

Immedieate Surroundings
Leaving the shack, the Survivor will quite possibly be put into caution immediately due to multiple packs of Tunnelers patrolling in close proximity.

Three dead bodies are located in and near a wooden cart directly to the right of the shacks exit, and may be looted for armor. Next to the dead Suvivor lying in front of it, a Silenced .22 Pistol can be found, albeit in bad condition and without ammunition. The Survivor carries lore.

A hollow rock, located at the rear left of the shack can provide for additional loot.

Tactical Considerations
Create a Throwing Spear from the Hammer. Create a Tourniquet from the Surgical Tubing.

Trying to fetch anything from the cart will allmost inevitably alert the Tunnelers to your presence. Rather, climb down the ledge in front of the shack, and cling to it about half way up. Tunnelers are bad climbers, and will most likely not be able to follow you.

Your goal is to reach Techatticup Mine to the north east in order to get your first set of starting gear and maybe some other loot.

Observe the surroundings from your position in the rock face. You will notice more Tunnelers patroling the area to the north. Sneak around in the wall, keeping your height, until you are hidden. Then slowly move down, and sneak in the direction the former Lake Mead. Once you're about directly south of Techatticup Mine, sneak north until you can see the turning bay in front of the mines entrance.

The former legion camp directly downhill and east of the mine is still in use, so you now have two choices, if the residents of that camp are around: At any rate, be patient, and observe patroling routes in order to not alert more than one of the hostiles. They will be able to take you down with a single hit from most any ranged weapon at this early stage, so pick your target carefuly, if more than one is patrolling.
 * Try taking out a strolling member of the residents of the former legion camp using the Throwing Spear
 * Try taking out one of the mines guards in the turning bay using the Throwing Spear

Provoking one of them into investigating your position, and then taking him out using your Throwing Spear will enable you to loot him in a safe distance from others.

Now, that you have armor and additional weaponry, use similar tactics of keen observation and not taking on more than a single hostile at a time for getting your hands on more loot.

Location
The former Black Rock cave.

Notable Loot

 * Crafting Kit
 * Paladin Toaster
 * Armor
 * Hydra
 * Lore

Immedieate Surroundings
The immedieate surroundings of the caverns exit are safe to navigate. Leaving in a straight line towards HELIOS One, a hollow rock marked with a heart symbol can provide for additional loot.

Gibson's Shack can be reached without complications by careful navigation, and provide for further initial loot.

Location
The former, unmarked Great Khan armory at the south entrance of Red Rock Canyon. This starting location has a Workbench and a Reloading Bench.

Notable Loot

 * Crafting Kit
 * 12.7mm Submachine Gun
 * 7 x 12.7mm, Hollow Point
 * Makeshift Grenade Launcher
 * 1 x 40mm Grenade, Incendiary
 * Armor
 * Hydra
 * Dynamite
 * 2 x Molotov Cocktail (Sasparilla)
 * Machete
 * Wrench, Scrap Metal
 * Locked Cabinets and Ammunition Boxes, but no Bobby Pins
 * Chance of additional guns and ammo

Immediate Surroundings
No immediate threats will emerge, if the safety of the armory is left, but the area to the south is infested with Tunnelers, including Tunneler Queens. Leaving towards the northern direction, an Ammo Box can be found on a rusted motorcycle.

The inhabitants of the settlement in Red Rock Canyon will be hostile towards the Survivor.

Location
The former Followers safehouse. This starting location has a Workbench and usable beds.

Notable Loot

 * Crafting Kit
 * Pipe Rifle
 * 2 x 10mm Round,
 * Doctors Bag
 * Super Stimpak
 * Armor
 * Chance of additional loot from corpses inside the safehouse

Immediate Surroundings
Exiting the safehouse, the Survivor will not be threatened and in addition has the advantage of having high ground. Two graves behind the safehouse could provide for additional loot, but require a Shovel to open.

Location
The former Brotherhood of Steel safehouse. This starting location contains a usable bed.

