Professional Documents
Culture Documents
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• noz3r0
• Absolute Daniel
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Guestbook: shillatime.org/guestbook
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been a while since I've tackled a new project, one of || © Absolute Steve ||
the reasons being that I've had some business in the || Version: 1.00 ||
The series of guides I've made for Fallout 3 was created with the intention of
not leaving a single irradiated stone unturned, but there's always room for
improvement. This guide is the result of many days and nights of long
labour,
so here's hoping you'll enjoy the redesign of the layout, and may the in-depth
case, be sure to like this guide on facebook (see link above) and tell your
Fallout New Vegas does feel like a very stretched DLC and hardly has
graphical
improvements over Fallout 3, but that doesn't take away any of the fun. The
game mechanics have been tweaked with, making the game harder and
more balanced.
There are minigames now, there's still plenty to explore, but the 'Fallout 3'
feeling is gone (duh, it's Vegas!), the point being that the game doesn't really
and areas. There are once again numerous annoying bugs that shouldn't
exist,
long loading times included , especially on the Xbox 360. Resetting your
Xbox
can sometimes do wonders combined with clearing the cache, though. All in
all,
the game has its improvements, but is hardly as epic or revolutionary as it's
big brother. As such, be glad it's not called Fallout 4. :) On a closing note
even disgusting and on the border of acceptable as to what you can put into
a
video game. This has nothing to do with gore, more so with ethics. Some of
guide, which features video content at tight spots that might require
additional
assistance. Having said that, please glance at the next few sections before
diving into the table of contents and take the opportunity to read more about
donation options and the future of guide writing. Thank you for your kind
~ Absolute Steve
P.S. Also on behalf of noz3ro, absolute daniel, and other future contributors
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http://www.shillatime.org/amazon.html
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Use CTRL + F and copy/paste the [TAG] to find the section you're looking for.
V. . . . . . . . . . . . STATISTICS [STA]
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INTRODUCTION
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Wow, what exactly is this? This is an essay on how the guide writing industry
is changing, an essay on FAQ writing, and an essay in which I plead for more
recognition for, and more cooperation between guide authors. Why is this
here?
Because otherwise you wouldn't have been reading this. Feel free to read it,
but feel just as free to proceed to the main bulk of the guide. I hope you
enjoy this FREE guide "as is". This essay is NOT going anywhere. :)
THE PAST
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format for game guides evolving? In the early nineties, game guides were
usually
game guides back in 1990. The guides were qualitatively poor and fairly
selling guides in the nineties. It spawned various over the years, including
infamous - yet best selling - books for popular RPG's such as the Final Fantasy
series. Halfway the nineties, hotlines also started to gain popularity, if only
to hundreds of cheats for the most well-known games. The hotlines were
rather
expensive (a buck per minute at least), so it wasn't the preferred option for
getting your daily cheatcodes. If you were stuck in a game back then, you
either
had your friends or big brother help you. If your friends sucked at gaming and
you didn't have a big brother (I for one, didn't), then "that was life for 'ya."
At the end of the decade, two new companies arose in the game guide
industry,
such as the Metal Gear Solid and Final Fantasy Series. FuturePress filled in
the gaps with 'lesser' titles and remains to do so to date, mainly for the
European and German market, one of the reasons it's hardly known
elsewhere in
the world.
The internet brought aspiring game guide writers the excellent possibility to
spread their information worldwide, but it wasn't until around the millennium
that the majority of people started to gain internet access. The most popular
collecting these documents and brought them all together at what remains
the
walkthroughs and some of these in turn evolved into strategy guides that left
no stone unturned. Lately, since the late 2000's, wiki pages have gained
obvious benefit is that the amount of people makes contributing easy and the
information, poorly written and vague walkthroughs, and the constant need
to
browse back and forth between pages. Most FAQ authors foresaw that
accessibility
was easily enhanced and had already solved the tedious searching problem
by
THE PRESENT
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Presently, there are several camps in the guide writing business. There are
the
rights, and there's the ever growing database of free guides online. We can
divide the four official strategy guide companies into two groups, not only
the U.S.-based Prima and Bradygames, whose motto comes down to "selling
as
many game guides as possible, for as many games as possible." The problem
is
that they spawn not only strategy guides for games hardly justified for this
format, but more so that their books are qualitatively poor. Admittedly there
has been a slight rise in quality over the past 10 years, but the sloppy and
companies. However, the majority of the gaming market - say 90% - doesn't
even
beyond ethics for these companies to care. Fortunately, there has been a
slight shift in approach, where these companies are realizing that one author
simply cannot write a complete guide on his own, and as such the quality of a
few "big-name" guides has risen slightly. On the other hand, most layout
approaches aren't as good as they should be, and the same can be said
about
of which the former is the uncrowned king in the guide writing business. Their
approach is to make very few guides a year - two to three at most - but to
make
them perfect in almost every possible way. While strategy guides always
remain
it's because their books are in the best condition they could've possibly
that not every game can be covered (only highly popular games can be), and
that
a collector's edition might be pricey in these difficult times for some people.
apparent that they don't have the contacts Piggyback does. FuturePress still
makes better guides than Prima and Bradygames, but a sore reality is that
they
only get to buy the rights from Prima and Brady themselves - mostly just for
the
European market.
Then there's the free, online sources of gaming help, ranging from the vast
websites that mainly offer cheats only. An interesting format sprung from
Youtube recently: Video talkthroughs. There are few reasons to be a big fan
of
this format, if only for the reason that there's no proper search function, but
there are more downsides to it which are all discussed later. In this turbulent
THE FUTURE
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It's mostly about making choices regarding the height of your standards and
arguably everyone would want the highest standard of quality, even if the
information is free. When looking for any source of game information, this
would translate into the following criteria: Getting everything out of your
game
in the most convenient way possible. This is the approach that the better
official companies take when making their tomes, so it might as well be your
- admittedly ultimate - demand when looking for a free guide online. So let's
compare the different formats to see how well they work when this criteria
is applied.
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I'll start off with the - usually widely promoted - semi-free game guides on
Gamespot and IGN. First of all, keep in mind that the guys writing these
aren't
paid a top-notch salary, and that they have to spit out guides at a rather fast
pace. Add to this the fact that writing for video games as a job takes most of
the fun out of the gaming experience and you get rushed guides with half-
decent
text and accompanied screenshots that have no existential purpose but to
serve
as filler. It's true; the walkthroughs are usually rather globally written,
serving only to get you from point A to point B, and will help you only when
you're stuck and have absolutely no clue as to where to go. The "in-depth"
sections mostly cover only the basics and are hardly worth mentioning. Quite
a
lot of people *will* however use these guides, simply because they're
decently
it's similar to the final conclusion we'll land at in the final section of this
essay, so let's stay patient and unspoiled for now. A permanent problem
these
sites face is the low budget they're willing to spend on game guides (in other
words, they lack idealism altogether. This is one of the reasons I'd
recommend
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Wiki pages are a newly born alternative and their pros and cons have already
been briefly discussed above. They suffer from the same problem as the
information incorporated in the walkthrough itself. Wikis make up for this with
their nearly infinite amount of pages on subjects, but this is also a weakness;
this sometimes leaves you searching around and in circles. Credit is hardly
given when editing wiki pages, so for the exception of a few top-notch
contributors, it is a business mostly fueled in bit-sized pieces by a large
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As for cheat sites in general, there's not much more to be found besides just
cheats. There's one major exception to the rule, being Supercheats. The
guides
written here by prolific authors have a few nice additions, including video
(and
sometimes screenshot) support. Not all guides are of the same quality, but
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Video talkthroughs have a few benefits, the biggest being that the author no
longer needs to write everything down into words when creating the
talkthrough.
This doesn't benefit the user looking for help, and they are only helped in
very specific contexts by this format, which lends itself perfectly for "finding
hidden objects", and I dare say it lends itself for this purpose only. It works
great if you see someone walk straight to an item you were looking for and
that
you struggled to find when reading through text. As such, videos are a great
addition to text, but not as a replacement. Why not? For one, videos don't
have
a proper search function, and can never describe handy statistics, such as a
thinkable in adventure games as well, where this can take the form of a table
that compares gunfire power for example). The viewer also needs to deduct
strategies from the video and comments of the author alone. This can work
for a
straight A-to-B walkthrough or for beating a boss, but it's a pain when the
author decides against exploring optional parts when you wanted to do just
that
might be able to click away the video right before spoilers come up,
especially
if the author warns you in advance, but you can imagine this is a stressful
so it's almost like you're playing the game twice; once by someone else
playing
it for you. Videos can still be, it has to be said, an excellent addition to
text when they visually show something text has difficulties with to describe,
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in a few years, I'd wholeheartedly tell them yes, but I'd also tell them that
things are in need of a little tweaking. FAQs suffer from less problems than
other formats because they're well organized, rapidly downloadable, quickly
searchable by using [tags] and Ctrl + F, they're printable, easy to save onto
your hard disk, and they have all information stored in one place. There's
only
one 'problem'; the big differences in quality between FAQs. Some guides
remain
unfinished, some are finished but have a very poor layout, and only a handful
can be considered pure quality. Now I know (of course I do), these authors all
write in their spare time and we should all be thankful for whatever they
contribute - no arguing there. What would you expect from free guides? But if
On a side note, I wouldn't think the solution lies in the new html guides that
written text (but a danger lies in abundance). Better yet would be placing
videos at parts where text lacks in its descriptive function as argued for in
the previous paragraphs. Having a few videos to show difficult item locations
would be great. Besides these benefits, the format is no longer easy to print
hard disk or USB stick, and for some reason they're not as easy to organize
as
text. Besides this, it takes more time for both writers and administrator(s) to
create this format. If anything, this format reminds mostly of the unsuccessful
those.
TEXT ENHANCED WITH PICTURES?
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much value for the reader, and the only purpose they serve is as eye candy.
Picture support, as one could call it, derives its purpose from *supporting*
the reader in getting something done in the game. One of the main purposes
to
support a reader is to tell them where they need to go, or to show where a
for this purpose. They're too static and can only show a limited frame of
information currently going on in the game. Maps on the other hand are
much
more abstract, and can show readers a wide variety of (item) locations, as
well
and although text maps can be functional, picture maps are easier to use.
it in a text guide as a link. The main point here is that pictures generally
distract from the actual guide material. Eye candy is nice, but you'll get
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The solution is already partly being executed by some authors who co-author
with
each other, but it'd be interesting and easy enough to take this to the next
level. You'll unlikely have found yourself staring at a few different FAQs,
wondering which one to pick. Perhaps you randomly chose one, perhaps one
of an
author who sounded familiar, or perhaps you looked for recent updates and
the
size of the document, or maybe you clicked on all of them and made your
decision after briefly browsing each. In any case, several authors all decided
to make their own version of a FAQ. Some of them don't cover much more
besides
the walkthrough, others write complete guides, and still others make an
attempt
at fully uncovering every aspect of the game. While there's something to say
for writing everything all by yourself - you get your own credits and you *can*
have fun while writing - it is worth asking the question whether or not you're
exist with better informative text that are faster available than yours, are
laid out? Because if they do, realize that the only good reasons to continue
writing for such a game are either because you want to practice your writing
than the best existing guide available (legitimate, but sometimes difficult to
approach", which always comes down to either using more or using less
humor, or
little variation possible. Do realize that even with a "different approach", the
available stuff already launched elsewhere. Also keep in mind that the
author(s)
of the most qualitative guide might've chosen to use a fair share of humor
and
which is common when games have just been released, it can still be
important
to keep the highest possible quality in mind, simply because someone else
might
While I realize that some of the above might sound radical in the ears of
certain writers, I think it also sounds very logical. If you compare the amount
rightfully so - between guides to make qualitative ones stand out. This is one
of the best features GameFAQs has implemented in a long time, and it would
be
great to see it continue down that road to underline and stress the
importance
of high quality work. I wouldn't want to argue that guides should no longer be
posted if they are of less quality than others (although it would be good to
start in 'the business'. The point here is that everyone would greatly benefit
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Wouldn't it be great to have one (perhaps two) excellent - no, nearly perfect -
guide(s) for whatever game you desire? Or at least for the most popular
titles?
The problem with raising the bar this high is that it starts to take very large
amounts of time to write such a guide, and few authors are in the favorable
position of having endless amounts of spare time (or are willing to devote so
much of their spare time to the writing of FAQs). Another problem with
striving
younger writers who are still working on improving their guide writing skills.
If authors would form teams that work together on certain guides, they'd not
only be sure that people would love their cooperative work, it would also save
the authors a lot of time and they'd still have made a beautiful piece of work
in the end. This is the approach that the better official game guide companies
take. They work in teams, and it shows. Have people focus on a certain
aspect of
the guide and beautifully shape the guide together, literally. In FAQ writing,
this could easily be put to practice. Someone could work on the walkthrough,
perhaps coordinating sections with someone else if their writing styles match
(which is no necessity by any means). Another author could provide ASCII
artwork, still someone else could help work on side quests and parts that
equipment lists. Such a team of four to five people can easily be credited at
the top of the document, revealing their (alias) names in all pride and glory.
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The same idea could be applied to all online guide writing, and it would
greatly
sponsoring and receive some donations from the community, but even
without this
it can make a great leap towards reaching the ultimate goal of guide writing:
experience of a game in every possible way, giving people the option to fully
explore and enjoy a videogame. You can watch linear movies, you can read
linear
books, but you must actively explore a video game, and in some cases, only
a
unfair to demand from gamers to purchase such a strategy guide for every
game
they buy. Ideally, the future of video game guides would have prolific authors
overcome their ego and team up to shape perfect text-based strategy guides.
Readers could in turn show a little more praise when truly deserved... Now
what
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A few great ways that could help promote authors to work together in order
to
reach higher levels of quality (and faster, too) would be to not only hold a
FAQ of the Month contest, but also a FAQ of the Year contest (or alternatively
a FAQ of the Season, but that sounds kind of lame). There are too few
monthly
contributions to really judge quality alone (game popularity and thus guide
demand also plays its role), but a yearly competition on top of the FotM
contest
could really push author(teams) to the limit. Although it'd be nice, it doesn't
even need to involve prize money - I bet many guide writers would commit
murder
to have a gold star featured next to their own or team's name for that matter.
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It could also greatly help to put authors a little more in the spotlights. A
putting the building bricks of GameFAQs in the spotlight for once - the
authors
like these contests, as the writer's board has shown repeatedly year after
year
for over a decade now. It'd also motivate aspiring writers to give it a shot of
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The idea is that when the quality of text guides jumps, the time is ripe for the
contributor recognition to rise as well, and quite frankly, it's been way
overdue for a long time. The only thing that currently fuels guide writers are
thank-you emails (or the general idea of helping people). With little extra
effort, the shrinking community of veteran guide writers can get a new
impulse
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We've got a long way to go, but it should be possible to push guide writing a
step in the right direction, starting here. Things like this don't take off
without discussions, so spread the word and let GameFAQs know about this.
You can also join the discussion on my facebook page, located at:
facebook.com/absolutesteve
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On a closing note, I'm currently looking for prolific authors that share this
vision and want to join a team. Some spots have already been taken, and
places
I thank you for taking the time reading this. Rests me to wish you a lot of fun
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MAIN CONTROLS:
__________________ ___________________________________________________________
|=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|
| A |Action Button |
| Y |Jump |
| RT |Attack/Shoot |
| LT |Aim/Block |
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V.A.T.S CONTROLS:
__________________ ___________________________________________________________
|=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|
| A |Confirm |
| B |Cancel |
| RT |Select target |
| RB |Enter V.A.T.S |
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MAIN CONTROLS:
__________________ ___________________________________________________________
| BUTTON: |IN-GAME ACTION: |
|=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|
| L3 |Crouch |
| X |Action Button |
| Triangle |Jump |
| R1 |Attack/Shoot |
| L1 |Aim/Block |
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V.A.T.S CONTROLS:
__________________ ___________________________________________________________
|=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|
| X |Confirm |
| O |Cancel |
| R1 |Select target |
| R2 |Enter V.A.T.S |
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Note: I'm looking for someone to confirm and/or correct the PC controls, as I
don't own nor plan to own the PC version of the game. Thank you.
MAIN CONTROLS:
__________________ ___________________________________________________________
|=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|
| W |Forward |
| S |Backward |
| A |Strafe left |
| D |Strafe right |
| Q |Auto-Move |
| 1-8 |Swap between weapons located in the Quickswap Menu |
| E |Action Button |
| Space |Jump |
| ` |Pause Menu |
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V.A.T.S CONTROLS:
__________________ ___________________________________________________________
|=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|
| E |Confirm |
| V |Enter V.A.T.S |
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__________________ ___________________________________________________________
|=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|
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________________________ _____________________________________________________
|=-=-=-=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|
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Note: You can have one humanoid and one non-humanoid companion with
you at most.
Besides these two fixed companions you can get assistance from an NCR
only help you during your stay in Freeside, so they hardly count.
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2. The 'v' in the example is always at the same place. This denotes your
circle (i.e. move from left to right) as you move around. In the example
Markers seen above this line can appear in [GREEN] or in [RED], and are
displayed in this example as (l). These markers notify you of any NPC's in
the area. Green means the NPC is neutral/good, red means hostile. The
higher your Perception SPECIAL stat, the faster these blips appear on your
compass.
in the example above. These show the location of your destination(s), such
location you haven't found yet. A filled small triangle denotes a location
- Considering its simplicity, a short description of the HUD on the right will
equipped weapon is denoted by the small bar, and this interface also
shows
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|_____________________________________________________________________|
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Save yourself the trouble and read these tips once or twice. They will greatly
increase your self-sufficiency during your wasteland travels, and might even
prevent you from dying! Definitely read this before your first playthrough,
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• Be sure to save your game often, and keep multiple save games. Fallout
New
Vegas is a large game, and you might want to reload a previous save game
in
which you hadn't messed up a particular quest, event, or where you missed
an
important item. This is one of the most important things for a healthy and
enjoyable experience.
• Holster your weapon when there's no direct danger in proximity. This not
only
allows you to travel faster (two-handed weapons slow your down, although
one-
handed weapons don't), and it also scares neutral or friendly NPC's less
quickly.
• Keep your gun reloaded at all times. You never know what might surprise
you
conserve precious ammo. [If you sleep in a rented bed or own bed, you'll
get
the Well Rested status that grants 10% extra EXP until it wears off after a
couple of hours.]
• When you crouch nearby water you can drink from it. Hold down the button
to
continuously drink from it, which is a good way to heal yourself at the cost
• Learn to use Fast Travel! After having explored a location, simply bring up
the World Map on your Pip-Boy and select the location you want to travel to.
• Collect items just for resell purposes. You can check on the value (VAL) of
an item in your inventory, and it's wise to sell these whenever the next
possibility comes up; Don't let them clutter up your inventory, especially not
• Pressing the Right Stick (on consoles) lifts items/bodies from the ground.
• Always search vending machines for Nuka Cola and Sarsaparilla Bottles.
to pick locks on all average level locks and terminals. Alternatively boost
them to 40 at least, so you can pick locks with the aid of a skill magazine
• It's the game's intention to make you explore the world. Don't rush through
the areas, look in every corner and behind every brick, and you'll be richly
rewarded. You propbably don't want to end up missing the neatest secrets.
• Fast Travel with your Worldmap! If you are on the worldmap and you find
• Items with no weight (--) should always be picked up. Even if the item
seems
useless, you can always sell it in larger amounts later on. If an item does
weigh something, look at its value. Is the weight 1 and the value 1? Then it
might be better to leave the item. Is the value 50 and the weight 2? You
can
then sell the item later on and make a profit without putting too much
weight
on your shoulders!
1. [] means that the item doesn't cost you any Karma for taking it.
2. {} may cost you Karma and indicates you must steal the item. Therefore,
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You have four attempts each time you access a terminal before you get
locked out
after the fourth erroneous password attempt. In other words, you have three
'free' tries every time you start up a terminal. The goal is to select the
correct password from the gibberish text. Depending on how high your
Science
1. You try three 'free' attempts and back out of the terminal. Simply try your
luck once again and repeat this process until you've figured out the
password.
3. Whenever you attempt a password, on the right part of the terminal screen
it
tells you how many letters you've got at correct places. In other words, if
you've got three letters correct, start looking for words that use similar
Example: You attempted "FESTERS" and get 0/7 correct (nothing at all).
You
If you get 1/7 correct, you know that at least one letter is in the
right position. This doesn't help you that much, but if you can
find any passwords that don't match *any* of the letters in the
not contain an "F" at the first spot, not an "E" on the second spot,
not a "S" on the third spot, and so on for all other letters. Thus
you can conclude that "SUCKING" is not your key inside the terminal.
If you get even more letters correct, such as 5/7 with the password
3. It's possible to replenish your attempts by looking for what I'd like to
call bracket combinations. These are brackets such as < >, [ ], () and { }
which are linked when highlighted. In other words, when you highlight one
and then search for brackets, resulting in removing several duds and a
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/ \::::| \ / \:| \ / \| \
| \::| | | \| | | |
| \| | | | | |
| | | | | |
\ / \ / \ /
\ / \ / \ /
VERY EASY and VERY HARD have bigger and smaller correct zones
respectively.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You can only attempt more difficult locks when ___________ _______________
50+, and for hard locks you need 75+. The |Easy | 25 |
unlock the lock with the screw driver. Placing |Very Hard | 100 |
trial and error. You know you're close to the correct position (or rather,
"correct zone" as shown above) if you can turn the screw driver nearly 90
degrees vertical. The further you can turn the screwdriver, the closer you
are.
