Carl's Fallout 4 Guide
for PC, Xbox One, and PS4

I'm writing a Guide to Nuka World, piece by piece. Here are the newest/most popular pages:
See a full list of guides on the Nuka World page. I've written over a dozen in just a week and plan to continue. There is much more to this DLC, it will just take time to write it all. Check back for more. Comment on the appropriate page if you have a tip to share with other readers.

Fallout 4: Mister Sandman

Mechanics & Powerful Crits in Combo with Ninja

Mister Sandman stacking with the Ninja Perk results in huge damage Mister Sandman stacks with the Ninja Perk to give you massive damage boosts on sneak attacks.

Mister Sandman is easily one of the better Perks for a sneaky build in Fallout 4, though its primary mechanic only works for ranged characters as you cannot put suppressors on melee weapons. My initial impression was based on bad math and that you won't catch many enemies sleeping in the game - the increased sneak attack damage is the main draw here. Here are the three ranks of Mister Sandman and the level requirements/Perk ID:

Mister Sandman Perk
RankRequiresPerk DescriptionPerk ID
1Agility 4As an agent of death, you can instantly kill a sleeping person. Your silenced weapons do an additional 15% sneak attack damage.4b258
2Level 17Your silenced weapons do an additional 30% sneak attack damage.1d2490
3Level 30Your silenced weapons now do 50% more sneak attack damage.1d2491

Mister Sandman PerkGameplay Effects & Utility
The sleeping bonus is good and all, but it's rare to catch raiders sleeping, so it's really a side attraction. Mister Sandman stacks additively with the Ninja Perk, which changes the base sneak attack multiplier from 2 to 2.5x, 3x, and 3.5x for ranged weapons. This is great in itself as it doesn't require a suppressor to be on the weapon, but with Mister Sandman you'll definitely want at least one silenced weapon - usually a rifle or pistol.

Taking Ninja first is wise, because it does not require a silencer and Mister Sandman gives smaller increases to damage per level. Ninja 1 will give you 2.5x, while Mister Sandman 1 will give you 2.15x damage.

At one point, this Perk stacked multiplicatively, but now it does not matter the order you take these Perks. You can go Ninja > Mister Sandman and gradually increase your damage until you're eligible for Rank 3 Ninja at level 33. What still matters as of patch 1.4 is Deacon's Cloak and Dagger Perk will still stack multiplicatively with these, so it's best to get all 3 ranks in Ninja and Mister Sandman before reaching max affinity with him. In doing so, you can reach 4.8x damage.

As for melee users not getting this bonus, they don't really need it. Ninja gives a 10x boost so their damage output is amplified a lot already, based on their need to get quite close (without Blitz) in order to execute a melee sneak attack.

Mister Sandman is highly recommended in a Sniper Build where it can truly shine, as nearly any ballistic sniper rifle can have a suppressor attached. Even Gauss Rifles, which can be boosted well into the 400s in terms of paper damage.

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Far Harbor DLC Guides

See my Far Harbor Guide for new features in the DLC. There, you can also watch the trailer and view new weapons that can be found. The area is massive, so we can expect plenty of quests and exploration in a foggy, rugged area with new and challenging creatures to battle.

Pleae note there are different endings for this DLC, something we all wanted! It's like the actual end-game of FO4 in that you can choose the outcome.

Walkthroughs
Islander's Almanac Magazine Locations
Far From Home: Quest 1
Walk in the Park: Quest 2
Where you Belong: Quest 3
Best Left Forgotten: Quest 4
Ware's Brew Quest New
The Striker New

Automatron Guides & Walkthrough

The final quest Restoring Order (Mechanist Fight/Options) is now available. I've also released a page that describes Getting Started in Automatron to accompany the main page about the DLC. This covers how to make the Robot Workbench to begin making your own Automatrons, and walks you through the first two quests while providing some tips for fighting the Mechanist's creations. Quest 3 Walkthrough: Headhunting is also live on the site.

Robots in Automatron New
Mechanist's Lair, Eyebots, and Rogue Robots covers what happens after the Mechanist story is complete.

Perks & Bobbleheads

Now that I've written about all Perks in Fallout 4, I've put them all in a list, with how they work, what you can expect, and my own opinions on them. Hope this is handy! I've also compiled map shots of all Bobblehead Locations in the game. You can choose to explore the locations on your own or read descriptions for those I've taken notes about.

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