Fallout Wiki
Fallout Wiki
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{{Infobox perk
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{{Infobox world object
|image =Mister Sandman.png
+
|games =FNVHH
|games1 =FO3, FNV
+
|image =Dufflebag.png
 
|baseid =
|requires1 =[[Level]] 10<br>[[Sneak]] 60
 
 
}}{{Games|FNVHH}}
|ranks1 =1
 
|effects1 =Silently kill any sleeping human or ghoul.<br />Bonus [[Experience points|XP]] for each such kill.
 
|baseid1 ={{ID|031dad}}
 
}}{{Games|FO3|FNV}}
 
   
'''Mister Sandman''' is a ''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]'' [[perk]].
+
'''Survivalist hidden caches''' are small duffle bags found in the ''[[Fallout: New Vegas]]'' [[Fallout: New Vegas add-ons|add-on]] ''[[Honest Hearts]]'' which contain a random quantity of miscellaneous loot.
   
==Effects==
+
==Characteristics==
  +
Six Survivalist Hidden Caches can be found in [[Zion Canyon|Zion National Park]], primarily in booby-trapped caves. They look like duffle bags and contain various items including ammunition, weapons, and apparel. The caches were apparently left behind by [[Randall Dean Clark]], "the Survivalist", whose diary entries can usually be found in the vicinity.
With the Mister Sandman perk, when you are in Sneak mode, you have the option to silently kill any [[human]] or [[ghoul]] while they're sleeping. No regular XP from killing the target is earned: Instead, Mister Sandman kills give a flat 50 XP per kill. Since killing most targets would award less than 50 XP, the difference amounts to the "Bonus XP" from Mister Sandman kills.
 
   
  +
There is a challenge related to the survivalist hidden caches which grants XP upon finding six caches. The cache at [[Red Gate]] is not required to complete the challenge, but this bag contains the [[Survivalist's rifle]].
Mister Sandman is performed in sneak mode and by choosing "[[pickpocket]]" on an unfortunate sleeping victim. Choosing "pickpocket" pauses the game and brings up a menu with the options to "murder" or "pickpocket". Choose the former to activate the perk. When used, a short murder animation follows with the player character looking around and slitting the victim's throat, accompanied by a cartoony jingly fanfare.
 
   
  +
==Locations==
Possession of a knife or other bladed weapon is not necessary to perform a Mister Sandman kill, even though the kill animation shows the deed performed with a [[combat knife]].
 