Notable Loot

 * Crafting Kit
 * 9mm Revolver
 * Makeshift Scythe
 * 2 x 9mm Round
 * Beer
 * Hammer, Wonderglue, Wrench
 * Lore

Immediate Surroundings
Leaving the shack is safe, as the immedieaty vicinity is just as devoid of hostiles, as it is devoid any additional loot.

Special care should be taken when navigating the wider area, as Tunnelers, Cazadors and even Deathclaws call it their home.

Location
The former Caesar's Legion safehouse. This starting location contains a Workbench.

This was the (single) starting location of Fallout: DUST prior to version 2.0. Note, that this location has two exits.

Notable Loot

 * Crafting Kit
 * Makeshift Grenade Launcher
 * Makeshift Pistol
 * Tire Iron
 * 2 x 22LR Rounds
 * Armor
 * Programmer's Digest
 * 1 x Pork N'Beans
 * 2 x Turpentine
 * Lore
 * Chance of additional alcohol from loot

Immediate Surroundings
Exiting through the door in the room upstairs leads to a usable campfire. Note should be taken on how to reach the roof of the safehouse in case of emergencies, especially since paths downhill are either guarded by Ghouls or by Tunnelers.

Taking the exit hatch below one of the beds, more loot and substantially more lore can be found, ultimately leading to another exit avoiding the hostiles luring at the hill sides.

With what was formerly known as Niption providing for gear (some of it even unique) and provisions, this makes for a good, but not too forgiving starting location.

Hint: The key to the locked door exiting the tunnel is located in the same room as the door.

Location
Jean Sky Diving.

Notable Loot

 * Crafting Kit
 * Femur
 * Armor
 * Lore
 * Guns, ammo and clutter in locker and container
 * Weapon Repair Kit

Immediate Surroundings
This is a particularly resource rich starting location, since there is a good chance of finding well-equipped lootable corpses closeby as a result of faction hostilities or Tunnelers wreaking havoc, which were lured off their usual patrolling routes by the factions fighting.

Hostile creatures present in the area, especially Tunnelers, can usually be identified by careful observation and subsequently avoided. Remaining human hostiles might be neutralized with the weaponry initially available, if need be.

Combined with loot available in what was formerly known as Goodsprings, this starting location, with any luck, is very likely to provide for excellent starting equipment and provisions.

Hint: The key to the locked locker is located inside of the shack.

Location
Abandoned warehouse near Camp McCarran.

Notable Loot

 * Crafting Kit
 * Makeshift Sniper Rifle
 * 3 x 47-70 Gov't (JNK)
 * Nailboad
 * 11 x Wine, chance of additional liquor
 * Lootable Toolbox
 * Scrap Metal,
 * Armor
 * Chance of additional loot from corpses inside the warehouse

Immediate Surroundings
Exiting the warehouse through the single door present, the Suvivor is prone to be challenged into immedieatly providing breathing space for others, but will not be subject to hostile attacks, if distance is kept.

The Survivor is likely to be attacked immedieatly, if the roller shutter gates are used for exiting the warehouse.

Hostilities between factions present can be used to obtain equipment.

Location
Abandoned home west of the strip. This starting location contains a usable bed.

Notable Loot

 * Crafting Kit
 * Lever-Action Shotgun
 * Cosmic Knife
 * 3 x 20 Gauge Round
 * 1 x Jet
 * 1 x Empty Jet Inhaler
 * 2 x Pork N'Beans
 * 1 x Salisbury Steak
 * 1 x Strange Meat Pie
 * Chance of additional ammo and armor
 * Chance of additional food and liquor

Immediate Surroundings
There is a rigged mailbox right in front of the door. Due to a bug in Fallout: New Vegas, the proximity activated timer on the mailbox wil not reset, when the game is reloaded. Players need to exit and restart the game for having the timer correctly reset.

Also, a Frag Mine that is supposed to be planted right in front of the door does not allways seem to be present.

Up to three hostiles may take notice of the Survivor after exiting the front door, and can follow inside. This provides for a good looting opportunity, if the Survivor manages to neutralize them and is not killed be either the rigged mailbox or the Frag Mine. Nearby Ghouls may be attracted as a distraction, but will not follow inside.

Despite the odd behaviours, it is entirely possible to stay alive and begin exploring the world of DUST starting at this location.