Holdout weapons are weapons which can be sneaked into areas where weapons are normally confiscated, primarily seen at the three Strip casinos: the Gomorrah, the Tops, and Ultra-Luxe. Weapons classified as holdout weapons depend on the player character's Sneak skill, though the lists are rather limited regardless. Internally, these lists are referred to as "Holdout Weapons" and "Improved Holdout Weapons," depending on whether the player character's Sneak skill is below 50 or at least 50, respectively.
Overview[]
At certain points in the course of the game, the Courier may have their weapons confiscated from them, in which they will then be presented with an option to retain some of their weapons in the form of a dialogue option, which usually ends with the text "<keep holdout weapons>." Selecting this option will result in retaining a small subset of their weapons; what weapons are retained depends on the Sneak skill.
The complete list of locations that confiscate weapons and allow the option to keep (improved) holdout weapons is:
- Gomorrah
- The Tops
- The Ultra-Luxe
- The Fort
- Camp McCarran interrogation room (when interrogating Silus)
Holdout weapons[]
These weapons are always concealable and able to be brought into weapons-free areas, regardless of Sneak skill. Many of these weapons can be purchased from the merchant Mister Holdout, who can be found near the entrance of the Gomorrah casino.
Legend | ||||
---|---|---|---|---|
- Weapon name | - Action Point cost | |||
- Ammunition used | - Damage per Action Point | |||
- Weapon damage | - Weight | |||
- Damage per second | - Weapon skill | |||
- Explosion damage | - Is weapon silent? | |||
- Effect damage |
Brass knuckles | 18 | 36.9 | 18 | 2.0 | 1 | Unarmed | ||||
Cosmic knife | 12 | 36 | 20 | 1.2 | 1 | Melee | ||||
Cosmic knife clean | 15 | 45 | 20 | 1.5 | 1 | Melee | ||||
Cosmic knife super-heated | 14 | 42 | 20 | 1.4 | 1 | Melee | ||||
Figaro | 8 | 33.2 | 17 | 0.9 | 1 | Melee | ||||
Knife | 8 | 24 | 20 | 0.8 | 1 | Melee | ||||
Li'l Devil [1] | 12.7mm | 45 | 146.3 | 15 | 3.3 | 3 | Guns | |||
Love and Hate | 30 | 75.8 | 19 | 3.2 | 1 | Unarmed | ||||
MFC grenade [1] | 1 | 52.5 | 75 | 35 | 2.2 | 0.5 | Explosives | |||
Nuka-grenade [1] | 1 | 228 | 350 | +2 /5s | 24 | 15.0 | 0.5 | Explosives | ||
Police pistol | .357 Mag | 30 | 60 | 19 | 1.6 | 3 | Guns | |||
Silenced .22 pistol | .22LR | 9 | 31.5 | 17 | 0.5 | 3 | Guns | |||
Spiked knuckles | 25 | 59.2 | 19 | 2.6 | 1 | Unarmed | ||||
Straight razor | 5 | 18.5 | 18 | 0.6 | 1 | Melee | ||||
Switchblade | 7 | 14 | 18 | 0.4 | 1 | Melee | ||||
Throwing knife | 15 | 48.2 | 20 | 0.8 | 0.5 | Melee | ||||
Tin grenade [1] | 1 | 65 | 100 | 35 | 2.9 | 0.5 | Explosives |
- Note: Unique weapons are highlighted with a darker background.
- Note: Melee Weapons and Unarmed damage is doubled in V.A.T.S.
Improved holdout weapons[]
These weapons can be brought into weapons-free areas should the Courier have a Sneak skill of 50 or higher. Bonuses from temporary effects, such as ¡La Fantoma! or Stealth Boys, are counted when determining the skill level.
Note that this list does not replace the standard list of holdout weapons; weapons from the standard holdout weapons list can always be brought into weapons-free areas, regardless of skill.