If you're haven't hit the right spot yet (and I could make a nice analogy here),
adjust your BOBBY PIN (if you know what I mean) and turn it to a better
position. In other words, you can turn it left or right. If you turn it to,
say, the right, and you get the feeling the bobby pin starts to tremble sooner
than before, you know the "correct zone" is the other way, and you can move
closer. Keep adjusting it until you hit the right spot and the treasures will
be yours... If you fail, your Bobby Pin *BREAKS*, and you'll have to try again,
that is, if you have another Bobby Pin left in your .. pocket..
_____________________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
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There are four pre-bonuses you could've gotten by pre-ordering the game.
It's
items, but that's the kind of modern world we're living in. The following
Play.com.
Tribal Pack: - Tribal Raiding Armor, Broad Machete, Bleak Venom x5,
Note: The armor and weapon in each package are exclusive content and
cannot be
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
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Game Difficulty:
----------------
The game's difficulty can be adjusted during gameplay at any time, back and
forth, ranging from Very Easy to Very Hard. The table below summarizes the
.------------.-----------------.--------------.
|============|=================|
==============|
'------------'-----------------'--------------'
Hardcore Mode:
--------------
Hardcore mode can be turned on at the start of the game, and while you
*can*
turn it off at any point during the game, you can not turn it back on again.
Beating the game on hardcore mode grants you the Hardcore trophy or
achievement.
1. Wounds heal over time, meaning that stimpaks heal over time, and
RadAway also
2. Ammo has weight, so you can no longer infinitely collect ammunition from
3. Your character will dehydrate, starve and suffer from sleep deprivation if
____________________________________________________________________[WLK]
_____________________________________________________________________________
_
|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| You've just been shot in the head - twice! - and left for dead. |
|UtFaLlOu| Except that you're not dead, so you swear for revenge. |
|TfAlLoUt|
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the balls|
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| living room. |
|_____________________________________________________________________|
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C. Sunset Sarsaparilla Crate [] no longer have a benefit over men, since male
E. Bottle Cap x8 . . . . . . [] your head the way you see fit, then take
F. Bobby Pin x12 . . . . . . [] the desk behind the chirurgic table; it's next
F. Bottle Cap x18 . . . . . [] find a [BLOOD PACK] and a [MED-X] from the
F. Energy Cell x20 . . . . . [] on the desk with the computer: You'll need 25
to the Doc's left contains [STIMPAK x3], [RAD- X] and [ANTIVENOM]. The
[GUN
CASE] on the bottom shelf is also worth a look, and contains some ammo and
a
Laser Pistol. In general, most boxes like these contain semi- random
contents,
so this guide will give you the general description and locations of these
boxes.
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Your SPECIAL stats (which stand for Strength, Perception, Endurance,
Charisma,
Intelligence, Agility and Luck respectively) can now be adjusted. Each stat
starts at a base of 5 points, and you receive 5 spare points to spread over the
your stats. It's entirely up to you how you want to play the game, but overall
extra points on them. Charisma is required for very few perks and has very
little value - you can greatly compensate a low Charisma by putting extra
points
in Speech.
If you want to customize your own build, feel free to do so. If you're a player
who likes to snatch the best from everything, creating a very balanced all-
round
character build, try the following starting stats (and adjust to your liking).
It can also be a good idea to look at the stats and perk sections [STA-1] and
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Tip: Never go over 9 in your initial build. You will be able to permanently
Perky Awesomeness: With the above all-round build, the only notable perks
you
miss out on are the ones that have CHR or LCK requirements.
When you're done with the SPECIAL stats, move to the other side of the wall
and
loot the cabinet for [BOTTLE CAPS x8]. In any case, sit down on the bench
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The Doc will ask you various questions. Depending on how you answer them,
your
character build changes. You can still adjust the three skills you want to
boost in a menu after the dialogue options, and the same applies to traits.
and either Guns or Energy Weapon is a decent start. Regarding traits, it's
completely up to you, but I'd highly recommend Kamikaze since this boosts
your
VATS AP by +10 points, and only reduces your Damage Resistance by -2.
Follow the Doc to the exit and he'll give you a bunch of goodies, the most
important being the [PIP-BOY 3000]. He'll also hand you [MOJAVE EXPRESS
DELIVERY ORDER x6], [BOBBY PIN x12], [STIMPAK x4], [BOTTLE CAP x18],
You can now explore the rooms to the south of the Doc's House for some
more
items. Remember that you can use the 'compass bar' on the lower left to see
and [FIRST AID BOX x2]. While the bedroom to the east doesn't contain
much,
you can check the dresser, and there are also packs of cigs in the small
cabinet
next to the bed, which you can sell back to Doc Mitchell for a small sum of
money. Just tell him you need medical supplies to open up the shop window.
_____________________________________________________________________________
_
|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| Embark on your first real quest. So who exactly is Sunny Smiles?
|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
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| Prospector Saloon. |
| 4. Follow Sunny. |
|_____________________________________________________________________|
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A. Fixin' Things . . . . . . {} When you're outside, look around the area for
D. 5.56mm Ammo x60 . . . . . [] case, head into the Prospector Saloon to the
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ northeast.
Inside, Sunny Smiles almost immediately approaches you and tells you to
meet her
outside. Snatch the {FIXIN' THINGS} skill magazine from the cabinet with the
world globe if you'd like, although you'll lose some karma. Stealing things is
best done when no one's around, and crouching also makes it less likely to
get
caught. You can also steal a {.357 MAGNUM REVOLVER} behind the bar, or
even
open the cash register for a quick buck. From now on, items denoted with {}
her (she's standing towards the northwest). She'll then hand you a [VARMINT
RIFLE] and [5.56MM AMMO x30]. Shoot three sarsaparilla bottles from the
fence
and Sunny will ask you to join her and waste some Geckos. You can either
end
KILLING GECKO'S
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Follow Sunny south, then crouch when you're approaching the geckos. Sneak
as
close as possible to the windmill, then enter VATS (or not) and waste the two
geckos. If you've lost any HP, drink from the clean water to replenish your
health. Geckos can often be looted for gecko meat and/or gecko hides, so
always search bodies, including animal corpses. Report back to Sunny and
she'll
once again give you the option to kill more geckos. After accepting, she
hands
Follow Sunny to the other wells and kill the remaining geckos. Talk to Sunny
for your reward: 50 Bottle Caps. She's still got more to teach you, though!
Accept and you'll start the 'By a Campfire on the Trail' quest.
_____________________________________________________________________________
_
|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| You still need to learn much about your surroundings. So how
|
|TfAlLoUt|
_____________________________________________________________________|
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| QUEST REWARD: |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I. Salesman Weekly . . . . . {}
J. Meeting People . . . . . {}
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Kill the two new enemies in front of the schoolhouse: These Giant Mantis
Nymphs
aren't very powerful, so a blast or two from your Varmint Rifle should do the
trick. Enter the schoolhouse through the eastern door (to avoid confusion,
this
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Reload your gun, as there are at least five Giant Mantis Nymphs in this room.
After destroying them, grab the [PROGRAMMER'S DIGEST] from the desk next
to
the [FOOTLOCKER]. There's also a [BOBBY PIN] next to the Easy Terminal,
which
in turn opens the nearby [SAFE]. Here are, once more, some reminders on
how to
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¯¯
You have four attempts each time you access a terminal before you get
locked out
after the fourth erroneous password attempt. In other words, you have three
'free' tries every time you start up a terminal. The goal is to select the
correct password from the gibberish text. Depending on how high your
Science
1. You try three 'free' attempts and back out of the terminal. Simply try your
luck once again and repeat this process until you've figured out the
password.
3. Whenever you attempt a password, on the right part of the terminal screen
it
tells you how many letters you've got at correct places. In other words, if
you've got three letters correct, start looking for words that use similar
Example: You attempted "FESTERS" and get 0/7 correct (nothing at all).
You
If you get 1/7 correct, you know that at least one letter is in the
right position. This doesn't help you that much, but if you can
find any passwords that don't match *any* of the letters in the
not contain an "F" at the first spot, not an "E" on the second spot,
not a "S" on the third spot, and so on for all other letters. Thus
you can conclude that "SUCKING" is not your key inside the terminal.
If you get even more letters correct, such as 5/7 with the password
3. It's possible to replenish your attempts by looking for what I'd like to
call bracket combinations. These are brackets such as < >, [ ], () and { }
which are linked when highlighted. In other words, when you highlight one
and then search for brackets, resulting in removing several duds and a
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯
LOCKPICKING TIPS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
/ \::::| \ / \:| \ / \| \
| \::| | | \| | | |
| \| | | | | |
| | | | | |
\ / \ / \ /
\ / \ / \ /
VERY EASY and VERY HARD have bigger and smaller "correct zones"
respectively.
You can only attempt more difficult locks when ___________ _______________
unlock the lock with the screw driver. Placing |Very Hard | 100 |
trial and error. You know you're close to the correct position (or rather,
"correct zone" as shown above) if you can turn the screw driver nearly 90
degrees vertical. The further you can turn the screwdriver, the closer you
are.
If you're haven't hit the right spot yet (and I could make a nice analogy here),
adjust your BOBBY PIN (if you know what I mean) and turn it to a better
position. In other words, you can turn it left or right. If you turn it to,
say, the right, and you get the feeling the bobby pin starts to tremble sooner
than before, you know the "correct zone" is the other way, and you can move
closer. Keep adjusting it until you hit the right spot and the treasures will
be yours... If you fail, your Bobby Pin *BREAKS*, and you'll have to try again,
that is, if you have another Bobby Pin left in your .. pocket..
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯
There's nothing of interest in the main classroom, but the storage room to
the
You can find the [XANDER ROOT x3] on the east side of the school building,
buried in the ground nearby the large tree trunk. Now travel to the far
northeast, following your compass' quest marker. Go past the Prospector
Saloon
and head uphill. You might come across a Bark Schorpion around here,
which is
slightly tougher than the creatures you've faces thus far. Fortunately, it's
also slower, so keep your distance and you'll be more than fine.
The cemetary is actually located on top of the hill with the water tower.
There
are several Bloatflies floating around, but these are easily dispatched. Find
the [BROC FLOWER] in the small tree to the east. Before you head back to
Sunny,
enjoy the northeast sight; it's New Vegas! Also carefully inspect the north-
tombstone. These can be collected and sold to a certain collector which we'll
get to later.
While it's not necessary, you can fast travel to Goodsprings Source (where
Sunny
the location you want to fast travel to. Activate the campfire and select
Healing Powder from the Recipe List. After creating this, Sunny hints at a
next
part of a quest. Fast travel to Goodsprings to find out what's up. Enter the
Prospector Saloon and talk to Trudy after she's done conversing. The quest
now
ends, and a new one starts. Inquire with her about all possible subjects
before
moving on; she'll even ask you to repair her radio. Check out the supply
room
from one of the crates. There's also a floor safe here, but it's got a hard
lock.
Note: If you have a Repair skill of 20+ you can repair Trudy's radio behind the
counter. She'll hand you 50 Bottle Caps (or more with 20+ Barter).
_____________________________________________________________________________
_
|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| Looks like a lad named Ringo is in big trouble. It also appears |
|UtFaLlOu| you can earn some reputation around Goodsprings. What will you
do? |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1. Offer to help Ringo deal with the Powder Rangers.
|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
C. Floor Safe (Very Easy) . [] to the east. Ringo tells you his situation
D. 9mm Rounds x20 x2 . . . . {} the second you enter, and proposes to get
more
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Explore this room first as there are quite a few handy items lying around
here.
For starters, collect the [BOXING TIMES] from the shelves in front of you.
There are also various sacks and crates on top of and around the counter that
may hold various goodies. The cash register holds several bottle caps. More
important is the [DUFFLE BAG] in the corner behind the counter, which
contains
quite a lot of ammunition, among other things. The [VERY EASY FLOOR SAFE]
also
holds useful ammo. Lastly, you can steal {9MM ROUNDS x20 x2} from
underneath
Return to Sunny (who might be located in one of the houses, just follow the
quest marker on your compass) and tell her about your situation. Also
converse
about all other subjects and she'll give you some useful location details and
[BOBBY PIN x3] (even though we just cracked that lock open). Several
optional
parts of this quest can now be done. Depending on how good your skills are,
you can (try to) convince some of the people below to help you:
•1. Trudy: Found in the house to the south. Requires 25+ Speech Skill or
25+ Sneak Skill. The Meeting People skill magazine may help to
instantly raise your Sneak skill to 100, so that does the trick
too.
•2. Easy Pete: Found in the southeast house. Requires 25+ Explosives Skill.
•3. Chet: Found in the general store. Requires 25+ Barter Skill. Note that
you can boost your Barter skill by +10 by using the Salesman
Barter skill of at least 15 (since +10 is all you'll get from the
skill magazine(s).
Ringo and help them to defeat the Powder Ganger. Pull out your best
weapons
and defeat all gang members. Do this successfully (protecting Ringo in the
process) and your reputation will change: Better in Goodsprings, worse for
Powder Gangers. Be sure to loot the gangers from their armor (equipping
this
will disguise you as a Powder Ganger, so don't go walking around with it just
like that).
In any case, that's enough snooping around Goodsprings for now! Let's move
on
to bigger things.
_____________________________________________________________________________
_
|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| Okay, so who the hell was that son of a gun that shot you in the |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD: 1000 EXP. |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| your rescue. |
| (to be continued) |
|_____________________________________________________________________|
Select They Went That-a-Way in your Quest Menu to activate the quest
markers
and be headed to Primm, located to the far south. As you traverse the
wasteland further, you're given the option to rebuild your character. If it's
fine the way it was, great, otherwise apply some changes and be done with it.
PRIMM
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Escaped convicts have taken over the town. Follow the large road straight
through the city, (help the NCR troops out in a firefight if you wish), go
under the viaduct and enter the city to your left (east). Dispatch more
convicts on your way and follow the quest marker into the Vikki and Vance
Casino. Inside, a man named Johnson Nash will tell you a great deal of
valuable information, and also gives you the opportunity to do another side
quest called 'My Kind Of Town'. While there's plenty to steal in Vikki and
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F. Blood Pack . . . . . . . [] door. In the room behind this door you can
H. First Aid Box . . . . . . [] table, plus [MED-X x3], [9MM PISTOL], [RAD-X],
I. Safe (Average) . . . . . [] and [BOTTLE CAPS] from the open locker, and a
K. Floor Safe (Hard) . . . . [] from the iron cabinet. The [AVERAGE SAFE]
L. Purified Water x3 . . . . [] also contains some decent stuff, but you might
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Tip: Dynamite works especially well to take out convicts in this area. Better
yet, most convicts have a stick or two on them, refreshing your supply as
various teddy bears and toy cars, then grab [BOTTLE CAP x7] from the
counter.
Also take note of the [HARD FLOOR SAFE] behind the counter, which you'll
most
likely need to leave alone for the moment. Go down the hall and enter
through
the Maintenance Door on the southeast (with the Bison Steve Maintenance
Key you
These halls lead you right to the trapped Deputy Beagle, but you'll need to
take out several convicts too. After defeating all of them, including their
bed and loot the falled fridge for [PURIFIED WATER x3]. There are [PURIFIED
WATER x3] in the cabinet, but that's about it for the kitchen.
MY KIND OF TOWN?
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It requires a 40+ Speech Skill to make the deputy talk, so set him free if you
Note: While the Bison Hotel also has a 1st floor, you may choose to return to
Go back outside and talk to the deputy. Now that he's calmed down he'll give
you some more information on where to go next. You can either continue
with
the 'My Kind Of Town' quest, or proceed with the main quest.
Reprogramming
Primm Slim (the Protectron Robot in the Vikki and Vance Casino) can be done
Tip: If you have enough Science Skill (or 20 + a skill magazine) it's definitely
worth the effort to reprogram Primm Slim. It'll net you an easy 430 EXP!
Should this make you reach Level 4, it is advisable to take the Educated
Perk, which grants you two additional skill points every time you level up.
NIPTON
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Your next location, Nipton, is quite a walk to the south. Follow your quest
marker and traverse a small desert until you reach Nipton. If you run into
Powder Gangers during your trip, be sure to introduce them to your dynamite
sticks.
You're just travelling through Nipton this time to reach your next destination,
Novac. If you meet any shady or wierd figures during your trip - no worries.
Either ignore them or play the game as you'd like. More details will not be
given during the main course of the game, but can be found in the
subsections.
Follow through the canyon until you eventually reach train tracks to the
north.
You'll likely discover the Ranger Station Charlie along the way. When you
finally reach Novac, look for the building west of the giant dinosaur.
NOVAC
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Enter the Dino Dee-lite Front Desk (center of town, nearby the giant dino).
Check the Mojave Express Dropbox to your left: These can be used to store
things in, but for now you'll need to wait until you've discoved a second one.
Speak with Jeannie May Crawford behind the counter and inquire about the
man in
the checkered suit. After getting this information, there's not much to do in
this room besides snatching the contents from the [FIRST AID BOX] on the
south
wall.
Go back outside and go through the iron gate to the north/northeast. Manny
Vargas, your next source for information, can be found inside the giant dino -
the Dino Bite Gift Shop. Head upstairs to find Manny. Sure, he'll help you,
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|TfAlLoUt|
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|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 2. |
|_____________________________________________________________________|
Select the 'Come Fly With Me' quest from the Quest Menu in your Pip Boy and
follow the quest marker to the west of Novac. Follow the road and travel past
the viaduct. When you reach the REPCONN facility, clear the area of Feral
Ghouls. They're decently fast, but their amounts are nothing you can't
handle.
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A. First Aid Box x2 . . . . [] Go upstairs and enter the double doors of the
H. 12 Gauge Rounds x3 . . . []
J. Jail Key . . . . . . . . [] east behind the counter to find [FIRST AID BOX
N. Isotope 239 Igniting Agent[] here? Did the Feral Ghouls kill the others?
the very easy lock doesn't reveal much when opened, so try the second door
on
the west for better luck; this room contains several beds. If you clean the
nearby area of ghouls, you can rest here to recover your health.
Back in the previous hall, turn around the corner east and open the easy door
next to the [EASY SAFE], and on top of the safe are [MICROFUSION CELLS x20
x3]
and [.308 ROUNDS x24]. The other easy door simply leads to one of the main
corridors, and the stairs on your south lead to the main entrance. Instead,
explore the room east from here and loot the [FIRST AID BOX] on the desk.
The
cafetaria to the far east only contains two vending machines, so travel
through
These halls house several ghouls, so tread with caution. The offices to the
north don't contain much of interest, and the active employee terminals all
have the same entries. The only thing of interest is the small storage room
Inside you can find various tool items and a [FIRST AID BOX].
Going east leads to the large room with the metal staircase the intercom was
talking about. Go to the top and activate the intercom to unlock the door,
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interest on this floor (except perhaps the bedroom to the far west), so follow
Chris upstairs and look for Jason Bright (a 'Glowing One' ghoul, follow the
quest marker). He'll tell you his side of the story and gives you the
[REPCONN
BASEMENT KEY] to the basement to deal with the demons (make ONE guess
what
from a cabinet in the room east from the room with stairs, or even snatch the
contents of a {FIRST AID BOX} next to the southwest doorway (but fat
chance
you get caught). Exit the way you came, head down the metal staircase and
go
south. The quest marker points down the south stairs, leading you to the
REPCONN Basement..
REPCONN BASEMENT
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Head down the stairs and go through the door. This room doesn't contain
any
items (it does contain makeshift beds, which can proce *quite useful*), so
because - as expected - there are Nightkins roaming around here, which have
an
red blips. They're also incredibly quick and their Rebar Clubs tear you apart
First, head all the way south and pick the easy door. A Ghoul named Harland
has
put up a defensive spot here against the Nightkins. Stay friendly with him
and
an optional part of the quest starts - you need to rescue someone for him.
Before you move into this room, be WARNED that there are various tripwires
linked to shotguns, and various bear traps spread all over the place. To
make matters worse, there are also countless CONCEALED MINES spread
over the
place, which can only be disarmed when you have an Explosives skill of 28+.
are difficult to spot, but these are their locations in this room: 1. Right
after the piece of catwalk in the middle of the room. 2. To the east/southeast
nearby the boxes (there are also various bear traps here, as well as a rigged
shotgun). You can also find [12 GAUGE ROUNDS x12 x3] on or around the
desk
with the rigged shotgun. 3. Between the southwest door and the generator-
like
machine (next to another beat trap). 4. Right in front of the [FIRST AID BOX]
with two rigged shotguns (but the terminal itself is also rigged, so no need
to activate it anyway - although there *is* a [12 GAUGE ROUNDS x12] there).
6. Between the generator device and the boxes. In any case, don't bother
going
up or Harland turns hostile. (Actually, you (*can* bother and just kill him, or
you can choose to do this optional part of the quest). Head back to the room
Go around the northwest corner and carefully look around to see if you can
spot
the Nightkin here (he might ambush you). Dispatch it, then continue
downstairs
and go around the corner to the north. The door at the far end leads you into
a
room with a Nightkin Jailer with an Incinerator. He's tough, but defeating him
grants you the [JAIL KEY]. Go through the middle door on the east, go
downstairs
and unlock the door with the key. Unlock the door on the south as well and
inspect the dead prisoner in the east room. You can now go back to Harald to
let him know the bad news. He'll make a run for it, and you're free to explore
Look for [.308 ROUNDS x24 x3] near the burning barrel, and read the third
entry
on the terminal in the southeast corner regarding five missing Stealth Boys.