  +
They can be found at 6 locations, these locations are:
  +
* [[Stone Bones Cave]]: Head through the cave, and watch out for the bear traps, trip wires and a [[Plasma mine (Fallout: New Vegas)|plasma mine]]. When you reach a fork, take a left. Inside the chamber you will find a reloading bench, workbench and [[workbench crate]], a campfire and some crates. The bag is on the elevated area behind the reloading bench, underneath a bit of rock directly to the right of the bedroll. If you are next to the terminal you have gone too far—it's in the corner of the L-shaped platform.
  +
* [[Morning Glory Cave]]: Fight through or evade the [[giant spore plant]]s in the main chamber and head up the rocks to the southern part of the cave. After picking the lock and going inside, you will find the bag next to a bedroll. Also inside is a terminal and the Grand Staircase map for [[The Grand Staircase]] quest.
  +
* [[Fallen Rock Cave]]: From the main entrance, head through the cave, and watch out for rigged shotguns activated by trip wires and a few mines along the way. When you reach a fork, take a right, head down and watch out for the trip wire triggering a large explosion. There will be an open area to your left and the stash will be inside. There are two rigged shotguns guarding the area so just watch out for them. Inside is a workbench and [[workbench crate]], reloading bench, some crates, a terminal and a campfire, and the bag itself is located at the head of a wooden bed behind the campfire.
  +
* [[Two Skies Cave]]: Once you are inside the cave, head down to your right and you have two options to get to the stash, swim underwater, disarm the electric fence (repair 50), or decrypt an average terminal to shut down the electrified door. Alternatively an easier way is to shoot the generator on the left hand side of the door through the wire fencing, doing so cuts the electricity and opens the door. If you choose to swim, then you will have to pick an average lock to get inside. Once you are inside the hideout, in the upper area you will find a campfire sack, a shelf which has some various boxes and the bag in the upper area, and in the lower back area you will find another shelf, a few more crates, a terminal, and a reloading bench.
  +
* [[Cueva Guarache]]: Once inside the cave, either take the first left you can and head down, or make your way through the bushes and traps ahead and pick a hard lock to get inside. If you head left, inside a large room you will encounter [[Spore plant (Fallout: New Vegas)|spore plant]]s and various types of [[spore carrier]]s. Defeat them and head up the ramp at the back of the room. Once on top, you will encounter three more plants before you can get access to the cache. Before entering the back area, there is a mine on the floor, so be careful. Once inside there is a terminal, campfire, workbench and [[workbench crate]], gun case, and the bag is next to the bed on the floor.
  +
* [[Angel Cave]]: Travel through Angel Cave and exit out the back entrance. Head west until you reach the cliff and its on the ground to the right underneath a hand print.
  +
  +
==Contents==
  +
* A 50% check for one of these:
  +
** A [[bobby pin]]
  +
** A bottle of [[turpentine (Fallout: New Vegas)|turpentine]]
  +
** A [[leather belt]]
  +
** A [[Baseball (item)|baseball]]
  +
** Some [[scrap metal]]
  +
** A [[pack of cigarettes]]
  +
** A [[coffee mug]]
  +
** A [[fork]]
  +
** A [[metal spoon]]
  +
** A [[Hammer (item)|Hammer]]
  +
** A [[butter knife]]
  +
** A [[Whet stone (Fallout: New Vegas)|whet stone]]
  +
** A [[wrench]]
  +
** Some [[scrap electronics]]
  +
** A roll of [[duct tape]]
  +
** An [[egg timer]]
  +
* One of these:
  +
** A stick of [[dynamite (Fallout: New Vegas)|dynamite]]. Appears 60% of the time.
  +
** A stick of [[long-fuse dynamite]]. Appears 40% of the time.
  +
* A [[40mm grenade (Fallout: New Vegas)|40mm grenade]], with 6 75% checks for one additional grenade each. Scrounger applies.
  +
* One of these:
  +
** 60 [[flamer fuel (Fallout: New Vegas)|flamer fuel]] plus 32 75% checks for an additional 1 flamer fuel each. Scrounger applies.
  +
** 10 [[microfusion cell (Fallout: New Vegas)|microfusion cells]] plus 10 75% checks for an additional 1 microfusion cell each, as well as a 10% check for a single [[Stealth Boy (Fallout: New Vegas)|Stealth Boy]]. Scrounger applies.
  +
* One of these:
  +
** 16 [[energy cell (Fallout: New Vegas)|energy cells]] plus 16 75% checks for another energy cell each, as well as a 10% check for a Stealth Boy. Scrounger applies.
  +
** A [[.22LR round]] with 8 75% checks for another round each. Scrounger applies.
  +
** A [[.357 magnum round]] with 12 75% checks for another round each. Scrounger applies.
  +
** A [[9mm round (Fallout: New Vegas)|9mm round]] with 12 75% checks for another round each. Scrounger applies.
  +
** A [[5.56mm round (Fallout: New Vegas)|5.56mm round]] with 10 75% checks for another round each. Scrounger applies.
  +
** A [[20 gauge shotgun shell]] and 4 75% checks for another shell each. Scrounger applies.
  +
* A 50% check of one of these:
  +