Legend | ||||
---|---|---|---|---|
- Weapon name | - Action Point cost | |||
- Ammunition used | - Damage per Action Point | |||
- Weapon damage | - Weight | |||
- Damage per second | - Weapon skill | |||
- Explosion damage | - Is weapon silent? | |||
- Effect damage |
.357 Magnum revolver | .357 mag | 26 | 45.5 | 26 | 1.0 | 2 | Guns | |||
.44 Magnum revolver[2] | .44 mag | 36 | 67.5 | 25 | 1.4 | 3.5 | Guns | |||
.45 Auto pistol | .45 Auto | 29 | 79.8 | 17 | 1.7 | 1.5 | Guns | |||
5.56mm pistol[3] | 5.56mm | 28 | 77 | 21 | 1.3 | 5 | Guns | |||
9mm pistol | 9mm | 16 | 50 | 17 | 0.9 | 1.5 | Guns | |||
10mm pistol[2][4] | 10mm | 22 | 60.5 | 17 | 1.3 | 3 | Guns | |||
A Light Shining in Darkness | .45 Auto | 33 | 144.4 | 15 | 2.2 | 1.2 | Guns | |||
Bowie knife | 23 | 79.6 | 20 | 2.3 | 1 | Melee | ||||
Blood-Nap | 30 | 110.8 | 17 | 3.5 | 1 | Melee | ||||
C-4 plastic explosive | 1 | 81.9 | 250 | 0.5 | Explosives | |||||
Chance's knife | 22 | 91.4 | 17 | 2.6 | 1 | Melee | ||||
Chopper | 14 | 54.9 | 22 | 0.6 | 2 | Melee | ||||
Cleaver | 7 | 17.8 | 22 | 1.3 | 2 | Melee | ||||
Combat knife[2] | 15 | 48.5 | 17 | 1.8 | 1 | Melee | ||||
Compliance Regulator | SEC | 8 | 30 | Paralysis/10s | 15 | 0.5 | 3 | Energy | ||
Corrosive glove | 21 | 22.9 | 28 | 1.5 | 4 | Unarmed | ||||
Detonator | C-4 | 0.5 | Explosives | |||||||
Dr. Klein's glove | 34 | 46.4 | -5 EW/30s -2 ST/30s |
18 | 3.8 | 4 | Unarmed | |||
Dr. Mobius' glove | 28 | 38.2 | -5 EW/30s -2 ST/30s |
15 | 3.7 | 3 | Unarmed | |||
Dynamite | 1 | 30.8 | 75 | 24 | 3.2 | 0.3 | Explosives | |||
Fat mine | 5 | 148.4 | 450 | +10 /12s | 3.25 | Explosives | ||||
Fire bomb | 1 | 12.5 | 20 | +4 /8s | 24 | 1.0 | 0.5 | Explosives | ||
Flare gun | FF | 10 | 18.5 | +1 /10s | 30 | 0.4 | 2 | Energy | ||
Flash bang | 1 | 0.7 | 24 | 0.04 | 0.5 | Explosives | ||||
Frag grenade | 1 | 82.2 | 125 | 24 | 5.3 | 0.5 | Explosives | |||
Greased Lightning | 32 | 96 | 28 | 2.3 | 6 | Unarmed | ||||
Hatchet | 16 | 40.6 | 22 | 1.4 | 2 | Melee | ||||
Industrial hand | 50 | 160 | 65 | 1.5 | 10 | Unarmed | ||||
Laser pistol | SEC | 12 | 45 | 15 | 0.8 | 3 | Energy | |||
Laser pistol (GRA) | SEC | 12 | 45 | 15 | 0.8 | 3 | Energy | |||
Lead pipe[2] | 22 | 55.8 | 24 | 1.8 | 3 | Melee | ||||
Long-fuse dynamite | 1 | 30.8 | 75 | 24 | 3.2 | 0.5 | Explosives | |||
Loyal's detonator | 0 | 0 | 0.5 | Explosives | ||||||
Lucky | .357 mag | 30 | 82.5 | 17 | 1.8 | 2.5 | Guns | |||
Maria | 9mm | 20 | 75 | 15 | 1.3 | 1.5 | Guns | |||
MF Hyperbreeder Alpha | MFB | 25 | 175 | 20 | 3.8 | 7 | Energy | |||
MFC cluster | 6 | 297.4 | 450 | 0.5 | Explosives | |||||
Mysterious Magnum | .44 mag | 42 | 102.4 | 22 | 1.9 | 4 | Guns | |||
Pew Pew | SEC | 75 | 150 | 35 | 2.1 | 3 | Energy | |||
Plasma grenade | 1 | 147.4 | 225 | 24 | 9.4 | 0.5 | Explosives | |||
Plasma pistol | SEC | 33 | 57.8 | 30 | 1.1 | 3 | Energy | |||
Plasma pistol (GRA) | SEC | 33 | 57.8 | 30 | 1.1 | 3 | Energy | |||
Police baton | 10 | 27.7 | 23 | 0.8 | 2 | Melee | ||||
Power fist[2] | 40 | 43.6 | 28 | 2.9 | 6 | Unarmed | ||||
Power fist (GRA) | 40 | 43.6 | 28 | 2.9 | 6 | Unarmed | ||||
Pulse grenade | 1 | 7.2 | 10 | +200 | 24 | 0.5 | 0.5 | Explosives | ||
Ripper[2] | 50 | 50 | 65 | 1.5 | 6 | Melee | ||||
Ripper (GRA) | 30 | 28 | 65 | 1.5 | 6 | Melee | ||||
Salt-Upon-Wounds' power fist | 45 | 64.4 | +3 /10s | 25 | 4.8 | 6 | Unarmed | |||
Saturnite fist | 35 | 63 | 25 | 2.8 | 4 | Unarmed | ||||
Saturnite fist super-heated | 55 | 90.8 | 25 | 4.4 | 4 | Unarmed | ||||
Sawed-off shotgun[5] | 12 ga | 100 | 234.4 | 37 | 2.7 | 4 | Guns | |||
Scientist glove | 21 | 28.6 | 28 | 1.5 | 2 | Unarmed | ||||