After having done so, go back to the hallways you came from and
immediately
turn left (west) when you go up the small stairs. Inside you'll find a strange
Nightkin with his Antler who asks you all sorts of questions regarding the
Stealth Boy shipment (they sure do like those, huh!?). Explain to him that the
Stealth Boys are no longer here and all Nightkin will leave. Enter the room
to the west, press the electronical switch to reveal stairs and head down.
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This leads to a sewage tunnel (for some reason, tunnels like these remind me
of
the first part of Metal Gear Solid's soundtrack, which in turn reminds me of
the
Depeche Mode song The Things You Said). Anyway, you'll come across a
room with a
nuclear icon next to it soon, which contains a Reloading Bench. You can
experiment with this to break down guns, ammo and scrap metal among
other
things. To the far south is a room with a Workbench and a [SPACE SUIT] and
[SPACE HELMET] in the iron cabinet. The Space Suit and Helmet are not only
rare
and valuable, the Suit even grants you +40 Rad. Resistance!
There's also a [MED-X], [STIMPAK] and [MENTATS] on the desk here. Have a
look at
the rockets and activate the intercom .. Hmm, something wierd's going on
here.
In any case, return to Jason with the good news (you can exit by ladder here
to
the Mojave Wasteland and then make your way through the building, or you
can
backtrack - whatever you'd like). Report back to Jason and follow him to the
basement. Head back into the sewage tunnel and make your way to the
rocket
overview room to speak with Jason. After everything becomes clear, Chris
comes
walking in the room. Speak with him to get your next objective.
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Note: As a female, if you have the Black Widow Perk you'll get the option to
convince Chris to sabotage the rockets. You'll then need to find three
Sugar Bombs and some other components for Chris. You can buy Sugar
Bombs
Wasteland by the nearby ladder, then fast travel to Novac. From here, travel
239 IGNITING AGENT] and the [MR. RADICAL's JOURNAL]. Fast travel back to
the
REPCONN Test Site and report back to Chris (use the manhole ladder as
shortcut).
After handing over the component, fast travel to Novac once again and head
north/northeast this time. When you reach the Gibson Scrap Yard, enter the
Gibson Garage. Old Lady Gibson asks a whopping 500 caps for the thruster
control modules, and only a 50+ in Barter or Speech will lower this amount.
You can trade some of your items with her to make some cash to pay the
caps.
Fast travel back to REPCONN and hand Chris the control module. After a
short
scene, go back to the Research Labs and follow the quest marker to the door
If you have a Science Skill of 55+ you can fiddle with the Navigation Console.
Otherwise, activate the Launch Button to complete this quest, granting you
800 EXP. If this makes you level up, and it most likely will, there are a few
perks not recommended. It's probably better to leave the following perks
alone:
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1. Rapid Reload (cute, but not much more).
2. Retention (sounds good, but remember that you'll usually only need the
3. Swift Learner (Level 30 is the maximum, and you'll get there anyway, so
this
5. Lead Belly (cute, but how often are you really irradiated too much?).
2. Comprehension: Take this before you start reading skill books, and you'll
maxed character.
3. Bloody Mess: You deal +5% extra damage with *ALL* weapons. That's a
Now it only gives +3, although there are now two ranks to it. *MUCH* less
5. Gunslinger: Decent to have an accuracy boost, but it's only for one-handed
Note: As you backtrack through the research lab, you can now - safely -
'steal'
the aforementioned RadAway x3, Rad-X x7, and contents of the First Aid
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| Did you really think you were going to find Checkered Benny that
|
|UtFaLlOu| easy? Boulder City holds another quest for you, though. |
|TfAlLoUt|
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|_____________________________________________________________________|
Find Boulder City to the far northeast of Novac. Look for Lieutenant Monroe
who tells you the Khans are in the city. Open the gate (with the yellow sign
on it) to enter the Boulder City Ruins. Here, simply head over to the house
that the quest marker is pointing at (in southwest direction), and enter this
Great Khan Hideout. In here, talk to Jessup and he'll tell you that Benny,
the guy you're after, is no longer here. This concludes the 'They Went That-a
Way' quest, netting you 1000 EXP! You can either continue with the Boulder
City
Showdown quest now that you're here anyway, or continue with Ring-a-Ding-
Ding.
It requires a 45+ Speech skill to convince Jessup, and it takes a 500 caps
bribe at Monroe to back away (or less with 45+ Barter), so if you've got what
Freeside's East Gate. Inside Freeside you can hire a bodyguard, but it's not
really necessary. Head through the streets, turn northwest and keep going
Head to the far southwest to reach 'The Strip North Gate', guarded by no less
than five Security Gatekeepers. To pass you'll either need to pay up 2000
caps,
have a Science Skill of 80+, show a valid passport, or destroy all five Security
Gatekeepers. Hmm.. Maybe you should start making some money first.
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| The King has work for you to do, and that's just what you
happened |
|TfAlLoUt|
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| QUEST OUTLINE: 1.
|_____________________________________________________________________|
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to speak with the King. Tell him you paid to see him and you can get your
money back. Get back to business and he'll tell you to hire a guard named
Orris
at the northern gate of Freeside. He'll hand you 200 caps to close the deal
with Orris. Hire him (as mentioned before, at the northern gate of Freeside)
and follow him around. After a while he'll "kill" four thugs. If you have 6 or
more Intelligence (and you should), use this option. You can also inspect the
thug bodies if you have a 30+ Medicine Skill.
of the "corpses" and see what happens. Orris and the four thugs will turn
extraordinary powerful, so you may want to move to the far northwest and
shoot
one of the corpses from afar (and at least save before attempting). Look for
back up near the King's School of Impersonation - Orris usually gets into
trouble with the Security Gatekeepers. When the thugs have been taken
care of
by you and the Kings, loot Orris' body or lure him to the Kings as well. As
mentioned, his Hunting Revolver is not only very powerful, but very valuable
as
well. His Metal Armor isn't too bad either. Return to the King and report.
Don't let the question marker fool you; the King's (sometimes) located in his
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The next task for you is to head to Old Mormon Fort and ask the locals about
their assailants. Find Old Mormon Fort northeast/east of Freeside and enter
through the large wooden gate. Speak to Roy (and Wayne too, who probably
has
an IQ of 83), then return to the King with the information. This time, inquire
about his dog, Rex, and you can even start a new quest: Nothin' But a Hound
Dog.
Return to Old Mormon Fort and speak with Julie Farkas about the NCR troops.
She tells you to speak with Major Elizabeth Kieran, telling her to mention her
name. You can also start yet another new quest at Julie regarding trouble in
Tip: Head into Fort Mormon through the door in the west corner and look
around
Travel around Old Mormon Fort, heading southeast/east, and locate the
missionary
to the northeast. He's part of the NCR and wants you to take a quiz before
telling you the password. The correct answers are: Tandi, Shandy Sands,
Bear.
With the password, travel down the street northwest, then follow the
destroyed
highway southwest until you reach the NCR Ruined Store to your left
(southeast).
Speak with Elizabeth Kieran here to get the information you came for. Return
you not to tell the King what you just found out. You can bargain with him
and
he'll give you 200 caps (what is the amount with 50+ Barter, anyone know?).
COMPANION REX
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Speak with the King anyhow, and inquire about Rex first (if you spoke with
Julie
about this earlier). Tell him that Rex can be cured, and the King will actually
lend you Rex! This gives you a companion similar to Dogmeat in Fallout 3,
and
arguably cooler! This also grants you the Search and Find perk as long as
Rex
is a companion: It's more nifty than extremely useful, but when zooming the
making them slightly more easy to find. You need to know about Rex that he
chases off after rats (and probably after people with hats, too). You can also
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Also tell the King what Elizabeth told you, then head back to the NCR Store
and you'll find Pacer under fire by NCR troops. Speak with Elizabeth nearby
the
outpost tower to the northwest to defuse the situation and report back to the
1. Join the Kings. This makes you one of them, and you're less likely to be
2. Get into the Strip. The King sends you to Mick and Ralphs where you can
Of course, you can also pick one of the others but you'll have to figure out a
different way to get into the strip. Mick & Ralph's is located in the same
area as Mormon Fort, and is located southeast from there (check your local
map).
Head inside and talk to Ralph, telling him the King sent you regarding a favor
he owes you. Ralph will then give you the counterfeit passport. With this in
THE STRIP
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After entering, a security bot tells you to visit Mr. House, which initiate the
'The House Always Wins, I' quest. Let's first continue with the Ring-a-Ding-
Ding quest and continue to the Strip. You'll also be able to buy some
weapons
It's a good idea to buy at least a Silenced .22 Pistol if you don't already
have one.
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Proceed to the next part of the Strip, and enter the The Tops Casino (with the
circling flashy lights). Hand over your weapons (not everything, of course),
then meet Benny who's in the north area of the casino. There are a few
3. Use the Black Widow Perk to get a hilarious conversation and Benny will
lead
4. Use Barter (35+) or Speech (60+) to get Benny to follow you to the suite.
The 'Wild Card: Ace In The Hole' quest now also starts.
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| You and Benny have a score to settle, and you're finally face to |
|TfAlLoUt|
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like I'll|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
blow a | QUEST OUTLINE: 1. Search Benny's room in the Tops for clues. |
your ass"|
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AREA ITEM LIST: THE TOPS CASINO SUITES
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[TALES OF CHIVALRIE] from the desk. When you're all done, try to exit by
elevator and Benny betrays you (how surprising). You'll now have to deal with
four of his goons, so pull out your gun and waste them. It helps if Rex is your
companion, otherwise rely on taking cover in one of the other rooms, aiming
for
their heads. Loot their bodies for [BENNY'S SUITE KEY], then exit by the
elevator. You can also have fun with Benny through the intercom :p.
Down in the casino, turn around the southwest corner and follow the quest
marker to the elevator leading up to the 13th floor. Go through the double
doors and explore Benny's Suite. Inside you'll find the rather helpful bot
Yes Man. This eventually concludes the Ring-a-Ding-Ding Quest and Wild
Card:
Ace In The Hole quest, (netting you 1100 EXP and 110 EXP respectively), and
inquiring with Yes Man about all subjects not only gets you tons of
information,
but also starts various new quests, including: Wild Card: Side Bets, Wild Card:
You and What Army?, and How Little We Know. This guide first continues
with
'Wild Card: Change In Management' first.
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| Yes Man has been very helpful to say the least. It's time for you |
|TfAlLoUt|
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|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________|
Before continuing with the game, look around the room with Yes Man to find
a
leads to a hall with a locked door leading to the Sub-Basement, so ride the
elevator down to the main floor again. Exit the casino. In case you were
will automatically start the 'Render Unto Caesar' quest. Additionally, you also
crimes against both factions. So... Let's just continue our pursuit of Benny
for now. Fast travel to Novac, which is closest to your destination. Travel to
the far southeast until you reach a canyon. Head down and travel through
the
canyon until you finally reach Cottonwood Cove. Speak to Cursor Lucullus
who's
waiting for you at the dock, and travel to the Fort by boat.
THE FORT
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Go uphill (people are quite unfriendly around here, huh? They keep telling
you
to go .. "away"... How contradictory). Enter the fort and look around for
Note: Sometimes you're told you cannot enter the tent because you must
enter
back to your companion and specifically tell them to wait. You can then
When speaking to Caesar, responding with "How may I serve your Legion,
Caesar?"
will increase your fame for Caesar's Legion. Ask what you need to do and
he'll
hand you [THE PLATINUM CHIP]. Head to the Weather Monitoring Station
(and
activate the 'Render Unto Caesar' quest), west of Caesar's tent. Inside, place
the Platinum Chip in the device and head downstairs into the Securitron
Vault.
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Here, speak with Mr. House over the screen. He'll ask you to work for him
instead. Considering he's very powerful, let's play the game along .. for now,
shall we? Might as well get the best out of this complex situation. Equip a
radiation suit, or better yet, the space suit, to help protect you from the
rad increase (even though it'll say +1 RAD every second, it does actually
leading you to the security room. Be sure to grab the valuable and powerful
[PLASMA RIFLE] from the corner, and loot the [GRENADE BOX x2] and [AMMO
BOX].
The Average Turret Operation Terminal can deactivate the turrets in this
area,
and the Hard Protectron Opration Terminal can deactivate, well, Protectrons,
although you likely don't have 75+ Science. Do what you can - unfortunately
this hall, then go downstairs, dispatch another Protectron and go through the
now, head west (destroy the Mark VI Turret) and go upstairs (destroying yet
two more turrets). It helps to toss Pulse Grenades at turrets and/or groups
of Protectrons. You should've gotten some from the Grenade Box earlier on.
1. Mr. House. If you side with Mr. House, activate the 'The House Always
Wins, II' quest in your Pip-Boy 3000 and then activate the Securitron
2. Destroy the three reactors in the adjacent rooms of the generator hall to
overload the bunker's reactor. This also activates FOUR Sentry Bots near
the exit, which you'll want to quickly run past - you're by far outmatched
by these.
You'll receive 750 EXP for finishing the 'Wild Card: You And What Army?'
quest.
Now report back to Mr. House, and then to Caesar, also completing the
'Render
Unto Caesar' quest, granting you 500 EXP. After this, deal with Benny. You
can either kill him right away, crucify him (at a loss of karma), or face him
in the arena (which allows you to loot him from his unique [BENNY'S SUIT]
and
[MARIA] Silenced 10mm Pistol). You can also pickpocket this pistol from him
when he's still tied up, but the suit requires some gladiator efforts.
All your equipment is returned to you after killing Benny in the arena. Return
to Caesar to receive 100 EXP and the task to kill Mr. House. Fast Travel to
The
Strip North Gate and from here, go to The Tops Casino to meet up with Yes
Man
who's waiting right outside. I think it's time to pay a visit to the Lucky 38
Casino.
Go inside the Lucky 38 Casino and take the elevator to the Penthouse. Jane,
one of the bots around here collects Snow Globes for Mr. House, giving you
2000
caps as a reward a piece! Mr. House can be found in the room to the east.
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Simply hand the Platinum Chip over to Mr. House. He'll show you what the
Platinum Chip does. Now that you know, you've completed the quest (+500
EXP).
Next goal is to meet the Boomers as part of 'The House Always Wins, III'.
If you turn against Mr. House, this will turn all security bots hostile.
Should you want to pick this option, activate a Stealth Boy, sneak upstairs
and
wait half a minute or-so. Then, in the room with Mr. House's main screen,
use
the terminal behind the stairs to your left (northeast) to open the
antechamber
to the right. Go inside and use the terminal next to the elevator to access
the secret chamber with the 261 year-old Mr. House inside. Open his
chamber
and kill Mr. House. After you've done this, head to Yes Man at the Tops
Casino to take over Mr. House's mainframe. Yes Man will then show you what
Mr.
NOTE: Things get more complicated to describe from now on, due to the
various
possibilities you have. Soon enough, this guide goes over all possible
Regardless of your actions, ride the elevator to the Lucky 38's Presidential
Suite and check out the room with the pool table (to the northeast). Search
skill magazine. In the casino on the ground floor, check out the VIP section
to the west - head upstairs - and check behind the bar: The cabinet contains
[GOLDEN GLOVES].
Make your way to the northeast side of the map and follow the highway.
You'll
eventually come across a Field Shack to your left (north). The pickup next to
it contains an [AMMO BOX] and Sunset Sarsaparilla Crate, and inside the
shack
George. He tells you it'd be unwise to continue, and offers you an alternative
for a measly 300 caps (or 50 with 40+ Barter). The only thing he actually
does
northern side of town toward the front gate. Stick to the high cover in the
northeast corner of the two buildings, then make a bee line for the gate. The
Boomers won't shoot at their own people, so stick to the fence until you make
it
to the gate. Also, I know there is an old train tunnel that enters the area
from the south, but no one has ever come back out of there to say it is safe."
In case you're wondering, the train tunnel has a Very Hard lock, so there's not
killed. Look for the higher piece of corner in the northeast corner of the
first "house" (it's basically destroyed to the ground). You can stay in this
corner until the firing ceases. Then immediately rush over to the next house
to the northeast, which is more intact; hop inside and shelter in the northeast
corner. When the firing ceases once again, make a break for the fence to the
far north. Hug the fence and travel east to the main gate of the Nellis Air
Force Base.
quest will start, Volare!, and by the look of things you can do various other
quests as well. While it's possible to kill the Boomers, there's too many
things to do and doing so would be a waste of gameplay. Let's start with the
'Volare!' quest.
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| The Boomers have several problems they need help with. YOUR
help. |
|UtFaLlOu| Something involving giant ants and a sunken B-29? You're in,
right?|
|TfAlLoUt|
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|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 6. Return to Pearl. |
| 10. Return to the shore near the tow winch and use |
|_____________________________________________________________________|
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Select this as your active quest and head to the northwest marker, leading
you
to the Nellis Medical Station. Here, speak with Argyll and ask him what you
can
mean for him. If you have 40+ Medicine or 35+ Speech you can convince
him to
help treat the patients. These require 40, 50 and 60 Medicine respectively.
You get 40, 50 and 60 experience points for helping the patients.
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Enter the building and look to your right (north): Is that a [SNOW GLOBE -
NELLIS AFB] lying on the table? Yes it is! There's also an {iLA FANTOMA}
magazine on the bed - it's best to grab this while Hidden/Crouched when
Pete's
asleep. Speaking of Pete, talk to the kid and listen to the story (this will
increase your fame with the Boomers). Go over all options, sometimes using
Science and Repair to impress - and it'll all increase your fame. You're done
here now.
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Find the Boomer named Loyal, usually found inside the Hangar, but also
found
wandering around the Hangar outside. He'll give you an additional quest,
namely, repairing the broken solar array panels. The Nellis Array Panels are
easily found, located to the northeast/east of the base. You require either a
65+ Repair skill, or some array parts to fix the panels. If you have the
required skill, consider yourself lucky; you get to choose if you'd like to do
The parts you're looking for can be found in the Helios One Power Plant,
located
nearby Gibson Scrap Yard. Fast travel there and approach the place. Lt.
Haggerty halts you; talk your way in with 30+ Speech or Science.
25+ Speech to make him hand over 100 caps. He'll also give you the 'That
Lucky
Old Sun' quest. Also speak with Ignacio Rivas to learn several things about
the Brotherhood's and NCR's interests in this location. Exit through the door.
Here, look around for five broken solar array panels. This requires 20+
Repair,
but I have faith you have at least that amount. Otherwise, well, either boost
west, behind a tent that contains [AMMO BOX x2]. The tent to the right
contains
a [FIRST AID BOX]. There's a second broken array panel nearby, just
southeast
from the tents, next to the fence. While you're here, inspect Terminal 1
inside the fence, BUT be warned that there are several traps set up - save
your
game and disarm these first. Resetting the mainframe will complete one of
your
northeast, and a final fifth nearby the tents on the east side. One of these
tents contains an Easy [AMMO BOX]. The fenced area to the southeast is
guarded
by several violent dogs, but it also houses Terminal 2 on which you need to
Ignore the 'That Lucky Old Sun' quest for now, because it's a little hard to
get past the security in the Solar Collection Tower. Instead, fast travel back
to the Nellis AFB and head over to the Nellis Array to the northeast. Fix the
five arrays and report back to Loyal in the Nellis Hangars. This concludes the
'Sunshine Boogie' quest, netting you fame at the Boomers, plus 300 EXP.
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Raquel can often be found on the little outpost south from the hangar,
otherwise
try the Nellis Woman's Barracks. Ask what's.. bugging her and she'll explain
the situation and hand you the [NELLIS GENERATOR KEY]. Go back to Loyal
in the
hangar first. If you have 50+ Speech or Science he'll give you the [SONIC
EMITTER]. Travel to the Nellis Array Generators and go inside the door -
follow
Remember, don't use any flamer or laser weapons to prevent the ants from
blowing
up. In the first room, waste several ants, then loot the dead Boomer. Look
for
the [MARKSMAN CARBINE] next to him (which doesn't show up while looting
the
body). In the room to your left (northwest) is another dead Boomer, who
holds
a Grenade Launcher. You can find an [ASSAULT CARBINE] next to him, which
is
the assault rifle version compared to the sniper version that the marksman is.
Head into the north chamber and go down the catwalk stairway, flipping the
first
of three power switches at the stairs' intersection. The other two switches
are on the ground level - east wall straight ahead. Go northeast and loot the
iron cabinets for a load of goodies: [AMMO BOX x2], [MISSILE x2],[MINI NUKE
x2],
[.308 ROUNDS x24 x4], [5MM ROUNDS x100 x4] and [40MM GRENADE x12
x2]. One of
the Mini Nukes is lying on the ground. The double door on the north side and
the adjacent tunnel only lead back to the Mojave Wasteland, so you can
ignore
Instead, explore the south/southeast part of the ground floor to find [40MM
grenade launcher, and quite a decent one at that. Test it elsewhere - this
area is a little too risky with various explosives around, along with the ants.