** A [[10mm round (Fallout: New Vegas)|10mm round]] with 12 75% checks for another round each. Scrounger applies.
  +
** 60 flamer fuel with 32 75% checks for another one flamer fuel each. Scrounger applies.
  +
** 10 microfusion cells with 10 75% checks for another one cell each, plus a 10% check for a Stealth Boy. Scrounger applies.
  +
** A 5.56mm round with 30 75% checks for another one round each. Scrounger applies.
  +
** 16 energy cells with 24 75% checks for another one cell each, plus a 10% check for a Stealth Boy. Scrounger applies.
  +
* A 25% check of one of these:
  +
** 60 flamer fuel with 32 75% checks for another one flamer fuel each. Scrounger applies.
  +
** 10 microfusion cells with 10 75% checks for another one cell each, plus a 10% check for a Stealth Boy. Scrounger applies.
  +
* A 50% check for one of these:
  +
** A suit of [[Leather armor (Fallout: New Vegas)|leather armor]] between 15% and 45% condition. Appears 10% of the time.
  +
** A [[Merc outfit (Fallout: New Vegas)|merc adventurer outfit]] between 30% and 55% condition. Appears 10% of the time.
  +
** A [[Merc outfit (Fallout: New Vegas)|merc grunt outfit]] between 30% and 55% condition. Appears 20% of the time.
  +
** A [[Merc outfit (Fallout: New Vegas)|merc cruiser outfit]] between 30% and 55% condition. Appears 10% of the time.
  +
** Either a [[Wasteland outfit (Fallout: New Vegas)|wasteland settler outfit]], [[Wasteland outfit (Fallout: New Vegas)|wasteland wanderer outfit]], or a [[Wasteland outfit (Fallout: New Vegas)|brahmin-skin outfit]], between 30% and 55% condition. Appears 50% of the time.
  +
* A 50% check for one of these:
  +
** A bobby pin, with a 25% check and a 15% check for another bobby pin each.
  +
* A 75% check for one of these:
  +
** A bobby pin, with a 25% check and a 15% check for another bobby pin each.
  +
* One of these:
  +
** A packet of [[RadAway (Fallout: New Vegas)|RadAway]]. Appears 15% of the time.
  +
** A bottle of [[Rad-X (Fallout 3)|Rad-X]]. Appears 15% of the time.
  +
** A [[stimpak (Fallout: New Vegas)|stimpak]]. Appears 15% of the time.
  +
** A bottle of [[Purified water (Fallout: New Vegas)|purified water]]. Appears 15% of the time.
  +
** A bottle of [[Dirty water (Fallout: New Vegas)|dirty water]]. Appears 24% of the time.
  +
** A [[doctor's bag (Fallout: New Vegas)|doctor's bag]]. Appears 8% of the time.
  +
** A [[super stimpak (Fallout: New Vegas)|super stimpak]]. Appears 8% of the time.
  +
* A 50% check of one of these:
  +
** A suit of leather armor between 15% and 35% condition. Appears 25% of the time.
  +
** A suit of [[metal armor (Fallout: New Vegas)|metal armor]] between 15% and 35% condition. Appears 12.5% of the time.
  +
** Either a merc adventurer, grunt, cruiser, veteran, troublemaker, or charmer outfit, between 30% and 55% condition. Appears 12.5% of the time.
  +
** Either a wasteland settler outfit, wasteland wanderer outfit, or a brahmin-skin outfit, between 30% and 55% condition. Appears 62.5% of the time.
  +
** A suit of [[Leather armor, reinforced|reinforced leather armor]], between 15% and 45% condition. Appears 12.5% of the time.
  +
* A 50% check of one of these:
  +
** Either a [[desperado cowboy hat]], [[rawhide cowboy hat]], [[cattleman cowboy hat]], [[rattan cowboy hat]], or [[old cowboy hat]], between 35% and 55% condition. Appears 40% of the time.
  +
** Either a [[ballcap with glasses]], [[stormchaser hat]], [[biker goggles]], or [[motorcycle helmet]], between 35% and 55% condition. Appears 40% of the time.
  +
** A [[metal helmet (Fallout: New Vegas)|metal helmet]] between 45% and 60% condition. Appears 20% of the time.
  +
* One of these, as well as two 50% checks for one of these each:
  +
** 50 [[electron charge pack (Fallout: New Vegas)|electron charge packs]], with 30 75% checks for an additional one pack each, as well as a 10% check for a Stealth Boy. Scrounger applies.
  +
** 60 flamer fuel, with 48 75% checks for an additional one fuel each. Scrounger applies.
  +
** 10 microfusion cells, with 15 75% checks for an additional one cell each, as well as a 10% check for a Stealth Boy. Scrounger applies.
  +
** 16 small energy cells, with 32 75% checks for an additional one cell each, as well as a 10% check for a Stealth Boy. Scrounger applies.
  +
* One of these, along with a 75% check, 50% check, and 25% check for one of these each:
  +
** 28 75% checks for [[drained small energy cell]]s.
  +
** 20 75% checks for [[drained microfusion cell]]s.
  +
** 40 75% checks for [[drained electron charge pack]]s.
  +
** 50 75% checks for drained electron charge packs.
  +
** 15 75% checks for [[drained flamer fuel tank]]s.
  +
* A 50% check for one of these:
  +
** A [[plasma grenade (Fallout: New Vegas)|plasma grenade]].
  +
** A [[pulse grenade (Fallout: New Vegas)|pulse grenade]].
  +
** A [[plasma mine (Fallout: New Vegas)|plasma mine]].
  +
** A [[pulse mine (Fallout: New Vegas)|pulse mine]].
  +
** An [[incendiary grenade (Fallout: New Vegas)|incendiary grenade]].
  +
** A brick of [[C-4 plastic explosive]] and a [[detonator (Fallout: New Vegas)|detonator]] at 80% condition.
   
