|Xbox 360||December 21, 2010|
|PC||February 22, 2011 (worldwide)|
March 29, 2011 (Russia and Eastern Europe)
|PlayStation 3||February 22, 2011|
You've heard of the Sierra Madre Casino. We all have, the legend, the curses. Foolishness about it lying in the middle of the City of the Dead, buried beneath a blood-red cloud. A bright, shining monument luring treasure hunters to their doom...
”— Father Elijah, Dead Money intro
Dead Money is the first add-on for Fallout: New Vegas, developed by Obsidian Entertainment and published by Bethesda Softworks.
 Release and availability
A timed exclusive, Dead Money was released on December 21, 2010 for Xbox Live and was later released for PC and PlayStation Store on February 22, 2011.
Like all add-ons, Dead Money is included in the Fallout: New Vegas Ultimate Edition, released on February 7, 2012 for all platforms.
Dead Money is set in the Sierra Madre, an opulent and extravagant resort that was to be the greatest casino in the west, except that it never opened. Bombs fell before the gala opening, and the Sierra Madre froze in time, its state of the art security system locking the place up tight. Nothing could get in, and none of the guests could escape. After many years the climate control and air conditioning systems within the facility began to spit strange toxins into the surrounding city, causing a red cloud to form over the area - which proved lethal to anyone who tried to explore the city. Only a mysterious group called the ghost people survived to call the city home; trapped inside what appear to be hazmat suits, they wander the streets never speaking to their victims, only capturing them alive and dragging them away to the depths of the city deep within the Cloud.
And so the Sierra Madre faded from memory, only occasionally being seen in posters across the wastes, until it took on mythic ghost story status, a supposed "City of Gold" in the Wasteland where all the treasures of the Old World were rumored to be held. It was kept alive as a late-night saloon story by prospectors who'd claimed to have found maps leading there and were willing to part with the map for a few caps. Or a drink. Or a warm place to sleep.
The Sierra Madre is a mythical place in the wastes, with travelers risking their lives to find it. Only one man truly "found" it and lived. After the fall of HELIOS One, Father Elijah of the Mojave Brotherhood of Steel set out to find new weapons to eradicate the NCR, and in the process found the Sierra Madre. The Courier is kidnapped from an old and abandoned Brotherhood of Steel bunker after seeking a mysterious broadcast and is taken to the strange city. Striving to survive in the hostile environment, they scavenge what they can while playing the role of a pawn in what will be the heist of the centuries.
 Robots and computers
 Armor and clothing
 Cut armor and clothing
 Cut weapons
 Weapon mods
 Other items
 World objects
 The Villa
 Sierra Madre Casino
 Regular perks
|| Level req
|| Other requirements
|| Base ID
| And Stay Back
|| Guns 70
|| Shotguns have a 10% chance, per pellet, of knocking an enemy back.
|| ST 7
|| Weapons with a weight of more than 10 is cut in half. This does not affect weapons modded to under 10 wg.
|| PE 7
|| Your chance to hit an opponent's legs in V.A.T.S. is increased by 25%.
| In Shining Armor
|| Repair 20, Science 70
|| This perk is bugged and applies no effect.
| Junk Rounds
|| LK 6, Repair 45
|| You can craft ammunition using scrap metal and tin cans.
| Light Touch
|| AG 6, Repair 45
|| While wearing light armor you gain +5% critical hit chance and your enemies suffer a -25% critical hit chance.
| Old World Gourmet
|| EN 6, Survival 45
|| +25% addiction resistance. +50% health bonus from snack foods. Scotch, vodka and wine now give you health in addition to their normal effects.
 Companion perks
 Special perks
- The level cap is raised by 5 levels with Dead Money installed.
- The add-on recommends that players reach level 20 before going to the Sierra Madre.
- Despite the warning you receive at the first door in the bunker, you can in fact stay in the Mojave if you choose to proceed. The actual point of no return is at the end of the hallway.
- Take note that companions from the Mojave can not join you and must be abandoned before being allowed to enter the Sierra Madre.
- You can explore the Sierra Madre as much as you like after completing the add-ons questline, but will not be able to come back after returning to the Mojave. However, you can return using console commands. If you noclip with tcl through the radio at the Abandoned Brotherhood of Steel bunker, you can see a metal door with the message "Door to Villa". Using that door will take you back to the Villa, with all the ghost people still alive, holograms working, et cetera.
- The add-on focuses more on skills than combat, often placing you into Speech, Explosives, Science, and Barter checks that have a huge bearing on how companions will treat you. It also focuses on scavenging as well, mainly due to the lack of shops that sell ammunition and materials for weapon repair kits.
- You cannot Fast Travel while inside the Sierra Madre.
- If playing in Hardcore mode, the sleep meter does not advance, unless the Courier sleeps. There may be a considerable delay before this happens, however.
 Behind the scenes
- The add-on as a whole makes reference to the 1948 film The Treasure of the Sierra Madre, where two people who are down on their luck meet a prospector, and plan to raid the remote mountains in search of gold, dealing with fierce locals and personal greed.
- Chris Avellone discussed some of the design decisions behind Dead Money. 
- Dead Money overrides some of the changes that have been made to the grenade launcher in previous patches. With Dead Money installed and nothing else taking up space in your load order, the grenade's base damage is increased to 30, its spread is increased to 1.0, non-player characters will still use ammunition, and it can still be repaired with miniguns.
- Dead Money loaded" message, installing it again will reset the level-cap to 30, with no known way to fix it. You'll just have to start a new character, or play as level 30 instead of 35.
If you download the add-on and then delete it before reaching level 30, but after receiving the "
- ED-E My Love is not completed before beginning the DLC, upon the player's return the quest will have disappeared and ED-E will be hostile.
If the quest
- Downloading the add-on from within the game will not register the DLC with the game, even when restarting the game or the console. You need to download it from the Xbox Dashboard and wait for the download to complete, then start the game.
- Profiles on the same HDD other than the one who bought it won't be able to access the DLC. The game will give them a message about the DLC being corrupt even though it is not. The solution is to sign into the purchaser's profile from the dashboard, then load the game, then switch to your own profile.
- ↑ Fallout: Welcome to the Official Site