It may be a little difficult to spot, but the large pile of rubbish and sand
here (to the south) is the Ant Mound. Place the Sonic Emitter on top of it
and activate it to destroy all ants in the building. You've now officially
owned this place! Return to Raquel to get your reward: 400 EXP and an
increase
VOLARE
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Back at the 'Volare!' quest, return to Pearl who'll send you running back to
Loyal.
Jack requires a pressure cooker in order to create the rebreather, or you can
tell him how to make one from various ingredients with 45+ Science. Jack
will
now give you the [REBREATHER], which has the Breathe Underwater ability!
You
can find a pressure cooker in Field's Shack, which is located to the southwest
of Nellis Air Force Base, near the "entrance" of where the bombing
continually
With the rebreather in your posession, travel to the Crashed B-29 airplane to
the southwest. Equip your Rebreather (which can be equipped under a hat)
and
dive into the water, which isn't irradiated. After finding the B-29, attach
the ballast under both wings and swim to the northwest shore. Equip Loyal's
Detonator and bring the plane back up. Return to Loyal at the Nellis Hangars,
and lastly speak with Pearl to end the quest. The Boomers are now loyal to
you,
giving you the option to have them help at a potential battle at Hoover Dam.
You also receive a [BOOMER FLIGHTSUIT] and a [BOOMERS FLIGHTSUIT].
Now that you've won the Boomer's support, go back to Mr. House to tell him
so,
as part of the quest 'The House Always Wins, III'. You can now continue with
part IV of this quest series'. By now, you'll also get the quest notices
'Beware the Wrath of Caesar' and 'Don't Tread on the Bear!', respectively
showing how annoyed Caesar and the NCR are at your involvement with Mr.
House.
The next few sections involve the quest 'How Little We Know'.
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Enter Gomorrah across the street, and speak with the Secretary to learn
more
about this place. Ask around about Cachino and people will tell you to get
out of there face. Asking around several times makes Cachino show up. He's
You can get the key to his place by buying it from the Secretary (or you can
threaten her if you have 8+ STR, or use Barter if you have 55+). It costs 300
caps. Ride one of the elevators on the northwest part of the hall and go to
the suites. Cachino's room is located to the northeast; make sure the guard
is
Go upstairs and explore the bedroom. You can find a {MILSURP REVIEW}
next to
the closet on the southeast. Check the desk in the east corner of the room to
Chachino himself for this journal, but I wouldn't recommend doing this. Read
the journal in your Pip-Boy's Misc section, then return to Cachino and confront
him with what you know. He's often sitting in the back (northwest) of the
brimstone section of the casino. Roughly speaking, you now have two
options:
1. Give Cachino back the journal (60 Barter nets you 200 caps, otherwise you
get
2. Don't give Cachino his journal. Instead, take this thing to his bosses.
Let's try the latter first. Speak with the Omerta Thug in the NE corner of the
room and tell him you've got business with his bosses - show him the proof.
You'll get the [ZOARA CLUB KEY] from him, so enter through the door. Head
upstairs and head into the hall southeast from the pool tables. Find Big Sal
(often) sitting on the left, just the guy you wanted to talk to. Otherwise look
around for Nero. In any case, show them the journal for either 100 caps or
(55 Barter) 200 caps. Follow Big Sal/Nero in their office and watch the event.
Now get down to business. Ask him what the big thing is they have going on,
Head through the south halls, going downstairs on the right. In the Gomorrah
Lower Lobby, find Troike, one of this quest's main figures. He asks you to
be found southwest of the strip - follow the quest marker. There are three of
a value of nearly 5000 caps!). Give it back to Troike, then go look for
Clanden
who can be found by riding the express elevator to the suites. Find Clanden
To give him the chlorine, head to outer freeside and head over to Mick and
Ralph. You can buy the chlorine from Ralph, or even get it for free if you
have 60 Speech. Alternatively you can get some from the Ultra-Luxe
Casino's.
Unlock the door to the storage room stealthly and fetch the chlorine. In
either
When you've done so, return to the big boss, Big Sal or Nero, and tell them
you've finished your work. You're then rewarded with 400 caps, 300
experience,
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|FaLlOuTf|
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|LoUtFaLl|
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|OuTfAlLo| The Brotherhood of Steel poses a serious threat to Mr. House and
|
|UtFaLlOu| his plans. He thus requires you to wipe out the entire BoS. |
|TfAlLoUt|
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|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________|
After dealing with the Omertas in one way or another, return to Mr. House.
Even if you sided with the Omertas, you'll still be able to continue working
with Mr. House. This quest requires you to destroy the Brotherhood of Steel,
so it's advisable to first conclude any business you have with the BoS before
Check your worldmap and locate the Hidden Valley. Enter the bunker and go
downstairs. Soon after entering the chamber with large containers, a squad
of
three BoS troops tells you to hand over all your equipment and to come
along.
You can ignore them and go on a killing spree, but it's not an advisable option
with him. You're not immediately trusted, so you'll need to do a quest first.
Agree to deal with the Ranger and the "Still in the Dark" side quest begins.
You're being fitted an Explosive Collar to ensure you're enslaved and won't
run
off too far away from the bunker. Collect your stuff from the crate to your
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To deal with the Ranger named Dobson, head southwest and follow your
quest
his bunker. Speak with him and tell him you're not a Powder Ganger. Be
sure
you don't mention anything about the BoS, or you'll automatically fail this
You have several options to get Dobson moving from the BoS territory. Let's
go
1. [50 Speech]: Tell him Powder Gangers use the bunkers and he'll be on his
way.
2. Inside Dobson's bunker, smash his radio when he's away on patrol (wait
several hours for him to leave). This will scare him enough to go away.
3. Alternatively, touching his radio several times will aggro him, resulting in
having to kill him. You'll also kill him by rigging the radio, and of course
killing him yourself is a last option you have. Still, option 1 or 2 are
preferable.
While you're in Dobson's bunker, be sure to grab the [.308 ROUNDS x3] from
the
Return to the Brotherhood of Steel and tell Elder McNamura that you've dealt
with Dobson the Ranger. You can now either continue with BoS business, or
continue with Mr. House's goal of destroying the BoS. This section will lead
you to the destruction of the BoS, so make sure you've done all other
business
here.
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Essentially, the only thing you need to do is wipe out the entire BoS bunker.
The easiest way to do this is by blowing up the bunker, which in turn requires
three keys. Head to Bunker L2 by making a full round circle in the hallway
below.
1. Head Paladin's Keycard (from Head Paladin Hardin, found in either his
room
2. Head Scribe's Keycard (from Head Scribe Taggart, found either in his bed
or
possibly in his bed. If found in the control room, use a Stealth Boy to
bunker (southern area). Use the terminal on the western wall to get an
access
code, which you can then use at the red terminal on this same wall to blow
up
the bunker. Doing this turns all BoS members immediately hostile, so it's
good
to still have the Stealth Boy active. It can also greatly help to pop a Med-X
and, if you have it, and Atomic Cocktail to greatly reduce damage income.
Rush out of bunker L2, then out of bunker L1 using your local map for
guidance.
With the bunker destroyed, return to Mr. House for further instructions, and
to
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| President Kimball is doing a speech at Hoover Dam, and Mr. House
|
|UtFaLlOu| wants you to protect him; if you're in the position to do so. |
|TfAlLoUt|
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| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________|
Note: This quest will automatically fail if you aren't at the very least
Essentially, this quest requires you to do the other Main Quest "You'll Know It
When It Happens". Either save the president or let him die and return to Mr.
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| You still need to boost the Lucky 38's transmission signal to allow |
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________|
You've been given an Override Chip which you can use to extend the
transmission
closeby, and enter the garage. There are a few ways in which you can do this:
1. Equip an NCR Uniform and enter with ease. If you don't have an NCR
Armor
you can attempt to lure one of the NCR troops towards you (preferably one
of
the troops that comes running towards you when you first walk up to the
garage). You can then stealthly kill him/her (which works best if they're
far away from their mates, if you use a Stealth Boy and a silenced weapon
Inside the garage, locate the terminal and use the Override Chip. Return to
Mr. House and inform him of the good news. This also starts part VIII of this
quest, which is shortlived - you only need to accept your final mission and it
will conclude. Do realize that accepting this mission will inevitably finish
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| This is it; the final battle. You'll need to help Mr. House to |
|UtFaLlOu| gain full control of New Vegas (and the Mojave) again. |
|TfAlLoUt|
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| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________|
Depending on which sidequests you did earlier, the following things can
happen:
1. If you made a deal between the NCR and the Great Khans, they'll fight
along
your side. Otherwise, they might just turn up as a hostile group, but they
3. If you're hostile with the NCR, you'll have to fight them too. Otherwise,
Head for the Hoover Dam Tower to the northeast, battling any hostiles along
the
way. Inside, ride the elevator. Search for the control room to the northeast,
guarded by heavily armed NCR troops you'll need to dispatch before or after
entering (or if you have 75+ Speech, convince them to head elsewhere), and
access the large terminal here, using the Override Chip. Head to the
southeast
area of the complex, dealing with NCR and Caesar's troops as you make your
way
to the switch you manually need to flip. Open the door, check the right of the
balcony and flip it. Head to the north/northeast area to exit the tower.
Back outside, proceed over the dam and let the Securitrons handle the
Legion
Camp. Inside, dispatch several Praetorian Guards and head up the steps on
the
far end of the camp. Here you'll meet who you could call the final boss of the
game in this scenario: Legate Lanius. You have a whole lot of options in the
him retreat.
LEGATE LANIUS
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Alternatively, and ultimately if you don't have a very high Speech and/or
Barter
skill, you'll have to fight Legate Lanius. He's a tough, speedy behemoth with
1. Attempt to keep your distance and target Legate's legs to slow him down if
least help you damage Legate more than you normally would.
3. Use Med-X, Psycho, and keep your health high with healing items and
stimpaks
at all times.
4. Dispatch several Legion troops whenever you feel there are too many
around
After finally defeating Legate, head back to the gate and general Lee Oliver
of
1. Kill the general and his troops (by ordering the Securitrons to do so).
2. Attempt a more friendly approach by saying you were hoping both sides
could
be pleasant about this. The next speech challenge(s) require 100 Speech,
a fabulous right hand, arguably the best he's ever had. The game now
concludes.
___ ___ ___ ___ ___ ___ ___ ___ _ _ ___ ___ _____ ___
______________________________________________________________[SDQ]
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|UtFaLlOu| |
|TfAlLoUt|
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goes on?"|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1. Find Jack and Diane's missing drug runner. |
| Caravan. |
|_____________________________________________________________________|
If you go north of the Red Rock Canyon you're sure to find the Red Rock
Drug
Lab. In this area you will find some trailers and Great Khans' by the names of
Jack and Diane. Diane needs help tracking down her delivery boy Anders,
accept
her quest and if your Barter skill is at 50 or higher you can convince Diane to
Fast Travel to the Cottonwood Cove or Sniper's Nest, if you have either, at
the southern part of the map. From here follow the quest marker to find
Anders
on a crucifix. You can either cut him down and he'll head back to Red Rock
Canyon or you can leave him up there for the Legion. If you return after you
cut down Anders then Diane will offer you [250 BOTTLE CAPS] or the [TURBO
RECIPE], either choice nets you Great Khan Fame. Remind Diane of the work
she
PACKAGE].
Now that you are Anders replacement head over to the Hostetler's house
located
south of the New Vegas Medical Clinic. Check the end table between the
sofas for
a [SUNSET SARSAPARILLA STAR BOTTLE CAP] and then the kitchen if you
need any
random assortment of foods or drinks. Mr. Hostetler can be found in his room,
simply drop off the package and rendezvous back with Diane for the reward
of
[150 CAPS]. Ask for more work to be given a task of delivering drugs to Vault
3
nearby.
As you make your way closer to the vault door you will notice more and
more
Fiends, be wary as they will attack on sight. Upon entering Vault 3 you will
or else you have to fight your way through. Head through the middle door
and
to the right to spot a Very Easy door to pick. In this closet area you can find
a few [STIMPAKS], leave the closet and enter the dining area across from it.
On a table in the southern end you can find a [JET] and [PSYCHO x2]. Pick the
Easy door nearby and check the [FIRST AID BOX] for a [RAD-X] and [STIMPAK
x5].
In the next room over you can find numerous [PURIFIED WATER] and a few
[NUKA-
COLA].
Return to vault entrance and go left at the split this time. You'll find a
door with an Easy lockpick, pick it and enter. Check the [FIRST AID BOX] on
the
table to find [PURIFIED WATER] and [STIMPAK x5]. On the shelf opposite this
is
and enter this room. The [FIRST AID BOX] on the computer desk has a [RAD-
X] and
[STIMPAK x4], you can also snag the [TODAY'S PHYSICIAN] sitting on the
same
desk. Opposite the desk you can find [RADAWAY x3], [FIXER x2], and a
[DOCTOR'S
BAG]. Visit the bathroom across the hall and open the [FIRST AID BOX] (Very
Easy
Leave this room and continue north to the game room, head upstairs to find
an
Hop down and check the vending machines for [SUNSET SARSAPARILLA x3]
and
[NUKA-COLA x3]. Head up the other set of stairs to find [MENTATS], [JET], and
[MED-X] on the pool table. Drop back down and open a nearby Very Easy
lockpick
back shelf. In the western teaching classroom you can find a [DOCTOR'S BAG]
and
three ammunition cases with [MISSILE x4] and a nearby [10MM PISTOL];
there is a
[JET] on the projector stand. Leave the game room and head north to reach
the
Maintenance section.
The door to the right is an Average lockpick door, open it and check the
cabinets for [VAULT 3 UTILITY JUMPSUIT x2] which add 5 skill points to Repair
and Lockpick. Make your way around to Motor-Runner via the north door. Talk
with him and pass a Speech 25 challenge to gain [25 EXPERIENCE POINTS].
Give
him the delivery and check the lockers for a [REVERSE PULSE CLEANER] and
a
[5.56MM ROUNDS x22]. As you leave don't head out, instead continue
straight to
find an Average lockpick door. The Filing Cabinet inside holds [20 GAUGE
ROUND
x3] and [9MM ROUND x14]. Grab the [FIXIN' THINGS] on the shelf next to the
Tool Cabinets then be on your way back to Diane. You'll receive [300 CAPS]
and
Great Khans Fame as your reward; to finish this quest you need to teach Jack
a
few things.
With a Science skill of 50+ and Survival skill of 75+ you can teach Jack all
the stuff he can learn. Each time you teach him a new skill you will earn [50
EXPERIENCE POINTS] and have the option of being rewarded with [50 CAPS]
or some
random chems. After teaching him three skills you will finish the quest and be
rewarded [300 EXPERIENCE POINTS] as well as the [KHAN TRICK] perk.
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| Sonic Emitter functions like a magnifying glass, pop goes the ant.
|
|UtFaLlOu| |
|TfAlLoUt|
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¯¯¯¯¯¯¯¯| |
the |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
weasel" | QUEST OUTLINE: 1. Restart the 2 array generators, then reset the
|
To get this quest you must have first reached Nellis Air Force Base and
started the quest Volare! by speaking with Mother Pearl. Track down Raquel
either in the Barracks or outside patrolling and ask her about what's been
"bugging" her.
She will fork over the [NELLIS GENERATOR KEY]. Now go visit Loyal to the
north
or higher) to receive the [SONIC EMITTER] from Loyal. Leave the Hangar and
go
east acrossed the tarmac to reach the Nellis Array Generators (follow this
quest's marker).
Remember, don't use any flamer or laser weapons to prevent the ants from
blowing
up. In the first room, waste several ants, then loot the dead Boomer. Look
for
the [MARKSMAN CARBINE] next to him (which doesn't show up while looting
the
body). In the room to your left (northwest) is another dead Boomer, who
holds
a Grenade Launcher. You can find an [ASSAULT CARBINE] next to him, which
is
the assault rifle version compared to the sniper version that the marksman is.
Head into the north chamber and go down the catwalk stairway, flipping the
first
of three power switches at the stairs' intersection. The other two switches
are on the ground level - east wall straight ahead. Go northeast and loot the
iron cabinets for a load of goodies: [AMMO BOX x2], [MISSILE x2],[MINI NUKE
x2],
[.308 ROUNDS x24 x4], [5MM ROUNDS x100 x4] and [40MM GRENADE x12
x2]. One of
the Mini Nukes is lying on the ground. The double door on the north side and
the adjacent tunnel only lead back to the Mojave Wasteland, so you can
ignore
Instead, explore the south/southeast part of the ground floor to find [40MM
grenade launcher, and quite a decent one at that. Test it elsewhere - this
area is a little too risky with various explosives around, along with the ants.
It may be a little difficult to spot, but the large pile of rubbish and sand
here (to the south) is the Ant Mound. Place the Sonic Emitter on top of it
and activate it to destroy all ants in the building. You've now officially
owned this place! Return to Raquel to get your reward: 400 EXP and an
increase
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|FaLlOuTf|
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|LoUtFaLl|
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|OuTfAlLo| The quest name is also the name of a song written by Frank
Loesser. |
|UtFaLlOu| |
|TfAlLoUt|
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|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
Make your way south of Nelson toward Techatticup Mine. Between these
two
areas you can find Private Renolds who tells you he was ambushed by the
Legion.
Question if the men are still alive to open up a Barter challenge (45+ skill)
for [100 CAPS]. Head to the Techatticup Mine nearby along the road. Make
your
way down the path and turn south when you get the chance along the loop.
At the
southern tip of the loop is a locked gate (Average). Inside the cubby are some
ammunition boxes with [5MM ROUND x71] and [5.56MM ROUND x13]. On the
shelf you
can find [SUPER STIMPAK x2], [DOCTOR's BAG], and [BOXING TIMES]
magazine. If
you continue north you will spot another locked gate (Average).
In this cubby are four ammunition boxes holding [5.56MM ROUND x17],
[5.56MM
ROUND x18], [10MM ROUND x12], and [12 GAUGE ROUND x4]. On the boxes
you can find
[FRAG GRENADE x4], [FRAG MINE x2], and a [BRASS KNUCKLES]. In the back
on the
shelves you can grab an [EXPLORER HOOD] and [LEGION RECRUIT ARMOR].
North from
here you can find Alexus, the leader of this little gang. You can pickpocket
or kill Alexus to obtain the Techatticup Storage Key (based on your reputation
with the Legion). Head back around the loop and go north to find the two
cages
Battle is inevitable if you want to complete this quest. Freeing one of the
soldiers will cause the Legion to pummel him to death so you need to clear a
path. Behind the cage on the left you can loot [DIRTY WATER x3], [LEGION
the NCR Trooper and set him free so long as you can cleared a path for him.
In
the other cell you can find [SCRAP METAL x2], a [DOCTOR'S BAG], two
ammunition
boxes holding [.306 ROUND x6] and [5.56MM ROUND x16], and a [STIMPAK].
Release
this NCR Trooper as well and return to Private Renolds to complete the quest
and receive [100 EXPERIENCE POINTS].
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo| The quest name shares the name of a song sung by Billie Holiday.
|
|UtFaLlOu| |
|TfAlLoUt|
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|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
West of Nelson along the road to I95 you will find an NCR Ranger
Checkpoint.
Milo will come out and ask who are, a Speech of 25 will suffice for some
bonus
experience but it doesn't ring a bell. Tell Milo you will help with hostages and
check the footlocker for [C-4 PLASTIC EXPLOSIVE x2] and a [DETONATOR].
You can
storm in and kill everyone as one option, Dead Sea will drop a Unique
Weapon,
the [LIBERATOR]. It's highly unlikely that you can storm in and kill everyone
not to mention this will tank any reputation you have with the Legion.
You can always simply sneak in and use the C-4 like you were told or
optionally with an accurate Sniper Rifle pick off the hostages at range. If you
have Boone and a bad reputation with the Legion you might consider clearing
the
town of Nelson out and rescuing the hostages for bonus reputation with
Boone.
Regardless of how you do it you will receive [150 EXPERIENCE POINTS] and
NCR
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|UtFaLlOu| |
|TfAlLoUt|
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¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| investigator. |
| Society. |
|_____________________________________________________________________|
To begin this quest you must gain access to the Strip (see section [WLK-8]).
Head to the southeast corner and enter the Ultra-Luxe Casino. Around the bar
located Heck Gunderson and speak with him. After some conversation ask
him if
you can help locate his son to begin the quest. You can follow either path you
want, or both, until the Kitchen scene. At the Kitchen you must choose to ally
or expose the White Glove Society for what they are trying to become.
Head to the back of the floor and turn the corner to enter the Gourmand
area
of the hotel. Talk to Marjorie to get what you can out of her then leave. Head
to the receptionist desk and speak with Mortimer. Mention the Society's old
ways of cannibalism to spark a Speech 62+ challenge to get him to spill some
information. If you can't pass the check return to Marjorie and question the
Society's penchant for human flesh. Return to Mortimer after that and ask
about
the craving once more. With the information gained you receive [CATTLE
PROD],
FREEZER KEY].