 
==Notes==
 
==Notes==
  +
* The challenge for finding all of the survivalist's hidden caches is very similar to the ''[[Dead Money]]'' [[Dean's secret stash]] challenge.
* No Karma will be lost or gained from Mister Sandman kills in ''Fallout 3'' (you will lose Karma for killing a person while detected). However, in ''[[Fallout: New Vegas]]'' you can gain good Karma by killing [[Benny]] with the perk.
 
* If an unarmed weapon is equipped when a Mister Sandman kill is performed, it will be worn during the animation.
 
* If the player has the [[Contract Killer]] or [[Lawbringer]] perks, killing non-player characters with this perk will not cause the victim to drop an ear or a finger upon death (unless you kill them while detected.)
 
* Mister Sandman kills ''do not affect [[Reputation]] as long as'' the character is ''[Hidden]'' when initiating the kill sequence.
 
* Also in ''[[Fallout: New Vegas]]'', it is possible to gain unlimited amounts of XP from sleeping children. When the player chooses to murder the child, the animation is played and the XP is gained, but the child isn't actually killed, allowing the player to immediately "murder" them again. This can cause a lot of side glitches however from freezing to spawning to other locations without warning. This same phenomenon happens in ''[[Fallout 3]]''.
 
* Despite the fact that the icon image shows a kitchen knife the murders are done with a combat knife (although it is performed with a kitchen knife in ''[[Fallout: New Vegas]]'').
 
* If the victim gets up during the animation, they will still be killed when it finishes.
 
* Sometimes Mister Sandman victims wake up and cry out before they die, thus alerting nearby characters even with 100 [[Sneak]] and a [[Stealth Boy (Fallout 3)|Stealth Boy]], or the [[Chinese stealth armor (Fallout 3)|Chinese stealth armor]].
 
** During the murder animation, the player stands up. In that instant, the player is no longer sneaking and a normally already hostile character (e.g., a Raider, as opposed to a Megaton Settler) immediately detects the player and awakens. The victim gets up and act normally (e.g., shout out and shoot at the player) but shortly after the murder animation completes (even though they are no longer in bed) and they suddenly lose all health and fall down dead.
 
 
==Behind the scenes==
 
* The "sandman" is a folkloric character who puts sand in the eyes of little children, causing the rubbing of the eyes that is a sign of tiredness.
 