She's Embrace | 25 | 44 | 20 | 2.5 | 10 | Unarmed | ||||
Sleepytyme | 10mm | 22 | 220 | 22 | 4.0 | 5 | Guns | |||
Sonic emitter - Gabriel's bark | SEC | 55 | 56.9 | +20 | 30 | 1.8 | 2 | Energy | ||
Sonic emitter - opera singer | SEC | 55 | 56.9 | +20 | 30 | 1.8 | 2 | Energy | ||
Sonic emitter - revelation | SEC | 31 | 32.1 | +20 | 30 | 1.0 | 2 | Energy | ||
Sonic emitter - robo-scorpion | SEC | 65 | 67.2 | +20 | 30 | 2.2 | 2 | Energy | ||
Sonic emitter - tarantula | SEC | 60 | 62.1 | +20 | 30 | 2.0 | 2 | Energy | ||
Sterilizer glove | 21 | 28.6 | 28 | 1.5 | 3 | Unarmed | ||||
The Humble Cudgel | 26 | 72 | 21 | 2.5 | 3 | Melee | ||||
Time bomb, high yield | 1 | 130.8 | 400 | 0.5 | Explosives | |||||
Tire iron | 15 | 34.6 | 27 | 1.1 | 3 | Melee | ||||
Two-Step Goodbye | 70 | 76.4 | 28 | 5.0 | 6 | Unarmed | ||||
War club[2] | 19 | 57 | 21 | 1.8 | 3 | Melee | ||||
Yao guai gauntlet | 20 | 32.6 | 22 | 1.8 | 10 | Unarmed |
- Note: Unique weapons are highlighted with a darker background.
- Note: Melee Weapons and Unarmed damage is doubled in V.A.T.S.
- ↑ 1.0 1.1 1.2 1.3 Gun Runners' Arsenal normal holdout weapons are not included in the improved holdout weapon list, and will be confiscated when using the improved holdout option.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Companion-specific variants of these weapons are not included, and will be confiscated from companion(s) (see Bugs).
- ↑ The unique That Gun is not included
- ↑ The unique weathered 10mm pistol is not included.
- ↑ The unique Big Boomer is not included.
Notes[]
- If choosing the holdout dialogue option, weapons carried by companions will be confiscated based on the player character's Sneak skill, not that of their companion(s).
- There are only two holdout weapons which Lily Bowen is capable of using: frag grenades, and plasma grenades. This is due to a restriction placed on Lily which limits what weapons she can use, primarily limiting her to heavy weapons such as miniguns.
- When disarmed upon entering weapons-free areas, all confiscated weapons are stripped of their associated hotkeys.
- If the Courier convinces Swank to give them back their weapons to deal with Benny in Ring-a-Ding-Ding!, the Courier will be allowed to bring all of their weapons into The Tops from then on.
- Killing the Legionary main gate guard (silently) at The Fort will bypass the weapons check entirely for any later visits there. Likewise, silently killing the weather station guard in the weather monitoring station will allow bringing the weapons back outside without the guard confiscating them.
- Weapons which are also quest items, such as the missing laser pistol, cannot be confiscated regardless of Sneak skill.
Bugs[]
- companion-specific versions of some improved holdout weapons are not included in these lists, and will be confiscated when these companions enter casinos. This includes melee weapons such as Cass's combat knife and Raul's lead pipe, which differ from the normal versions only in that they cannot be taken by the player character. [已验证] The
- ED-E's integrated weapons can be brought into weapons-free areas as holdout weapons, but only if the Courier's Sneak skill is below 50. This is caused by ED-E's weapons being included on the holdout weapons list but not the improved holdout weapons list.[已验证]
- Rex's Bite "weapon" is not classified as a holdout weapon and will be confiscated.[已验证]
- Occasionally, weapons carried by companions will not be returned after exiting a casino. Therefore it is advisable to safely store any unique weapons before entering any casino.[已验证]