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head to the back of the floor and enter the Gourmand area. Speak to
Marjorie
the reception desk. Tell him you are just trying to help and you can obtain the
[INVESTIGATOR'S ROOM KEY]. Make your way to the Hotel Rooms and use the
key to
enter the room. The Investigator is dead, loot him for the [MATCHBOOK] and
get
ready to defend yourself from two White Gloves. Check the back of the
matchbook
to get the message to meet at the steam room at 4 PM. Head to the Steam
Room and
wait until approximately 4 PM to meet Chauncey. Explain the situation and
press
the issue about Mortimer to discover that he is trying to regress the White
Glove Society into cannibalism. After you are done talking to him he catches
a
bullet from an Assassin, arm yourself and wait for the Assassin to enter so
you
There are several ways to enter the kitchen; if your The Strip Fame is high
enough you can have Marjorie or Mortimer sponsor you, if your Fame on The
Strip
isn't Liked or higher than you can switch sides or raise your Fame high
enough.
If you want to stay on the exposure path then you can always pickpocket
Mortimer
for the [ULTRA-LUXE KITCHEN KEY] or use lockpicking (50+ to open the door)
to
The Kitchen
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
In the kitchen you have a lot of options regardless of which side you have
followed thus far. Head down stairs to be confronted by a White Glove. You
can
tell him Mortimer sent you (requires 50+ Speech if you are exposing) or you
can lie about a burst water pipe (Repair 35+). Don't tell him you're just
passing through or you get busted. Head down the hall to the fourth door on
the
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Make your way into the freezer with the key Mortimer gives you to find Ted.
At this time you can either play along with setting up Heck or return him to
his son. If you want to set up Heck then kill Ted and grab [TED'S BLOOD
SAMPLES]
to be used as a ploy. Enter the Penthouse Suite and spread the blood around
then
head out to The Strip and tell a Securitron what happened. With this route
you
must head north from Freeside's North Gate and track down Carlyle St. Clair.
With the Black Widow perk you can convince him to get in the dumpster or
with
various other checks (Speech 45+, Guns 45+, Strength 7+, Medicine 45+, or
Unarmed 45+) make him incapacitated. The Cattle Prod can also be used as
a
means of wrestling him down. Return to Mortimer with the good news. Wait
until
after 7 PM to speak with him again to hear of the success. You gain [500
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If you are trying to expose Mortimer then you need to get Phillipe to leave.
With Barter, Speech, or Medicine (all 55+) you can get him to move to the
other
end of the hall as well as obtain [PHILLIPE'S RECIPES]. Now you can improvise
the meal with a Survival skill 75+ or with an Intelligence of 6+ cook the meal
with the recipe. With the meal cooked wait till approximately 7 PM and call
the
waiter via the intercom near the door. At this time open the freezer and get
Ted to follow you to the banquet in the Members Only Area. Here you can
expose
Gunderson Reunion
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If at any time you return to Heck with Ted in hand you are prompted on
what
happened. Lying that you have no idea who did nets [500 CAPS], [500
EXPERIENCE
POINTS], and White Glove Society Fame. If you tell him who it was then you
can
pass a Speech check (35+) to convince him not to blockade The Strip, this
results in a gain of The Strip Fame. Likewise, you can side with Heck to get
the [500 CAPS] but in turn The Strip and White Glove Society Infamy.
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|UtFaLlOu| |
|TfAlLoUt|
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"Don't | QUEST REWARD: Van Graff Combat Armor, 1000 Caps, NCR Fame,
|
flock |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Rush entrance. |
| location. |
| delivered. |
| assignment. |
| you. |
| assignment. |
|_____________________________________________________________________|
Begin this quest by entering the Silver Rush in Freeside. Observe the
conversation then head down once it's over and speak with Gloria. Tell her
you
are looking for some work to start the quest. Head back outside and speak
with
Simon to start your guard duty and be equipped with [VAN GRAFF COMBAT
ARMOR]
and your choice of either a [LASER RIFLE] or [PLASMA RIFLE]. The first person
to approach is a drunkard, refuse to let him enter. The next person requires a
pat down before being allowed in. The third man is a lucky gambler, you need
to
search him but it takes a Speech skill of 60+ to succeed, otherwise refuse to
let him enter. Another man dressed like a soldier approaches, ask to search
him
and he attacks. Strike him down and loot his corpse before the next man,
Pacer,
approaches. Pacer will not come if you killed him in another quest. Be
peaceful
with Pacer and he will leave, else you are forced to fight him.
With you guard duty over report back to Gloria. She offers you another job
and pays you [200 CAPS] for your previous duty. Accept the new job to
receive
the [VAN GRAFF PACKAGE] and make your way to Durable Dunn's Sacked
Caravan and
head towards Raul's Shack to make the delivery. If you have a Speech of 75+
then
ask about the payment to receive [200 CAPS] for your journey. Return to
Gloria
Caravan and talk with Alice about Cassidy. Agree to help her out to start a
side quest called "You Can Depend on Me" that is needed to complete this
one.
Head down to the Mojave Outpost and negotiate with Cass to sell her
Caravan.
Afterwards speak with her and ask her what she's going to do now, have her
join
Have Cass executed to finish the quest and receive [350 CAPS]. Speak with
Gloria for the final mission, an escort. You arrive in a warehouse with some
Legion members when Gloria gives you the lowdown, you are setting a trap.
To
avoid taking any Legion Infamy simply don't attack but be sure to loot the
[1000 CAPS], [600 EXPERIENCE POINTS], NCR Fame, and Freeside Fame.
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo| Bitter Springs is an actual town in Arizona. It has no hospital. |
|UtFaLlOu| |
|TfAlLoUt|
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¯¯¯¯¯¯¯¯| |
| QUEST REWARD: 200 EXP, NCR Fame, Stimpak x2, Rad-X x4, RadAway
x2 |
| 140 Caps |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| treatment. |
| Markland. |
|_____________________________________________________________________|
You can begin this quest as part of the larger side quest "No, Not Much" by
and tell him the Captain sent you to help. You need to bring him three
Doctor's
Bags in order to get the ball rolling. If you don't have three then head to the
New Vegas Medical Clinic like he suggests. Seek out Doctor Usanagi and
check
the inventory for a [DOCTOR'S BAG]. Head over to the Crimson Caravan
Company and
talk to Blake who has two more [DOCTOR'S BAGS] and two books that you
are going
to need when you return to Markland, [STRESS AND THE MODERN REFUGEE:
A PRIMER]
and [TINY, TINY BABIES: ALL YOU NEED TO KNOW ABOUT PEDIATRIC
MEDICINE]. With all
supplies in hand return to Lieutenant Markland and make the drop off.
______________________________________________________________________________
Note: If you have Arcade as a follower then you don't need the books from
the
medicine.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You gain NCR Fame but you can also make Markland hand over [STIMPAKS],
[RAD-
X], [RADAWAY], and upto [140 CAPS] in addition to the [200 EXPERIENCE
POINTS]
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
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¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________|
You can start this quest by talking to Red Lucy in the Thorn on the Westside
of New Vegas. Red Lucy is typically standing on a platform near the center of
the Thorn, she desperately needs newborn specimens to fight. Tell her you
will
help and she will give you her first task of a dozen Giant Mantis' Eggs. Take
her advice and go to Vault 22 where you will find plenty of Giant Mantis'
waiting for you. If you fix the elevator (Repair Skill 50+) then you can ride
down to the Pest Control level, else you have to make your way down
through
Once you reach this level hook a left from the elevator and head up the
steps
to enter the lab. Head through the nearby door to reach the Food Production
section. Go straight at the junction and turn the corner dispatching the Giant
Mantis'. Loot the [PILE OF GIANT MANTIS EGGS] and be on your way back to
Red
Lucy. With a Barter Skill of 50+ you can convince Red Lucy to pay you [300
CAPS] instead of 200 and you gain [100 EXPERIENCE POINTS]. Ask if you can
still
Cemetery and go from there to find Giant Radscorpions lurking about. Run in
and
take out what you can then snag the [PILE OF RADSCORPION EGGS] and
return to
Red Lucy. She hands over a [HUNTING RIFLE] and [300 CAPS] but you can
convince
her to give you [400 CAPS] with Barter Skill 60+; you receive [150
EXPERIENCE
POINTS].
Next up is Fire Gecko eggs which can found in the Bootjack Cavern near
Lucky
Jim Mine. Once you get here keep your distance and take out the Fire Geckos.
At the end of the cave you will find the [PILE OF FIRE GECKO EGGS], grab
them
and return to the Thorn once more. You receive [200 EXPERIENCE POINTS] for
this
mission as well as [500 CAPS], Barter (Skill 70+) to receive [700 CAPS]
instead.
The mayhem continues as you are told to acquire a few Night Stalker eggs.
The
easiest way to enter the cave is from Bitter Springs. A Legendary Night
Stalker
sits near the nest with approximately seven other Night Stalkers. If you don't
have the firepower for this one then use a Stealth Boy to reach the [PILE OF
NIGHT STALKER EGGS]. Back at the Thorn Red Lucy yields [300 EXPERIENCE
POINTS],
a [HUNTING REVOLVER], and [700 CAPS]. A Barter Skill of 80+ will net you
[1000
CAPS] instead.
Once again you are set out to find eggs, this time from the Cazador. Pick a
Foxtrot, and head on over. Nearly a dozen Cazador and Young Cazador
swarm the
area, be careful and take them out. The Super Mutant lying dead holds a
[FATMAN]
POINTS] and either [1000 CAPS] or [1500 CAPS] (Barter Skill 90+) later Red
Lucy
gives up the mother of all hunts. Deathclaw eggs are the finale and you can
go
to one of two locations, the easier path being the pit near the Quarry
Junction.
Unless you are completely positive you can defeat the Deathclaw simply use
a
few Stealth Boys and grab the [PILE OF DEATHCLAW EGGS] and high tail it
out of
there.
Your reward this time is [500 EXPERIENCE POINTS], [2500 CAPS], and a
modded
out [HUNTING SHOTGUN]. You can talk to Red Lucy to get a personal
invitation
into her bedroom for some after hours training once all missions are
complete.
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo| Booted is also a reference to getting high, much like Boxcar does.
|
|UtFaLlOu| |
|TfAlLoUt|
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¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
To start this quest head to Nipton and enter the General Store at the
southern
end of town. Speak with Boxcar to find out that he's crippled, give him Med-X
to get the location of the remaining Nipton survivors or simply head there
without his aid. Leave the General Store and go northeast to reach the Legion
Raid Camp. You can't negotiate with the Legion even if you are friendly with
them and untying the hostages causing hostility with the Legion. Sneak in
and
pick off the Recruits and Decanus or rush in guns blazing. Once the firefight is
over untie the hostages for [100 EXPERIENCE POINTS] and Powder Ganger
Fame. Note
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD: 300 EXP, Positive Karma, Great Khan Fame and NCR
|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
The Main Quest will send you to Boulder City where you will meet up with a
Lieutenant Monroe. You can resolve the hostage situation a number of ways
to
and free the captors. If you go the negotiation route then head inside and
speak with Jessup. Here you can either pass a Speech check (skill 45+) or pay
500 Caps for the freeing of the hostages. The Speech check results in a NCR
and
Great Khan Fame while simply cooperating only nets Great Khan Fame.
If you sneak in try going at night so you are less visible. Sneak around the
backside of the building and pick the locked door. Quickly free the hostages
and make a dash for the entrance using the NCR as supporting fire if needed.
If you locate them but can't reach them then you can tell Monroe where they
are
and go from there. All routes lead to NCR Fame during this path.
Lastly, if you decide to help the Great Khans then kill all the NCR to include
Lieutenant Monroe and tell Jessup you cleared a path for them. This results in
NCR Infamy, Great Khan Fame, and positive Karma. All quest outcomes result
in
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| him a favor. |
| Freeside. |
| operation. |
|_____________________________________________________________________|
Start this quest by heading to The Strip and finding Carlitos, in Vault 21
near the Diner, or Joana, in the Courtyard of the Gomorrah. To start with
for Joana it will take Medicine 50 or Speech 75 to find out what her deal is.
Speaking with Joana first will lead you back to Carlitos who ultimately comes
up with a plan to sneak Joana out of the Gomorrah and meet him in Freeside.
To convince Joana to leave you need a Speech 40, once she agrees you have
the
If you chose to get the additional help head to Freeside and enter the
Atomic
Wrangler where you will find Big Beard and Little Beard. Tell them to be in
Freeside waiting for you and return to Joana. Once you are ready let Joana
know
and she will begin moving the Gomorrah Lobby. Head on down there and wait
near
the Disguised Hookers and speak with Joana once she arrives to get out of
the
building. Follow the crew until they dash to Freeside, then continue on down
the
street where you run into Carlitos. Unfortunately, some Omerta Thugs are
also
there waiting and you have to kill them if you can't pass the harsh Speech 85,
Barter 85 (plus 500 Caps), or Strength 9 challenges. If you recruit additional
help they should go down without much of a fight. You receive thanks in
addition
to [200 EXPERIENCE POINTS] and [200 CAPS] (or [400 CAPS] with a Barter
skill 65
or higher).
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD: 100 EXP, 100 Caps, Caravan Lunch x2, Service Rifle,
|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Lake. |
|_____________________________________________________________________|
At the Mojave Outpost talk with Ranger Jackson. Ask if he could use any help
to start the quest. Follow the quest marker to the Ivanpah Lake where you
will
find Giant Ants sitting near the underpass. Take them out any way you feel
comfortable but be sure to start with the Soldiers then the Workers. Return to
Ranger Jackson once the deed is done to receive [100 EXPERIENCE POINTS],
[100
CAPS], [CARAVAN LUNCH x2], [SERVICE RIFLE], and [WEAPON REPAIR KIT x2].
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
You can find Michael Angelo in the back of his shop at the southern end of
The
Strip. Don't get too hasty with the challenges or you won't get a chance to
start the quest, instead simply tell the truth and ask about his background
until you can offer to help him with some photographs. You receive the
[CODAC
R9000] and [CAMERA FILM x24] and are sent to take pictures of the Bison
Steve
Bottle sign, the HELIOS One sign, and the McCarran Airfield sign. You can
return
to Michael Angelo at any time after taking a picture to collect a small reward
for your work. Consult the chart below on your payment and experience per
|=-=-=-=-=-=|-=-=-=-=|-=-=-=|
| 1 | 100 | 100 |
| 2 | 125 | 125 |
| 3 | 150 | 150 |
| 4 | 175 | 175 |
| 5 | 200 | 200 |
Once all pictures have been taken speak to Michael Angelo one last time to
receive the final payment of [500 CAPS] and finish the quest to receive [500
EXPERIENCE POINTS].
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
You can begin this quest as part of the larger side quest "No, Not Much" by
talking to Captain Gilles at Camp Bitter Springs. Follow the quest marker up
the
mountain until you reach the Great Khan Supply Cave. Once you enter you
will
meet Oscar Velasco who has been raiding the camp. Tell him that the people
at
Camp Bitter aren't responsible (Speech 50+) and to let go of his rage to join
the Khans at Red Rock Canyon. Otherwise, tell him to attack Camp McCarran.
If
your Speech isn't high enough then you are forced to kill Oscar in order to get
Check near the campfire in the ammunition boxes for [.308 ROUND x10].
Inside
the cage you will find [12 GAUGE ROUND x3], [SCRAP METAL], and various
chems.
There is [.308 ROUND x24] also on the shelf and the [GREAT KHAN SUPPLY
CACHE]
at the top. Grab it and return to Captain Gilles for [100 EXPERIENCE POINTS]
and
NCR Fame.
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
This quest starts when you approach the Mayor's Hall in Nipton, resulting in
a gain of Caesar's Legion Fame. The task here is simple, make it to the
Mojave
Outpost in the southwest corner of the map and talk to Sergeant Kilborn.
Either
tell him of the movements or promote the Legion. Both choices result in [150
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD: 800 EXP (200 EXP for upgrading), Novac Fame
|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| ghouls. |
| ghouls. |
| (Optional) Find the leader of the "demons" and speak with him|
| the Nightkin. |
| (Optional) Return to Harland and let him know the bad news. |
| to Chris Haversam. |
| 12. Return to the Rocket Facility and give the fuel to|
| Chris Haversam. |
| launch sequence. |
|_____________________________________________________________________|
This is a long sidequest but ultimately one that can help progress the main
quests. When doing the main quest They Went That-A-Way, Manny Vargas in
Novac
will request your aid on a certain matter concerning Ghouls. Accept his
request
and make your way to the REPCONN Test Site due west of Novac. Beware the
Ghouls
that lurk along the roadside as you make your way there. Upon entering the
building a voice on the intercom directs you to find Jason. Follow the quest
nearby. Use the intercom to gain access to the REPCONN Research Labs.
Once
through you are greeted by Chris Haversam, a deranged scientist who
believes he
is one of "them." Inquire about the "demons" to discover Nightkin have been
lurking around and releasing Feral Ghouls into the wild, you gain the
[REPCONN
BASEMENT KEY].
With access to the basement you can handle this quest in several ways. You
can
simply destroy all the Nightkin or speak with their leader in these parts,
Davison, and have him leave. There is also an option of speaking with
Harland,
a Sniper Ghoul, and finding his friend. Speak with Davison and agree to find
the stash of Stealth Boys to receive [DAVISON'S KEY]. From here head to the
nearby door at the southern end of the corridor to meet Harland. Accept his
request to find his lost captive friend. From here you must navigate to a
control room and find the Nightkin Jailer. Kill him or pickpocket him to get the
[JAIL KEY] then open the cells to find a corpse of Harland's Ghoul-friend.
Return to Harland and tell him the bad news then head up the steps where he
was
standing to find a computer terminal. Read the entries to find out that the
Stealth Boy shipment was relocated and receive the [NOTE: STEALTH BOU
SHIPMENT
However you clear up the situation in the basement, return to Jason Bright
and
inform him of the good news. Follow him into the basement to find out what
you
need to do next. Speak with Chris Haversam to find out how to send the
rocket
into space or inform him of Jason's plan to leave him behind (Speech 50). It is
optional to blow up the rocket and it only requires three Sugar Bombs. Head
over
to the Gibson Scrapyard north of Novac and talk to Old Lady Gibson. She will
sell you the Thrust Control Modules for 500 Caps or you with a Barter skill of
50 or Speech skill of 50 reduce the payment to 250 Caps. You could always
steal
it or kill her and take it, but that's just mean. Pick your means of acquisition
to obtain the [THRUST CONTROL MODULES]. After acquiring the first piece
head to
Clark Field as she suggests and search for the body in a RAD suit. Loot the
If that isn't a viable method then you need to find [ROCKET SOUVENIRS]
around
the world. The easiest way to get your hands on these is Cliff Briscoe, the
Dino Bite Gift Shop owner in Novac. You can acquire the [STORAGE KEY]
several
ways to include pickpocketing or buying it from him, or likewise pick the lock
yourself. Inside you can find several hundred of the collectables which is
more
than enough for Chris. Return to Chris Haversam with the parts to start the
launch. Go up to the viewing platform, accessed in the area where you first
met
Jason Bright. Use the control panel nearby to start the launch sequence and
complete the quest. You receive [800 EXPERIENCE POINTS] (an additional
200 if
you upgrade the trajectory of the rocket) and Novac Fame. Return to Manny
and
let him know you took care of the ghouls and continue the main quest.
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo| But we're never gonna survive unless we get a little crazy. |
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Mountain. |
|_____________________________________________________________________|
During your travels across the wasteland you can tune into the Black
Mountain
Radio to hear Tabitha and her terrifying broadcasts. Make your way northeast
from Sloan (by far the safest route of approach) along the road and take the
road right as it splits. This leads you to Neil's Shack where Neil, a Super
Mutant, approaches you. Put your gun down and listen to his words about
what
awaits on Black Mountain. A Speech 50 challenge lets you gain more incite
and
has Neil meet you in the village near the peak. There are essentially two
ways
to reach the peak now, one is to follow the road where Nightkin and Super
Mutants have blockades set up and will ambush you from all around. The
other
route is to head left from Neil's Shack and peel off into the gravel path past
the second blockade. You will encounter a Lockpick 75 gate on this path so
be
If you followed the road you will arrive at the village Neil told you about.
If Neil is here use him to draw out the Nightkin leaving you with only a sniper
to take care of. This method is preferred because the Nightkin become visible
and are increasingly easier to take down now. Head over to the satelite dish
that is flipped over and check the locked trunks for roughly [400 CAPS] and a
75 challenge gets you experience points but either option causes Nightkin to
As you approach Tabitha's camp beward the Nightkin with a Missle Launcher
that
will snipe you down. Once you have cleared out all the Nightkin you are ready
to
end Tabitha's lunatic broadcasts. There are three ways to settle this now, one
way is to enter the middle building and fix Rhonda, a Mister Handy-style
robot,
with a Repair 50 challenge. Take Rhonda to Tabitha just outside to end the
quest and receive [TABITHA's EQUIPMENT KEY]. You can also enter the
Broadcast
Building, 1st Floor and exit out the other end to find [TABITHA's ROOM KEY].