* "Mister Sandman" was a song recorded by the Chordettes in the 1950s
 
 
==Bugs==
 
* {{Platforms|ps3|xbox360}} It is still possible to perform Mr. Sandman kills on [[Kenny (Point Lookout)|Kenny]] from the [[Point Lookout (DLC)|''Point Lookout'' add-on]] and [[Sally (Mothership Zeta)|Sally]] from the [[Mothership Zeta (DLC)|''Mothership Zeta'' add-on]] after patch 1.5.
 
* {{platforms|PC}} It is possible that while murdering the victim, they will wake, stand up and become hostile towards you, however, they will still die after the murdering animation is complete. It seems that when the character being killed starts attacking the player, no damage will actually be dealt by them.
 
* {{Platforms|ps3|xbox360|pc}} In ''[[Fallout: New Vegas]]'' non-player characters killed by this perk may fall through the floor making it difficult to loot them before they fall.<ref>http://www.youtube.com/watch?v=q3yLF9AxUVc, At 4:01 Benny falls from the top</ref>
 
 
==References==
 
{{Reflist}}
 
 
{{Navbox perks FO3}}
 
{{Navbox perks FNV}}
 
   
[[Category:Fallout 3 perks]]
+
[[Category:Fallout: New Vegas containers and storage]]
[[Category:Fallout: New Vegas perks]]
+
[[Category:Honest Hearts world objects]]
   
  +
[[ru:Тайники Выжившего]]
[[pl:Piaskowy Dziadek]]
 
[[ru:Песочный человек]]
 

Revision as of 00:03, 9 October 2012

 
Gametitle-FNV HH
Gametitle-FNV HH

Survivalist hidden caches are small duffle bags found in the Fallout: New Vegas add-on Honest Hearts which contain a random quantity of miscellaneous loot.

Characteristics

Six Survivalist Hidden Caches can be found in Zion National Park, primarily in booby-trapped caves. They look like duffle bags and contain various items including ammunition, weapons, and apparel. The caches were apparently left behind by Randall Dean Clark, "the Survivalist", whose diary entries can usually be found in the vicinity.

There is a challenge related to the survivalist hidden caches which grants XP upon finding six caches. The cache at Red Gate is not required to complete the challenge, but this bag contains the Survivalist's rifle.

Locations

They can be found at 6 locations, these locations are:

  • Stone Bones Cave: Head through the cave, and watch out for the bear traps, trip wires and a plasma mine. When you reach a fork, take a left. Inside the chamber you will find a reloading bench, workbench and workbench crate, a campfire and some crates. The bag is on the elevated area behind the reloading bench, underneath a bit of rock directly to the right of the bedroll. If you are next to the terminal you have gone too far—it's in the corner of the L-shaped platform.
  • Morning Glory Cave: Fight through or evade the giant spore plants in the main chamber and head up the rocks to the southern part of the cave. After picking the lock and going inside, you will find the bag next to a bedroll. Also inside is a terminal and the Grand Staircase map for The Grand Staircase quest.
  • Fallen Rock Cave: From the main entrance, head through the cave, and watch out for rigged shotguns activated by trip wires and a few mines along the way. When you reach a fork, take a right, head down and watch out for the trip wire triggering a large explosion. There will be an open area to your left and the stash will be inside. There are two rigged shotguns guarding the area so just watch out for them. Inside is a workbench and workbench crate, reloading bench, some crates, a terminal and a campfire, and the bag itself is located at the head of a wooden bed behind the campfire.
  • Two Skies Cave: Once you are inside the cave, head down to your right and you have two options to get to the stash, swim underwater, disarm the electric fence (repair 50), or decrypt an average terminal to shut down the electrified door. Alternatively an easier way is to shoot the generator on the left hand side of the door through the wire fencing, doing so cuts the electricity and opens the door. If you choose to swim, then you will have to pick an average lock to get inside. Once you are inside the hideout, in the upper area you will find a campfire sack, a shelf which has some various boxes and the bag in the upper area, and in the lower back area you will find another shelf, a few more crates, a terminal, and a reloading bench.
  • Cueva Guarache: Once inside the cave, either take the first left you can and head down, or make your way through the bushes and traps ahead and pick a hard lock to get inside. If you head left, inside a large room you will encounter spore plants and various types of spore carriers. Defeat them and head up the ramp at the back of the room. Once on top, you will encounter three more plants before you can get access to the cache. Before entering the back area, there is a mine on the floor, so be careful. Once inside there is a terminal, campfire, workbench and workbench crate, gun case, and the bag is next to the bed on the floor.
  • Angel Cave: Travel through Angel Cave and exit out the back entrance. Head west until you reach the cliff and its on the ground to the right underneath a hand print.