Ascend the steps to the second floor and kill Tabitha to get her equipment
key
this way and end the quest. The final option is to enter the Prison Building
and search the terminals for the six logs to get [NOTE: BLACK MOUNTAIN
PASSWORD]
for the other terminal. Disengage the lock and speak with Raul Alfonso
Tejada,
a Ghoul from Mexico City. As you exit the building Tabitha meets you, kill her
However you go about finishing the quest be sure to empty out the five
trunks that Tabitha has locked away since you have the key. You can always
have
Raul become a follower simply by asking him regardless if you freed him to
do
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo| If you hit me baby one more time, I'll make you cry a river. |
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| novice. |
|_____________________________________________________________________|
Head to Red Rock Canyon and speak with Jerry the Punk, usually found in
the
middle of the area. After some conversing and a Speech 33 challenge you
can
tell Jerry that he'd be much happier somewhere else. Now head over to
Freeside
and enter the Old Mormon Fort to find Julie Farkas. Tell her about Jerry and
she
good news and he leaves completing the quest. You receive [350
EXPERIENCE
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD: 500 EXP, 150 Caps, Atomic Wrangler Room Key
|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| remains. |
|_____________________________________________________________________|
or complete the Barter 35 or Speech 35 challenge to get 50/50. First head out
and find Grecks. He shakes down rather easily for 138 caps but you can use a
Speech 40 challenge to get 179 caps out of him. You can always kill him or
humiliate him but it's frowned upon. Next is Santiago who is quite the smooth
talker. See through his ploy with a Speech 50 or Barter 40 to get 256 caps
out
of him. Don't bother bargaining for the "super secret code word" because it's
a hoax. You could also have him pay off his debt by working for the Garret's
to progress the side quest Wang Dang Atomic Tango, this results in no pay.
Last is Lady Jane, be sure to talk to her about her wrecked caravan to earn
a marker on your Pip-Boy. You can use Lady Killer or a Perception 7 challenge
to gain 250 caps from her or use Barter/Speech 40 to gain 156 caps. Head
over
to Lady Jane's Caravan (near the Bootjack Cavern) and search Jane's Brahmin
for [276 CAPS]. Return to Francine with the caps and you receive your cut.
Now
she wants you to deal with Caleb McCaffery. Find him in The Strip and use a
Speech 40 challenge to get [CALEB MCCAFFERY'S HAT] and [57 CAPS]. You
can also
kill him for a larger reward of [156 CAPS], [ATOMIC WRANGLER ROOM KEY],
and
Return to Janice with the hat and she is delighted. Regardless of how you
take care of Caleb you end up with [500 EXPERIENCE POINTS], [150 CAPS],
and an
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD: 100 EXP, 150 Caps, Random Chems, Great Khans
Fame or |
| NCR Fame |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| supply shipment. |
| in his office. |
| Lieutenant Hayes. |
|_____________________________________________________________________|
To start this quest speak with Melissa at the Great Khan Encampment near
Quarry Junction, northeast of Goodsprings. Agree to help her out with her
chem
problem and head to Sloan on the other side of the Quarry. Search the
suitcase
in the Mining Office Shack to find it's relatively empty. Head out and talk to
Chomp Lewis who divulges that Tyrone isn't making the deliveries. Head to
Primm
and find Tyrone in the NCR camp nearby. You either have to pay 300 caps,
kill
him (not recommended), or pass one of several challenges to get the [DRUG
CHEMICALS]. At this point you can return to Melissa and finish the quest to
receive [100 EXP], [150 CAPS], various chems, and Great Khans Fame. You
can
also sneak on over to Lieutenant Hayes and rat out Tyrone for NCR Fame.
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo| Named after the famous song "Eddie My Love" by Aaron Collins.
|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD: ED-E receives an upgrade. |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| be useful. |
| to Lorenzo. |
|_____________________________________________________________________|
To begin you must first have ED-E as a companion. To do this you must
have a
Repair skill of 65+ or a Science skill of 55+. If you lack these but have a
Repair skill of 35+ then gather [SCRAP METAL x3], [SENSOR MODULE x2],
and a
[SCRAP ELECTRONICS x1] and return to fix ED-E at the Nash residence in
Primm.
This will add ED-E as a follower and give you the Enhanced Sensors Perk.
Head to Old Lady Gibson at the Gibson Scrap Yard and talk to her. Mention
with ED-E and run the playback log. In order to advance the quest you must
wait
nine in-game days and then travel to HELIOS One. Search the building for
Ignacio
Rivas and talk to him about ARCHIMEDES. This is another keyword that you
can
trigger for ED-E. If for some reason you have less than 3 Intelligence then
this is not an option. A good way to trigger some of the other keywords is to
have Arcade and talk with him. Other keywords include Navarrom, Enclave,
After getting the second log wait another 48 hours and you receive a live
transmission from Knight Lorenzo of the Brotherhood of Steel. Help him out
by
finding his patrol in the REPCONN Headquarters. The patrol is dead lying on
the
top floor of the building. Loot the corpses for the [BROTHERHOOD OF STEEL
MISSION HOLOTAPE] and the [NOTE: MISSION STATEMENT XV-56]. From here
head to
Hidden Valley to receive a message from April Martimer who wants you to
bring
From here either take ED-E to Knight Lorenzo, which requires being on the
good side of the Brotherhood of Steel, to have ED-E gain upgraded armor
after a
72 hour wait period. If you take ED-E to April in the Old Mormon Fort and drop
him off for 72 hours then he gets a weapon upgrade. After each wait you will
receive a quest update that ED-E's upgrades are complete. Head back to
Primm
where you initially got him to find him new and improved. Note that this is a
different model of ED-E so his inventory and commands are reset, be sure to
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD: 500 EXP, 150 Caps, Caesar's Legion Fame / NCR
Fame |
| OR |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1. Find general intel on Legion troop movement. |
|_____________________________________________________________________|
To start this quest you must first have ventured to Cottonwood Cove which
is
generally done during the main quest. Follow the road west of here to reach
Camp Searchlight and speak with First Sergeant Astor. He wants you to plant
[NCR BUG]. You can either side with the Legion and face no negative
reputation
from either side or side with the NCR and ultimately become villified with the
Legion.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯
The easy way out of this quest is to head to Cottonwood with the bug in
hand
and speak to Aurelius of Phoenix who typically resides in his office or the
headquarters. You give him the bugs and he gives you the [OLD LEGION RAID
PLANS]
[OLD LEGION NOTES], and [OLD LEGION PAPERWORK]. You also gain Caesar's
Legion
Fame for simply informing him. Return to First Sergeant Astor and give him
the
old intel to gain more Caesar's Legion Fame, [500 EXPERIENCE POINTS], [150
CAPS]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯
If you have no ties with the Legion then take this dangerous route.
Regardless
Cottonwood Cove and enter the Headquarters. Plant the bug on the radio and
check
the filing cabinets nearby for the [LEGION RAID PLANS]. Head out and up the
stairs to the Office of Aurelius of Phoenix. Check his desk and grab the
[LEGION
with the items in hand for [500 EXPERIENCE POINTS], [150 CAPS], and NCR
Fame.
forces in the Cottonwood Cove vacinity. Optionally, you can block off the road
to the Cove by heading to the Trailer Door on the truck carrying the barrels of
radioactive waste and unlock the gate via Lockpick 50. This will kill all the
Legionaries in one fell swoop making it an easy task for you. There is also the
method of simply entering the camp and lighting it up (or tactfully entering
and
Return to Astor with the news of your successful mission to receive a high
amount of Caesar's Legion Infamy, NCR Fame (more for using the barrels),
[200
CAPS] (or 250 for using the barrels), and a whopping [1000 EXPERIENCE
POINTS].
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo| The quest is named after the song by Sonny Boy Williamson II.
|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| Helmet |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| installed. |
|_____________________________________________________________________|
This quest is obtained from Elder McNamara after the quest Still in the Dark
pending you kept him in charge and the lockdown has been lifted. Speak with
Elder McNamara and tell him you want to become a part of the Brotherhood.
He
gives you the tasking and a [REMOTE SIGNAL TRANSMITTER]. Head to Black
Mountain
where you should essentially complete the sidequest Crazy, Crazy, Crazy as
well
if you haven't already. Head through the Broadcast Building and grab
[TABITHA'S
KEY] from under the steps outside and proceed up to her room. Place the
Remote Signal Transmitter on the Radar Console and be on your merry way
back to
their shops and the mighty Power Armor Training. In addition Elder
McNamara
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|AlLoUtFa| 3.24 Flags of Our Foul-Ups [SDQ-24] |
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________
You can begin this quest as part of the larger side quest "No, Not Much" by
talking to Captain Gilles at Camp Bitter Springs. Head to Camp Golf and find
help improve the Misfits and he lets you have a shot at it. Leave the tent and
go to the Misfit's Tent, here you have option of talking to any of the four
If you chose Mags then she will tell you that they need to get the shooting
range and practice. You receive Guns challenges to give tips to the squad as
they are firing, a skill of 25, 35, and 45 respectively will get you through the
three. Speak with her again to have the squad try their luck with grenades.
The
same challenge applies except with Explosives skill 25, 35, and 45
respectively.
Once the squad is all set talk to Mags to finish the quest.
If you choose O'Hanrahan he thinks that the squad needs more cohesion.
Converse with each member individually and talk about their backgrounds.
Then
bring up the need to respect each other (Speech 50+). Do this for the other
Poindexter is the smart one and has his own idea on how to make the squad
better. Tell him that he can cheat on the upcoming test to face his rebuttle of
hacking the records and making their scores higher. Log on to the computer
in
the House Resort and choose "Squad CC554-2" then "Alter Readiness
Reports" to
Lastly, you can speak with Razz who believes the squad needs to get
pumped up
on Psycho. Head to the Red Rock Canyon Lab and talk to Jack. Tell him Razz
wants
sent to Captain Gilles and Camp Bitter Springs. For your efforts you earn [200
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|AlLoUtFa| 3.26 G.I. Blues [SDQ-26] |
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo| Elvis Presley starred in the 1960's movie G.I. Blues as Tulsa
McLean|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| OR |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1. Hire a guard named Orris near the northern gate
of|
| Freeside. |
| suspicious behavior. |
| about Orris. |
| Freeside. |
| supply drops. |
| 11a. Return to the King and let him know the NCR troops|
| 11b. Return to the King and let him know the situation |
|_____________________________________________________________________|
Head to Freeside and speak with the King at the King's School of
Impersonation
where you will find many Elvis look-a-likes. Ask him if he has any work for you
to receive [200 CAPS] and the mission to hire Orris for the same amount of
caps.
Head to the Freeside gate and hire Orris for safety then follow him through
the
town. Towards the end of the trip your bodyguard will take off and fire some
shots. With four men lying on the pavement Orris boasts of his
accomplishments,
but you can chime in (with Intelligence 6+) that he fired three shots and four
men lie "dead" on the ground. From here you can use a Barter 50+ challenge
to
receive [348 CAPS] and send him packing or play along but observe the men
on
If you fail either of the challenges or simply want to kill Orris then do so.
Afterwards return to the King with either news and he sends you to check out
the
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Gangers. |
| town. |
| Mitchell. |
|_____________________________________________________________________|
You can start this quest immediately after completing the tutorial. Speak to
Trudy after her and Joe Cobb are done arguing. Inquire about Ringo then set
out
to find him the Goodspring Gas Station. Ringo will inform you about the game
of
Caravan and hand you his spare [CARAVAN DECK]. Ultimately, you want to
tell him
that you will deal with the Powder Gangers. Open the crates nearby for
[SUNSET
SARSAPARILLA x5] then check the duffle bag behind the counter for [.357
MAGNUM
ROUND x9], [CASE, .357 MAGNUM x4], [FIXIN' THINGS], and a [STIMPAK].
Open the
floor safe under the mattress for [146 CAPS], a [NUKA-COLA], and a [SUNSET
SARSAPARILLA x2]. In the back on the shelf is a [BOXIN' TIMES] and on the
floor
is a [DOCTOR'S BAG].
Head back to the Prospector Saloon and talk to Sunny Smiles who will agree
to
fight back. Ask a little more and you get the option of visiting Trudy, Chet,
Pete, and Doc Mitchell for more aid. While not required it is highly
recommended
to get their help. Start with Trudy who needs a Speech or Sneak check of 25
to
be convinced on fighting. She suggests talking to Chet next so visit him in the
General Store next door. Ask him to help supply the fight to which he
disagrees
on. A Barter skill of 25 or 1000 caps will satisfy Chet, who gives up a
[LEATHER
ARMOR] and [.308 ROUNDS x50]. Head out and seek Pete, asking him about
the
dynamite. He will tell you it's too dangerous and it will be left at that unless
Return to Ringo and agree to defend him with or without the aid of the town.
Sunny rushes in and delivers [DYNAMITE x5], follow her out into the town
where
six Powder Gangers including Joe Cobb set up to strike the town. Take them
down
and Ringo will come out from hiding to give you [100 CAPS]. You also receive
to the Crimson Caravan Company then Ringo will approach you and give [150
CAPS]
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| experiment. |
| mutations. |
| mutation. |
|_____________________________________________________________________|
Start this quest by heading to the Super Mutant town of Jacobstown. Inside
the
Lodge speak with Doctor Henry on the bottom floor. Talk to him about the
recent
Nightstalker mutations and offer to help him to begin the quest. Head outside
and talk to Lily, bring her along if you see fit (she's extremely helpful for
this quest). Leave Jacobstown and then head around the outside of it
northwest
the cave and slaughter the Nightstalkers (or stealthily navigate) on your way
to a dead Nightkin. Loot the [OH, BABY!] unique Super Sledge and the
[CHEWED
thinks the only way to truly get good results is to test on Lily. Talk to Lily
about it then confirm with Doctor Henry that she'll do it. Watch the event
then
listen to Keene as he barges in. You can either convince him to leave (Speech
80
or above), give him the prototype, or kill him. The quest ends regardless but
if
you kept the prototype you can talk to Doctor Henry and perform a Science
90+
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1. Investigate the East Pump Station. |
| Sharecropper Farms. |
|_____________________________________________________________________|
Head to the main gate at the Sharecropper Farms to meet Private Ortega.
After
conversing with her talk to Morgan Blake near the picnic tables and ask her
what's going on to start the quest. Head east to the Pump Station and check
out
radiated. Follow the quest marker to Vault 34 and beware the Golden Geckos
that
lurk nearby. Once you enter you will soon realize that all the vault inhabitants
The best way to navigate through the vault is to follow the signs on the
walls
to get where you need to go. Begin to descend following the signs to the
Over-
seers Office until you reach a fork where there are only two signs, each
pointing to the right labeled Overseer's Office and Clinic. This should put you
at the far west side of the local map. At this juncture go west and into the
water until you find a dead Vault Technician. Loot the [VAULT 34 UTILITY
TERMINAL PASSWORD] from him then make your way to the far east side of
the local
map south of a door to the armory. Dive into the water here and perform the
same
Emerge from the water and enter the nearby Utility Room. Active the
terminal
and drain the steps you just swam down. Head down the steps and go
through the
Security Station to the Armory. Descend until you reach a terminal near the
the first floor and follow the signs to the Overseer's Office where you must
kill his ghoulish form and loot the [OVERSEER'S PASSWORD] for his terminal.
Unlock the gate and descend to the Reactor. Check the terminals nearby for
a
warning then make your choice to either seal the ventilation system or
reroute
control of the Vault. The former ends the quest granting [100 EXPERIENCE
POINTS]
and NCR Fame whilst the other destroys the NCR Sharecropper Farms, gives
[150
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________
Start this quest by adding Cass as a follower and talking to her about what
happened to her Caravan. Inquire further to receive the location on the World
Map and head to Cassidy Caravans Wreckage. Pay your respects and search
around
then Cass will suggest going to another site, the Griffin Wares Sacked
Caravan
where you find only Ash Piles lying around. Cass will find a map showing
more
caravan routes, seek out Durable Dunn's Sacked Caravan. Once again
nothing but
a pile of ashes and Cass knows it was the Van Graffs and Crimson Caravan.
You
can either seek out Alice and Gloria and kill them or find evidence supporting
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This bloody route will need some high fire power but with one or two
followers
it can be done easily. Head to the Crimson Caravan Company Main Office and
open
fire on Alice McLafferty before she has a chance to fight back. Go to the Silver
Rush in Freeside and lay waste to the guardsmen then enter the building
using
explosives and the energy weapons around the room to take out Gloria and
her
guards. Likewise, you can surrender your weapons at the door and steal
some
weapons as you enter when you are closer to Gloria. Once both women have
been
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head to the Crimson Caravan Company Main Office and go to the left side of
the desk to find a locked safe (Average). Crouch and get hidden before you
crack
then head to the Silver Rush with a Stealth Boy in hand. Head into the rest
room
and use the Stealth Boy then pick the door (Hard) that is being guarded.
Open
the safe via lockpicking or hacking the computer to find the [LETTER TO
GLORIA].
Since you're here you might as well head upstairs and bust into the two
locked
doors (Hard) upstairs. Inside you will find [PLASMA RIFLES], [MICROFUSION
CELLS]
Report back to Cass and ask if she knows anyone in NCR. Head to the
Mojave
Outpost and speak with Ranger Jackson. Tell him of the conspiracy to end the
quest and receive [500 EXPERIENCE POINTS]. Cass will learn the [CALM
HEART] perk
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|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
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¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| for Jacob. |
| for Bill. |
|_____________________________________________________________________|
Head to the Old Mormon Fort in Freeside and talk to Julie Farkas about how
rough things are in Freeside then ask if you can help to start the quest. Find
Bill and Jacob in either order then confront Dixon, the local dealer. Pay Dixon
or use a Speech 35+ challenge, Black Widow, or kill him to deal with the
dealer.
With a Speech of 50+ you can convince Jacob and Bill to be strong otherwise
Jacob needs 10 Fixers and Bill needs two Fixers, a Rad Away, and Whiskey in
order to kick the habit. Speak to Julie Farkas once you have helped the
addicted
Freeside Fame.
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
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¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo| Do you really wanna hurt me? Ow! Do you really wanna make me
cry? |
|UtFaLlOu| |
|TfAlLoUt|
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¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
Head to Camp McCarran and speak with Lieutenant Gorobets about his
squad. He
will talk about Corporal Betsy, agree to talk to her. Do just that and pass
either of the challenges (Medicine 40 or Speech 60) to get her the help she
needs. If you can't pass the checks then talk to the First Recon team
members
about Betsy and pass either of the checks they each have (Guns 30, Speech
30,
or Intelligence 7) then return to Betsy. Tell her about how treatment helped
out
each of the other members to make her agree she needs help. Tell
Lieutenant
Gorobets the good news then deliver the message to Doctor Usanagi at the
New
Vegas Medical Clinic. The quest ends and you receive [250 EXPERIENCE
POINTS] and
NCR Fame.
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
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¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| workshop. |
| Legion's bunker. |
|_____________________________________________________________________|
Upon entering The Fort and talking to Caesar you unlock the ability to speak
to other members of the Legion. Talk to Lucius and ask if you can lend him a
hand to which he asks you to fix the howitzer. Make your way to Nellis Air
Force
Base where you can acquire the missing piece to fix the howitzer. If you are
Accepted or higher with the Boomers then talk to Mother Pearl and request
the
Head back to The Fort and find the howitzer on the cliff then repair it. Tell
Lucius of your genius for [100 EXPERIENCE POINTS] and Caesar's Legion
Fame. If
you side with the Legion at the end of the game then they will use this
howitzer
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|UtFaLlOu| |
|TfAlLoUt|
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¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| McCarran. |
|_____________________________________________________________________|
You can accept this quest after obtaining and Accepted reputation with the
NCR. Alternatively, if you sided with the Legion and finished the quest "The
Finger of Suspicion" you will already have this quest. Choose the
corresponding
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
To start this quest head to Camp McCarran and speak with Colonel Hsu. Ask
him
if you can be of any help and he will send you to Captain Curtis. You can find
Curtis on the ground floor, let him know the Colonel asked for him to help
you.
Take the advice and seek out Lieutenant Carrie Boyd on the second floor. Ask
her
all the questions you need to but specifically the late-night break-ins that
have been occurring. Ask for the access codes to receive the [CONTROL
TOWER
ACCESS CODE]. Head down to the Concourse area and down into the Supply
Shack.
Here you will find Sgt. Contreras. Search his wares then exit to ask about
more
types of items. Give him 50 Caps or perform the Speech or Barter challenges
(50+
Head out to the tarmac and use the terminal near the Control Tower to find
the
log of someone entering around 1:05 and leaving at 1:20 every night. Wait
around
till then to view a person walking across the tarmac and into the Control
Tower.
Sneak in behind them and listen to the conversation or alternatively rush him
and kill him for his treachery. If you kill him report to Col. Hsu if not head
straight for the monorail (where Hsu will send you if you killed Curtis). Inside
the monorail near the door is a vent at the bottom, with an Explosive skill of
35+ or Science skill of 45+ you can disarm the bomb. If you don't disarm it
then
Report to Colonel Hsu afterwards to receive the reward. You get [250 CAPS]
and
[500 EXPERIENCE POINTS] if you defused the bomb, if not you receive [150
CAPS]
and [350 EXPERIENCE POINTS]. Either result ends with NCR Fame gained.
Caesar's Legion
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Finish the side quest "The Finger of Suspicion" and tell Caesar that Martina
sold her information to Curtis. From here head to Camp McCarran and go to
the
Terminal Building to find Captain Curtis in his office. Inform him that you
know who he is and that you are working for the Legion as well. Drill him for
Colonel Hsu afterwards and tell him you want to help and he will tell you
where
to start. You can switch sides at this point but instead continue on Curtis'
Head down to the main terminal area on the bottom. Take every item from
the
trash can in the check-in area so you can frame Private Crenshaw; you
receive
into the barracks area. Plant the evidence in Private Crenshaw's Footlocker,
ie; everything you got from the trash can except the explosive charge. Leave
the barracks area and back into the Concourse. Run to the northern end into
the
Supply Shack, bypass Sgt. Contreras and head outside. Here you will find
Private
Kill Crenshaw and head back through the Concourse to the Monorail area.
Head
inside the monorail and plant the explosive charge in the vent. Stop off the
to clear things up. If you tell Hsu that Crenshaw had explosives and plans
then
he believes you. If you tell him that Crenshaw confessed and used a latin
word
then that works as well. All other options cause the quest to fail. Talk with
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
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¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1. Recon the Nipton Town Hall for Ranger Ghost. |
Talk to Ranger Ghost on the roof of the Barracks in the Mojave Outpost. She
asks if you want a job, humbly accept to initiate the quest. Head over to
Nipton
which you should have passed during the Main Quest and speak with Vulpes
Inculta
who also starts a side quest Cold, Cold Heart. This will update your current
quest, simply return to Ranger Ghost for an easy [100 EXPERIENCE POINTS]
and
NCR Fame.
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
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¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
Find Frank Weathers in the tents of the Aerotech Office Park. Ask him about
his family and agree to help find them to start the quest. Head south to the
Cottonwood Cove where the Legion runs business. Near the river you can find
the
Weathers family tied up and caged. Talk to any of them and they beg you to
free
them, tell them you are working on it. If you aren't hostile with the Legion
then find Canyon Runner and purchase the slaves for 300 Caps or pass the
Speech
50+ challenge to lower it to 150 Caps. With this you can simply let them go
free
If you are hostile with the Legion then you can clear a path and take the
[WEATHERS SLAVE KEY] or break through the Hard Locked gate and disarm
the collar
with Explosives 50. This method usually ends poorly if you don't clear the
camp
out (which can be done for another side quest) or fail to disarm the bombed
collars. Return to Frank Weathers and tell him the news about his family or
push him to suicide for being a terrible husband/father. If you tell him he
needs to clean up his act to be around his family you receive caps based on
how
many family members survived; 100 for 0 survivors, 250 for one, 500 for two,
and
1000 if no family members died.
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_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
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¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1. Search Camp Forlorn Hope for clues about the |
| night. |
|_____________________________________________________________________|
Speak with Dr. Richards at Camp Forlorn Hopes Medical Center and ask
about the
missing supplies to start the quest. With a Medicine 50+ challenge you can
get
the symptoms of Hydra use and further searching will tell you to keep alert
around 2 A.M. when the guard is low and scheming thieves could be out
trying to
take his supplies. You can either openly confront him and use the Medicine
50+
challenge to confirm the Hydra use, steal the [EMPTY HYDRA SYRINGE], or
catch
Private Stone in the act at 2 A.M. Once caught you can report the finding to
Dr. Richards, bribe Private Stone, or do a Speech 60+ challenge and have
him
turn himself in. Unless you lie to Dr. Richards and tell him you couldn't find
the thief you receive [300 EXPERIENCE POINTS] and NCR Fame.
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|UtFaLlOu| |
|TfAlLoUt|
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¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 2a. Beagle has been rescued from the Bison Steve. Talk|
| candidates. |
| ex-sheriff at NCRCF. |
| 4a. Hayes and the NCR will protect Primm if they get |
| NCR. |
| 5b. Return to Meyers and let him know NCR has pardoned|
|_____________________________________________________________________
When you are at Primm during the Main Quest you can save Deputy Beagle
from
the Powder Gangers inside the Bison Steve Casino. To do so speak with
Johnson
Nash in the Vikki and Vance Casino then go rescue the Deputy (or not). If you
save Beagle then he wants you to find a new Sheriff. If Beagle dies then talk
candidates nearby, one of them being Primm Slimm, the robot working in the
Vikki
and Vance. To make him Sheriff simply reprogram him (Science Skill 35+)
and the
quest completes.
You could also make Lieutenant Hayes the new Sheriff. On the west side of
Primm you can find him in a small camp with other NCR Troops. Tell him you
want
him to take over but he informs you there isn't enough men to be spared, but
with reinforcements he will do the job. Go the Mojave Outpost and talk with
Major Knight about sending troops to Primm. A Speech Skill of 50+ will allow
you to convince Knight to do it. Return to Hayes with the good news and he
will
The other choice is a former Sheriff named Meyers. You can find Meyers in
the
NCR Correctional Facility. He says he'll do the job but needs a pardon from
the
NCR in order to leave. Talk to Major Knight at the Mojave Outpost and
convince
him (Speech Skill 45+) to grant a pardon or purchase a pardon for 200 Caps.
Return to Meyers with the good news and he will do the job.
All quest paths result in [300 EXPERIENCE POINTS] and three days after the
new Sheriff takes over you can come back to Primm to gamble at the Vikki
and
Vance.
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
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|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
Begin this quest by talking to Manny Vargas in Novac. Inquire about Boone,
a
sniper who watches the town from the mouth of Dinky, to receive the [NOTE:
NIGHTTIME SNIPER]. Head to the sniper post in the mouth of Dinky to find
Boone.
Talk to him about his wife and tell him you are trustworthy to initiate the
quest and receive [BOONE'S BERET]. Head around town talking to the
numerous
people that can divulge information. Cliff Briscoe, Manny Vargas, Jeannie May
Crawford, Dusty and Alice McBride, and No-Bark all need to be questioned.
This
Enter the motel lobby and unlock the safe. If you need the key then steal it
from Jeannie May (the [SAFE KEY] that is). Inside the safe you will find a
[BILL OF SALE] documenting that Jeannie May sold Boone's wife into slavery.
You
can take anybody down to the front of Dinky the Dinosaur at night with
Boone's
Beret on, but with the evidence of who did it you should take Jeannie May.
Talk
to Boone afterwards and show him the Bill of Sale as proof she did it. Push on
and you can recruit Boone as a Follower. You receive [150 EXPERIENCE
POINTS],
[100 CAPS], and the [1ST RECON BERET] for completing the quest.
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|AlLoUtFa| 3.49 Restoring Hope [SDQ-49] |
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
Head to Camp Forlorn Hope to begin with. Enter the Command Center and
speak
with Major Polatli and inquire as to what he needs your help for. Basically,
he needs to get his Camp back into functioning order to take back Nelson
from
the Legion. Check the southeast corner to find a [BIG BOOK OF SCIENCE] then
head out of the tent. Head south and talk with Quartermaster Mayes telling
him
that the Major sent you. He suggests talking to the folks at HELIOS One to
find
out where the supplies are. At HELIOS One talk with Lt. Haggerty, she
mentions
the troops stopping by and she put a GPS tracker in the supplies.
Follow the new quest marker to reach the supplies. Just past a pack of Fire
Geckos you will find the supplies and remains of the troops. Loot the troops
for [NCR DOGTAG x3], [FORLORN HOPE LETTER 1], [FORLORN HOPE LETTER
8] and then
the chest for [CAMP FORLORN HOPE SUPPLY SHIPMENT]. Upon taking the
supplies you
are ambushed by three Legion Recruits. Kill them or flee, either way return to
Mayes. Return to Major Polatli who in turn sends you over to Dr. Richards to
Head north of the Command Center to find Dr. Richards. Ask him if you can
be
Medical Skill is enough to pass the check, likewise you can lie. There are
three
patients that need be healed and a Medicine Skill of 40, 60, and 75+ is
enough
to treat them without any of your own items. You can also treat them if you
have any of the items listed to heal them with. Afterwards talk to Dr. Richards
then return to Major Polatli. The time has come to make the assault on
Nelson,
Gaining Morale
|-=-=-=-=-=-=-=-=-=-=-=-|-=-=-=-=-=-=-=-=-=-=-=-=|=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| An Ear to the Ground | Collect 10 Legion Ears | +1 (Maximum of +3) |
______________ ______________________________________________________________
|-=-=-=-=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| 0-3 | Troopers x2 |
| 4-6 | Troopers x4 |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head over to Sergeant Cooper and choose which direction to attack from.
Go
north if you use close range weapons or east if you prefer to snipe your
enemies
from a distance. As you make your way through seek out Dead Sea and help
him out
by removing his [LIBERATOR] from his dead lifeless hands. After the battle
you
and Caesar's Legion Infamy. Don't forget to ask for troops at Camp Bitter
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Goodsprings. |
|_____________________________________________________________________|
This quest starts out much like the Goodsprings Ghost Town quest, [SDQ-
27],
except instead of aiding Goodsprings you aid the Powder Gangers. To do this
listen to Trudy and Cobb fighting then speak with Cobb and follow him to a
building in the southeast area of the town. You can ask about how he got in
jail
for a skill level 20 Speech challenge and ask about taking over the town. With
an Intelligence of 6 you can get a speech challenge, otherwise tell him you'll
kill Ringo. In the north west corner of town you will find Ringo in the
[CARAVAN DECK]. In the end simply kill Ringo and loot his body. Open the
crates
nearby for [SUNSET SARSAPARILLA x5] then check the duffle bag behind the
counter
for [.357 MAGNUM ROUND x9], [CASE, .357 MAGNUM x4], [FIXIN' THINGS],
and a
[STIMPAK]. Open the floor safe under the mattress for [146 CAPS], a
[BOXIN' TIMES] and on the floor is a [DOCTOR'S BAG]. Return to Joe Cobb to
tell
him the news. He gives you the option of shaking down the townsman for
extra
Head to the General Store and talk with Chet. A Speech or Barter of 25+ will
allow you to shake him down for [9MM ROUNDS x30] and a [LEATHER
ARMOR], you also
gain Powder Gangers Fame. Head to Doc Mitchell's house and lie to him
about an
injured man, a Medicine of 25+ will net you the [SPARE MEDICAL SUPPLIES].
Give
the supplies to Joe for Powder Gangers Fame then tell him you're ready to
take
over the town. Joe gives you [STIMPAK x5] and a [SUPER STIMPAK] if you
gave him
the medical supplies. Once the battle starts head to the Prospector Saloon
and
take out the named NPCs. After everyone is dead you complete the quest and
are
Infamy.
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
sun comes|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
To get this quest you must have first reached Nellis Air Force Base and
started the quest Volare! by speaking with Mother Pearl. Speak with Loyal in
one of the northern Hangars. Inquire about a means to help and he asks if
you
can fix the solar arrays on the roof. If you've been to HELIOS One already
then
you can tell him you can find some there, otherwise Loyal can't be of much
help
to you. Head to HELIOS One and reach the fenced off area by going through
the
building or hopping the fence. On the west side near a small camp set up you
will find an array that can be salvaged with 20 Repair skill. Go west from here
to a tent to find another [SOLAR ARRAY PART]. Head to the east side near
some
tents to find another array. Go northwest from here to find the fourth then
Return to Nellis Air Force Base and move the to the Nellis Array. Here you
can either repair the arrays (65 Repair or higher), which could of have been a
faster plan of action ultimately, or use the Helious salvaged panels to fix it
instead. Do this for all five solar panels to increase efficiency to 120%.
Seek out Loyal and tell him of your work for [300 EXPERIENCE POINTS] and
Boomer
Fame.
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|AlLoUtFa| 3.58 The Legend Of The Star / A Valuable Lesson [SDQ-28]|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
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|LlOuTfAl|
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|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
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|LlOuTfAl|
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|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________
_____________________________________________________________________________
_
|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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|OuTfAlLo|
|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |
| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.
|_____________________________________________________________________|
You can start this quest by speaking to Alice McLafferty inside of the
Crimson
Caravan Company Main Office. Ask her for some work to find out she needs
someone
to do her running. Head to Camp McCarran and find Hildern in his office.
Make
the delivery and return to Alice. Ask her about all the jobs to limit going back
and forth with her all the time. Head to the Mojave Outpost in the south west
corner of the map to find Cass in the barracks drinking. Convince her to sell
the quest "Heartache by the Number" and must work with Ranger Jackson,
the other
options let you recruit Cass right away. Return to Alice with Cass alive to
Henry Jamison is the next objective and you can find him at the Atomic
Wrangler in Freeside. The task is simple enough with a Speech skill of 50+, a
simple challenge will make him resign his position. Otherwise you have to kill
him or pay him a severance. Return to Alice to tell the good news, you are
rewarded with [150 CAPS] if you kill Henry, [300 CAPS] if you paid his debt
and gave him severance, [400 CAPS] if you only paid his debt, or [500 CAPS]
if
you convinced him to quit with the Speech challenge; you also receive
Crimson
Caravan Fame.
Next up is the Gun Runners facility so head there. The only way through the
gated area is to pick the lock so do so when no one is looking then dart for
the
building. Once here sneak your way straight back and use the computer
along the
objective. Return to Alice to receive [300 CAPS] if you shot someone or they
shot you, or [500 CAPS] if you weren't seen, as well as Crimson Caravan
Fame.
After all the quests are done you receive [500 EXPERIENCE POINTS].
_____________________________________________________________________________
_
|FaLlOuTf|
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|LlOuTfAl|
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|LoUtFaLl|
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world |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 8. Return to Jack. |
|_____________________________________________________________________|
To get this quest you must have first reached Nellis Air Force Base and
started the quest Volare! by speaking with Mother Pearl. Located Jack inside
the Hangars and inquire about the Scrap Metal he needs collected. With
Speech
35+ or Black Widow you can find out more to start the quest. Head over to
the
Caravan Company Headquarters and find Janet. When she asks what kind of
guy he
is your response doesn't matter. When she wants to know if she can enter tell
her you'll speak with Pearl. If you don't choose this option and lie to her she
will be blown to smitherines as she races towards Nellis Air Force Base.
Return to Nellis AFB and talk with Pearl. Tell her that Jack is interested in
Janet. Convince her via Speech (challenge is 50+ skill) or reassure Pearl that
Janet is no threat to the Boomers. Janet can come but only if Jack will take
you that the Boomers won't fire at her. Return to Janet to give her the
Boomer
Outfit or you can lie to her sending her to her doom. Janet has to clear some
debt with her contract and asks you to tell her boss. Talk to Alice inside and
if your Speech is high enough (75) or Barter is high enough (65) you can
persuade her to pay Janet her monies. Return to Janet and tell her the news
in
which case she immediately leaves; you receive Boomer Fame. Return to
Nellis
either by escorting Janet or simply waiting a few hours and meet the pair for
|___| \_(_) |_| |_|\___/ \__/_/ \_\_/ |___| |_| |_/_/ \_\_| |___/
______________________________________________________________[MAPS]
http://www.supercheats.com/guides/fallout-new-vegas/mojave-wastland-
map/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__________________________________________________[STA]
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|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S.P.E.C.I.A.L. stands for Strength, Perception, Endurance, Charisma,
Intelligence, Agility, and Luck. These are your primary stats, and they
directly influence your skills - and thus gameplay. This section deals with
the effects that the SPECIAL stats have on your character and summarizes
this.
STRENGTH
¯¯¯¯¯¯¯¯
Description: Strength allows you to hold more items in your inventory and
increases your unarmed damage. It also influences which weapons you can
and
|=-=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-|=-=-=-=-=-=-=|-=-=-
=-=-=-=-=-=-=|
PERCEPTION
¯¯¯¯¯¯¯¯¯¯
The better your perception, the quicker you'll spot enemies on the compass.
|=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
ENDURANCE
¯¯¯¯¯¯¯¯¯
and an invisible stat named fatigue. This governs how quickly you are
knocked
|=-=-|=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=|-=-=-=-=-=-|=-=-=-
=-=-=-=-=-=|
| 1 | 120 |Survival & Unarmed +2 | 0% | 0% | 20 + (LVL x10) |
| 6 | 220 |Survival & Unarmed +12 | 25% | 10% |120 + (LVL x10) |
| 7 | 240 |Survival & Unarmed +14 | 30% | 12% |140 + (LVL x10) |
| 8 | 260 |Survival & Unarmed +16 | 35% | 14% |160 + (LVL x10) |
| 9 | 280 |Survival & Unarmed +18 | 40% | 16% |180 + (LVL x10) |
| 10 | 300 |Survival & Unarmed +20 | 45% | 18% |200 + (LVL x10) |
CHARISMA
¯¯¯¯¯¯¯¯
Charisma improves your success when talking to people, and increases your
|=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-|=-=-=-=-=-
=-=-=-=-=-|
INTELLIGENCE
¯¯¯¯¯¯¯¯¯¯¯¯
Intelligence increases the amount of skills points you gain to distribute over
your skills when you level up. It also improves Medicine, Repair and Science.
|=-=-=-=-=-=-=|-=-=-=-=-=-=-|-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-|
Note that half points are kept invisible and carry over to the next level-up.
AGILITY
¯¯¯¯¯¯¯
Agility increases your Action Points in V.A.T.S., and improves how fast you
draw, holster and reload your weapons, as well as your running speed.
|=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-
=-=-=-=-=|
LUCK
¯¯¯¯
Luck increases your chance to deliver critical hits and boosts all your skills.
Enemies will more often miss their shot at you. Lastly, Luck also affects
|=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-|-=-=-=-=-=-=-
=-=-|
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|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There are 13 skills in New Vegas, and it's nearly the same set as in Fallout 3.
The differences are: 1. Small Guns has been renamed to Guns. 2. Big Guns is
no
stats, and are further increased by spending skill points after levelling up,
Skill Books permanently increase a skill with 3 points. If you have the
Comprehension Perk, Skill Books grant one additional point per book, for a
total of 4 points.
__________________
| 3| 11.5 |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
An interesting shift from Fallout 3 to New Vegas is that skills such as Barter
and Speech have become a lot more useful. Dialogue options are no longer
chance-dependent, but require a fixed amount of skill points. You can now
expect to see dialogue options that require 50 speech - bottom line. If you
don't have enough, you can't get the option to work, it's that simple. There
are various options for Barter as well. Other skills may also have dialogue
options, such as Medicine, Sneak, Repair or Science, although these are less
BARTER
¯¯¯¯¯¯
Statistic: • Charisma
ENERGY WEAPONS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Statistic: • Perception
(such as Incinerator).
¯¯¯¯¯¯¯¯¯¯
Statistic: • Perception
GUNS
¯¯¯¯
Statistic: • Agility
___________ _______________
¯¯¯¯¯¯¯¯ |=-=-=-=-=-=|=-=-=-=-=-=-=-=|
¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
MEDICINE
¯¯¯¯¯¯¯¯
Statistic: • Intelligence
MELEE WEAPONS
¯¯¯¯¯¯¯¯¯¯¯¯¯
Statistic: • Strength
Usage: • Increases effectivity of melee weapons (Combat Knife, Machete,
REPAIR
¯¯¯¯¯¯
Statistic: • Intelligence
Usage: • Increases your ability to repair weapons and armor, and also
reloading benches.
SNEAK
¯¯¯¯¯
Statistic: • Agility
Usage: • Increases you speed, your ability to stay hidden from enemies
SPEECH
¯¯¯¯¯¯
Statistic: • Charisma
SURVIVAL
¯¯¯¯¯¯¯¯
Statistic: • Endurance
Usage: • Increases the amount of health you gain from eating and
drinking
UNARMED
¯¯¯¯¯¯¯
Statistic: • Endurance
Also decreases the damage taken when blocking with your hands.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 2
Ranks: 1
as a woman you're better off taking the Black Widow perk. There
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 2
Ranks: 1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 2
Ranks: 1
Usefulness: [.....]
little (or better yet, check the in-game options) than to waste
a perk spot.
HEAVE, HO!
¯¯¯¯¯¯¯¯¯¯
Level: 2
Ranks: 1
Usefulness: [*....]
Prerequisite: Explosives: 30, Strength: 5
Description: All thrown weapons fly farther and faster for you. Nothing more,
nothing less.
HUNTER
¯¯¯¯¯¯
Level: 2
Ranks: 1
Usefulness: [*....]
Prerequisite: Survival: 30
you do get a critical, it's not even twice the extra damage, but
only 75% extra, and only against animals and mutated animals.
INTENSE TRAINING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 2
Ranks: 10
Usefulness: [****.]
Prerequisite: ---
¯¯¯¯¯¯¯¯¯¯¯¯
Level: 2
Ranks: 1
Usefulness: [**...]
Description: Makes all your weapon reloads 25% faster than normal. This
can
make a little difference, but it's better to always keep your gun
RETENTION
¯¯¯¯¯¯¯¯¯
Level: 2
Ranks: 1
Usefulness: [*....]
Prerequisite: Intelligence: 5
Description: The bonuses granted by skill magazines last three times as long.
You usually only need these bonuses for a very short while anyhow,
SWIFT LEARNER
¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 2
Ranks: 3
Usefulness: [.....]
Prerequisite: Intelligence: 4
Description: You gain +10% extra experience points whenever EXP is given.
______________________________________________________________________________
__
CANNIBAL
¯¯¯¯¯¯¯¯
Level: 4
Ranks: 1
Usefulness: [.....]
Prerequisite: ---
Description: With the Cannibal perk you can eat corpses when in sneak
bodies,
you feed, you lose Karma and if the act is witnessed, well, you
COMPREHENSION
¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 4
Ranks: 1
Usefulness: [*****]
Prerequisite: Intelligence: 4
Description: You get double the temporary bonus from reading skill
magazines
(+20 points instead of +10), and one extra permanent point from
EDUCATED
¯¯¯¯¯¯¯¯
Level: 4
Ranks: 1
Usefulness: [*****]
Prerequisite: Intelligence: 4
Description: You get two more skill points every time you level up. Take this
perk at level 4 to get the most out of it: +52 skill points baby!