Contents

  • A 50% check for one of these:
  • One of these:
  • A 40mm grenade, with 6 75% checks for one additional grenade each. Scrounger applies.
  • One of these:
    • 60 flamer fuel plus 32 75% checks for an additional 1 flamer fuel each. Scrounger applies.
    • 10 microfusion cells plus 10 75% checks for an additional 1 microfusion cell each, as well as a 10% check for a single Stealth Boy. Scrounger applies.
  • One of these:
    • 16 energy cells plus 16 75% checks for another energy cell each, as well as a 10% check for a Stealth Boy. Scrounger applies.
    • A .22LR round with 8 75% checks for another round each. Scrounger applies.
    • A .357 magnum round with 12 75% checks for another round each. Scrounger applies.
    • A 9mm round with 12 75% checks for another round each. Scrounger applies.
    • A 5.56mm round with 10 75% checks for another round each. Scrounger applies.
    • A 20 gauge shotgun shell and 4 75% checks for another shell each. Scrounger applies.
  • A 50% check of one of these:
    • A 10mm round with 12 75% checks for another round each. Scrounger applies.
    • 60 flamer fuel with 32 75% checks for another one flamer fuel each. Scrounger applies.
    • 10 microfusion cells with 10 75% checks for another one cell each, plus a 10% check for a Stealth Boy. Scrounger applies.
    • A 5.56mm round with 30 75% checks for another one round each. Scrounger applies.
    • 16 energy cells with 24 75% checks for another one cell each, plus a 10% check for a Stealth Boy. Scrounger applies.
  • A 25% check of one of these:
    • 60 flamer fuel with 32 75% checks for another one flamer fuel each. Scrounger applies.
    • 10 microfusion cells with 10 75% checks for another one cell each, plus a 10% check for a Stealth Boy. Scrounger applies.
  • A 50% check for one of these:
  • A 50% check for one of these:
    • A bobby pin, with a 25% check and a 15% check for another bobby pin each.
  • A 75% check for one of these:
    • A bobby pin, with a 25% check and a 15% check for another bobby pin each.
  • One of these:
  • A 50% check of one of these:
    • A suit of leather armor between 15% and 35% condition. Appears 25% of the time.
    • A suit of metal armor between 15% and 35% condition. Appears 12.5% of the time.
    • Either a merc adventurer, grunt, cruiser, veteran, troublemaker, or charmer outfit, between 30% and 55% condition. Appears 12.5% of the time.
    • Either a wasteland settler outfit, wasteland wanderer outfit, or a brahmin-skin outfit, between 30% and 55% condition. Appears 62.5% of the time.
    • A suit of reinforced leather armor, between 15% and 45% condition. Appears 12.5% of the time.
  • A 50% check of one of these:
  • One of these, as well as two 50% checks for one of these each:
    • 50 electron charge packs, with 30 75% checks for an additional one pack each, as well as a 10% check for a Stealth Boy. Scrounger applies.
    • 60 flamer fuel, with 48 75% checks for an additional one fuel each. Scrounger applies.
    • 10 microfusion cells, with 15 75% checks for an additional one cell each, as well as a 10% check for a Stealth Boy. Scrounger applies.
    • 16 small energy cells, with 32 75% checks for an additional one cell each, as well as a 10% check for a Stealth Boy. Scrounger applies.
  • One of these, along with a 75% check, 50% check, and 25% check for one of these each:
  • A 50% check for one of these:

Notes