ENTOMOLOGIST
¯¯¯¯¯¯¯¯¯¯¯¯
Level: 4
Ranks: 1
Usefulness: [**...]
Giant Mantises and Radscorpions. Decent, but not more than that.
RAD CHILD
¯¯¯¯¯¯¯¯¯
Level: 4
Ranks: 1
Usefulness: [*....]
Prerequisite: Survival: 70
Description: The higher your radiation sickness stage, the more health you
¯¯¯¯¯¯¯¯¯¯
Level: 4
Ranks: 1
Usefulness: [**...]
TRAVEL LIGHT
¯¯¯¯¯¯¯¯¯¯¯¯
Level: 4
Ranks: 1
Usefulness: [*....]
Prerequisite: Survival: 45
Description: While wearing light armor or no armor, you run 10% faster.
Cute,
______________________________________________________________________________
__
BLOODY MESS
¯¯¯¯¯¯¯¯¯¯¯
Level: 6
Ranks: 1
Usefulness: [****.]
Prerequisite: ---
Description: Enemies will often explode into a red, gut-ridden paste, and you
do +5% extra damage with ALL weapons. The gore is cute, but the
DEMOLITION EXPERT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 6
Ranks: 3
Usefulness: [****.]
Prerequisite: Explosives: 50
FEROCIOUS LOYALTY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 6
Ranks: 1
Usefulness: [**...]
Prerequisite: Charisma: 6
Description: When you drop below 50% health, your companions gain much
greater
FORTUNE FINDER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 6
Ranks: 1
Usefulness: [**...]
Prerequisite: Luck: 5
Description: You find more bottle caps in containers than you normally
would.
¯¯¯¯¯¯¯¯¯¯
Level: 6
Ranks: 1
Usefulness: [**...]
Prerequisite: ---
like a Pistol. Handy, but you could always stand a little closer
HAND LOADER
¯¯¯¯¯¯¯¯¯¯¯
Level: 6
Ranks: 1
Usefulness: [***..]
Prerequisite: Repair: 70
Description: You know your way around reloading benches and don't let
good
brass and hulls go to waste. When you use guns you're more likely
to recover cases and hulls. You also know all hand load recipes
LEAD BELLY
¯¯¯¯¯¯¯¯¯¯
Level: 6
Ranks: 1
Usefulness: [.....]
Description: You take -50% radiation when consuming food and drinks. What
can
I say? RadAway!
SHOTGUN SURGEON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 6
Ranks: 1
Usefulness: [***..]
Prerequisite: Guns: 45
Description: When using shotguns, regardless what ammo you use, you
ignore an
THE PROFESSIONAL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 6
Ranks: 1
Usefulness: [****.]
Prerequisite: Sneak: 70
Description: Sneak Attack Criticals with Pistols, Revolvers and Submachine
Guns
(both Guns and Energy Weapons) all inflict +20% damage. That's
quite a big bonus and you should definitely consider this perk.
TOUGHNESS
¯¯¯¯¯¯¯¯¯
Level: 6
Ranks: 2
Usefulness: [****.]
Prerequisite: Endurance: 5
VIGILANT RECYCLER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 6
Ranks: 1
Usefulness: [***..]
Prerequisite: Science: 70
Description: When using Energy Weapons you are more likely to recover
ammo.
______________________________________________________________________________
__
COMMANDO
¯¯¯¯¯¯¯¯
Level: 8
Ranks: 1
Usefulness: [***..]
Prerequisite: ---
COWBOY
¯¯¯¯¯¯
Level: 8
Ranks: 1
Usefulness: [***..]
LIVING ANATOMY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 8
Ranks: 1
Usefulness: [***..]
Prerequisite: Medicine: 70
Description: Allows you to see the health and Damage Treshold of any
target.
is quite cool to have, and the damage bonus is nice too, but at
PACK RAT
¯¯¯¯¯¯¯¯
Level: 8
Ranks: 1
Description: Items with a weight of 2 or less only weigh half as much. You'll
QUICK DRAW
¯¯¯¯¯¯¯¯¯¯
Level: 8
Ranks: 1
Usefulness: [.....]
Prerequisite: Agility: 5
Description: You equip and holster weapons 50% faster. The holstering part
extent. Worthless.
RAD RESISTANCE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 8
Ranks: 1
Usefulness: [*....]
SCROUNGER
¯¯¯¯¯¯¯¯¯
Level: 8
Ranks: 1
Usefulness: [*....]
Prerequisite: Luck: 5
Description: You find more ammo in containers. Can be useful, but the
STONEWALL
¯¯¯¯¯¯¯¯¯
Level: 8
Ranks: 1
Usefulness: [**...]
STRONG BACK
¯¯¯¯¯¯¯¯¯¯¯
Level: 8
Ranks: 1
Usefulness: [****.]
SUPER SLAM
¯¯¯¯¯¯¯¯¯¯
Level: 8
Ranks: 1
Usefulness: [*....]
Description: All melee weapons (except thrown ones) and unarmed attacks
have a
TERRIFYING PRESENCE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 8
Ranks: 1
Usefulness: [?????]
Prerequisite: Speech: 70
for safety. I don't know what the **** that means, but when I
find out, this vague description will hit the garbage bin.
______________________________________________________________________________
__
ANIMAL FRIEND
¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 10
Ranks: 2
Usefulness: [*....]
Description: Rank 1: Animals don't attack you. Rank 2: Animals aid you in
arguably useless, and it's too big a price to pay TWO perk spots
¯¯¯¯¯¯¯
Level: 10
Ranks: 1
Usefulness: [***..]
Prerequisite: ---
¯¯¯¯¯¯¯¯¯¯¯¯
Level: 10
Ranks: 1
Usefulness: [.....]
Prerequisite: ---
MATH WRATH
¯¯¯¯¯¯¯¯¯¯
Level: 10
Ranks: 1
Usefulness: [****.]
Prerequisite: Science: 70
Description: Reduces all Action Points (AP) costs by 10%. Quite nice,
MISS FORTUNE
¯¯¯¯¯¯¯¯¯¯¯¯
Level: 10
Ranks: 1
Usefulness: [***..]
Prerequisite: Luck: 6
Description: Just when your enemies think they have the upper hand, Miss
in V.A.T.S., she has the ability to snatch defeat from the jaws of
victory.
MISTER SANDMAN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 10
Ranks: 1
Usefulness: [.....]
Prerequisite: Sneak: 60
Description: When in sneak mode you can silently kill any sleeping human or
MYSTERIOUS STRANGER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 10
Ranks: 1
Usefulness: [**...]
Prerequisite: Luck: 6
too useful.
NERD RAGE!
¯¯¯¯¯¯¯¯¯¯
Level: 10
Ranks: 1
Usefulness: [*....]
Description: When health is at 20% or below (like, the point where any sane
person starts healing - I mean, c'mon, there's a *reason* your
your Strength get raised to 10, and do you gain +15 Damage
NIGHT PERSON
¯¯¯¯¯¯¯¯¯¯¯¯
Level: 10
Ranks: 1
Usefulness: [*....]
Prerequisite: ---
Description: When the sun is down this perk grants +2 INT and PER (max =
10).
This works both outside and inside. Did I mention it's worthless?
PLASMA SPAZ
¯¯¯¯¯¯¯¯¯¯¯
Level: 10
Ranks: 1
Usefulness: [**...]
(because let's face it, that'd be the sole reason to take this
I'm not going to make a joke about the name Plasma Spaz, because
______________________________________________________________________________
__
FAST METABOLISM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 12
Ranks: 1
Usefulness: [**...]
Prerequisite: ---
Description: +20% Stimpak effectiveness. Quite useful, but you can also be
GHASTLY SCAVENGER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 12
Ranks: 1
Usefulness: [.....]
¯¯¯¯¯¯¯¯¯¯¯¯
Level: 12
Ranks: 1
Usefulness: [***..]
Prerequisite: Explosives: 70
LIFE GIVER
¯¯¯¯¯¯¯¯¯¯
Level: 12
Ranks: 1
Usefulness: [***..]
Prerequisite: Endurance: 6
LONG HAUL
¯¯¯¯¯¯¯¯¯
Level: 12
Ranks: 1
Usefulness: [**...]
place where you can sell it all and dump it. But this still
PIERCING STRIKE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 12
Ranks: 1
Usefulness: [****.]
Prerequisite: Unarmed: 70
PYROMANIAC
¯¯¯¯¯¯¯¯¯¯
Level: 12
Ranks: 1
Usefulness: [**...]
Prerequisite: Explosives: 60
ROBOTICS EXPERT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 12
Ranks: 1
Usefulness: [****.]
Prerequisite: Science: 50
gives you the option to permanently shut them down. Good stuff!
SILENT RUNNING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 12
Ranks: 1
Usefulness: [*....]
SNIPER
¯¯¯¯¯¯
Level: 12
Ranks: 1
Usefulness: [**...]
SPLASH DAMAGE
¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 12
Ranks: 1
Usefulness: [**...]
Prerequisite: Explosives: 70
Description: +25% area effect for all explosions you cause. If you're a pyro,
UNSTOPPABLE FORCE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 12
Ranks: 1
Usefulness: [*....]
with all Unarmed and Melee attacks. Sounds great, but think about
______________________________________________________________________________
__
ADAMANTIUM SKELETON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 14
Ranks: 1
Usefulness: [*....]
Prerequisite: ---
Description: Your limbs only receive 50% of the damage they normally
would.
Sounds amazing, but this does nothing with regards to the regular
damage taken. And how often are your limbs crippled in combat?
Well.., yeah, *sometimes*, but not *that* often. This perk has
limited use.
CENTER OF MASS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 14
Ranks: 1
Usefulness: [***..]
Prerequisite: Guns: 70
CHEMIST
¯¯¯¯¯¯¯
Level: 14
Ranks: 1
Usefulness: [*....]
Prerequisite: Medicine: 60
Description: Chems last twice as long. Nice, but can't you just take a second
one when it wears off? Sure, sure, you might get addicted, but
that chance isn't too high and you can always cure that "Ave"!
JURY RIGGING
¯¯¯¯¯¯¯¯¯¯¯¯
Level: 14
Ranks: 1
Usefulness: [****.]
Prerequisite: Repair: 90
Description: You possess the amazing ability to repair any item using a
roughly
Defende with a Laser Pistol, or even Power Armor with Metal Armor.
LIGHT STEP
¯¯¯¯¯¯¯¯¯¯
Level: 14
Ranks: 1
Usefulness: [.....]
Description: You never set off enemy mines or floor-based traps. Who cares?
PURIFIER
¯¯¯¯¯¯¯¯
Level: 14
Ranks: 1
Prerequisite: ---
builds.
______________________________________________________________________________
__
ACTION BOY
¯¯¯¯¯¯¯¯¯¯
Level: 16
Ranks: 2
Usefulness: [****.]
Prerequisite: Agility: 6
BETTER CRITICALS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 16
Ranks: 1
Usefulness: [****.]
Description: +50% damage bonus for all critical hits you deliver. Very nice
CHEM RESISTANT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 16
Ranks: 1
Usefulness: [*....]
Prerequisite: Medicine: 60
MELTDOWN
¯¯¯¯¯¯¯¯
Level: 16
Ranks: 1
Usefulness: [**...]
energy. This can cause a chain reaction. More a fun perk than
TAG!
¯¯¯¯
Level: 16
Ranks: 1
Usefulness: [.....]
Prerequisite: ---
Description: Raises one skill with +15 points. Would've been "cute" at level
10, but at level 16, this is simply not worth the effort. There
WEAPON HANDLING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 16
Ranks: 1
Usefulness: [*....]
______________________________________________________________________________
__
COMPUTER WHIZ
¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 18
Ranks: 1
Usefulness: [.....]
Description: If you are locked out of a computer, you get a second attempt.
They're back, the two useful hacking and lockpicking perks. The
solution is simple: Save before hacking, and don't force locks.
CONCENTRATED FIRE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 18
Ranks: 1
Usefulness: [***..]
Description: Your accuracy to hit any body part in V.A.T.S. increases slightly
with each subsequent hit on that body part. All in all this
INFILTRATOR
¯¯¯¯¯¯¯¯¯¯¯
Level: 18
Ranks: 1
Usefulness: [.....]
Description: If you break a lock you get a second chance. This is the
worthless
PARALYZING PALM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 18
Ranks: 1
Prerequisite: Unarmed: 70
Description: You will sometimes perform a special V.A.T.S. palm strike that
______________________________________________________________________________
__
EXPLORER
¯¯¯¯¯¯¯¯
Level: 20
Ranks: 1
Usefulness: [**...]
Prerequisite: ---
Description: All locations are revealed on the Mojave Wasteland. It's a quick
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 20
Ranks: 1
Usefulness: [*****]
Prerequisite: ---
Description: If you kill a target in V.A.T.S., twenty Action Points (AP) are
perk to take.
NINJA
¯¯¯¯¯
Level: 20
Ranks: 1
more damage than normal. A must for all Unarmed builds, and even
SOLAR POWERED
¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 20
Ranks: 1
Usefulness: [*....]
Prerequisite: Endurance: 7
______________________________________________________________________________
__
LASER COMMANDER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 22
Ranks: 1
Usefulness: [****.]
Description: +15% damage and +10% chance to get critical hits with all
NUKA CHEMIST
¯¯¯¯¯¯¯¯¯¯¯¯
Level: 22
Ranks: 1
Usefulness: [?????]
Prerequisite: Science: 90
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 22
Ranks: 1
Usefulness: [*....]
Prerequisite: ---
______________________________________________________________________________
__
SLAYER
¯¯¯¯¯¯
Level: 24
Ranks: 1
Again, this really shows how much the developers wanted people to
"like" Unarmed builds. It's a must for Unarmed builds, but not
______________________________________________________________________________
__
NERVES OF STEEL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 26
Ranks: 1
Usefulness: [****.]
Prerequisite: Agility: 7
Description: Action Points recover much more quickly than normal. Yet
another
______________________________________________________________________________
__
RAD ABSORPTION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 28
Ranks: 1
Usefulness: [.....]
Prerequisite: Endurance: 7
Description: Your radiation level slowly decreases on it's own over time. It
removes -20 RAD every 20 seconds. The real question is, who
______________________________________________________________________________
__
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯
BETTER HEALING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Companion: Arcade Gannon
Usefulness: [***..]
Description: You regain more health from all consumable sources. Quite
handy!
ENHANCED SENSORS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Companion: ED-E
Usefulness: [*....]
Description: You can detect enemies from very long distances, and stealthed
REGULAR MAINTENANCE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Companion: Raul
Usefulness: [***..]
SCRIBE ASSISTANT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Companion: Veronica
Usefulness: [*....]
Description: You are allowed to craft workbench items through dialogue
options
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Companion: Rex
Usefulness: [.....]
Description: Chems, firearms and ammo in your close surroundings are all
all.
SPOTTER
¯¯¯¯¯¯¯
Usefulness: [.....]
STEALTH GIRL
¯¯¯¯¯¯¯¯¯¯¯¯
Companion: Lily
Usefulness: [****.]
Description: Increases Stealth-Boy duration by 200% and also increases
Sneak
perk!
WHISKEY ROSE
¯¯¯¯¯¯¯¯¯¯¯¯
Companion: Cass
Usefulness: [****.]
Description: Consuming Whiskey doesn't reduce your SPECIAL stats and you
are
_____________________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Traits make their return in Fallout New Vegas, and while similar to perks, they
have two major differences: 1. Traits are chosen at the very start of the
game,
during your character build. Your character's traits will remain with you after
finalizing your character build. 2. Traits have negative effects besides the
benefits they can provide. All traits have one rank, and you can either
choose
none, one or a maximum of two. This section analyses all available traits and
BUILT TO DESTROY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Positive effects: +3% chance for all weapons to deliver a critical hit.
This trait is best taken if you want to maximize your combat potential, and if
you like to rely on luck. The downside is a fairly big one: All your weapons
will last about 1/6th less long than they normally would, which brings a lot of
costs along. Should you pick this trait, be sure to quickly invest in your
FAST SHOT
¯¯¯¯¯¯¯¯¯
Positive effects: +20% firing rate with Guns and Energy Weapons.
rate at the cost of accuracy. Its counterpart is the Trigger Discipline trait.
FOUR EYES
¯¯¯¯¯¯¯¯¯
To be honest, this one's quite awful. It reduces your characters natural PER
by 1 point, and increases the bonus you get from glasses by 1 point (making
+2).
This means that when taking perks, you'll actually need one ADDITIONAL
point of
Perception to be allowed to select the perk. Friend of the Nigh, for example,
will now require 7 PER instead of 6 PER. This Trait is therefore garbage.
GOOD NATURED
¯¯¯¯¯¯¯¯¯¯¯¯
and Unarmed.
solving skills, while deteriorating weapon skills. Depending on how you'd like
to play the game early on, this can actually be a decent pick, but remember
that
¯¯¯¯¯¯¯¯¯¯¯¯
Only important for characters who'll focus on being a melee and/or unarmed
fighter, this trait increases the damage you do with each regular hit, but it
reduces the damage that your critical hits do. If you don't like to rely on
luck all too much, this is a great trait to boost your melee/unarmed damage
with.
KAMIKAZE
¯¯¯¯¯¯¯¯
Arguably one of the best traits, this increases your V.A.T.S. with 10 AP! Since
perks such as Grim Reaper's Sprint have been dumbed down, AP has become
more
important, and if you find that you're using V.A.T.S. quite often, you simply
can't let this one slip away. The -2 DT is neglectible, and a good armor will
LOOSE CANNON
¯¯¯¯¯¯¯¯¯¯¯¯
Positive effects: +30% faster speed with throwing weapons.
This allows you to throw faster, but also less far with throwing weapons. It's
one of those traits that makes you wonder how the development went:
"Hmm, hey
guys we only have 9 traits, shouldn't we, like, make 10? Boss: "Yeah, ten's a
nice number, what do you think?" Fat Joe: "Hey, um, why don't we, like,
reduce
the range of throwing weapons. Oh, and um .., we'll just increase the speed!"
Boss: "Do it, the game's deadline is in two months." It *can* have its uses,
though. If you like to use grenades and/or dynamite in small corridors, then
range isn't a big issue, but throwing one faster could save your hide.
SMALL FRAME
¯¯¯¯¯¯¯¯¯¯¯
Well, if you're a stats maximizer, this one's for you! It does require you to
be more careful around explosives, mines, grenades and the like. You'll want
to invest more money in Doctor Bags and Stimpaks than you'd normally
would, but
combined with a slight increase in your Medicine Skill, this can be a very
decent trait.
TRIGGER DISCIPLINE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Positive effects: -20% firing rate with Guns and Energy Weapons.
The counterpart of the Fast Shot trait, this one reduces your firing rate for
and plasma rifles, but more a sniper kind of person, this could be a decent
WILD WASTELAND
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This Perk makes the game more 'Wacky'. A notable change appears to be
the
_____________________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
2. Rocket: +30 AP
9. Jet: +15 AP
HEALTH
¯¯¯¯¯¯
__________ _______
| 2 | 140 |
| 3 | 160 | Enemies have health too, but the precise values are not
| 6 | 220 | enemies. You can use the Health Bars in-game to get a
| 8 | 260 |
| 9 | 280 | The table below shows the difference between body parts of
¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
__________ ______________ ____________
|=-=-=-=-=-|=-=-=-=-=-=-=-|=-=-=-=-=-=-|
|Head | 75% | 20% | o The %'s in the table to the left are
|Left Arm | 100% | 25% | head is the obvious weak spot, but
|Right Leg | 150% | 25% | for enemies the limbs are also weak
MOVEMENT SPEED
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1. How much weight you're holding. If you hold more than your Maximum
Carry
Weight your encumbrance will not like it, and you'll walk around very
slowly.
2. Equipped Armor. The heavier your armor, the slower you move around.
3. Unarmed/Armed makes a difference: You walk slower if you have a two-
handed
UNDER CONSTRUCTION...
________________________________________________________________[GEN]
_____________________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|=-=-|=-=-=|=-=-=-=-=-=-=-=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-|=-=-=-=-
=-=-=-=-=-=-=|
| | | | |Humanity |
_____________________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|-=-=-=-=-=-=-=-=-=-=-|=-|=|-=-|=-|=-=|-=-|=-=-=-=-=-=-=-=-=|-=-=-=-
=-=-=-=-=-=|
| | || | | | | |Police Baton |
| | || | | | | |Grenade |
| | || | | | | |Grenade |
| | || | | | | |Combat Knife |
| | | | | | | |WG Mask | |
| | | | | | | |WG Mask | |
| | || | | | | |Submachine Gun, |
| | || | | | | |44 Magnum |
FREESIDE INHABITANTS
|-=-=-=-=-=-=-=-=-=-=|=-|=|-=-|=-|=-=|=-|=-=-=-=-=-=-=-=-=-=|-=-=-=-
=-=-=-=-=-=|
| | || | | | | |10MM Submachinegun|
| | || | | | | |9mm Pistol |
| | || | | | | |Hunting Rifle |
|Student | || | | | | | |
| | || | | | | |Grenade, Powerfist|
| | || | | | | |Submachinegun, |
| | || | | | | |10mm Pistol |
|New Vegas Citizen | 3|5| 75|39| 14|39|Wasteland Outfit |9mm Pistol,B.
Bat,|
| | || | | | | |Sledgehammer |
| | || | | | | |Caravan Shotgun |
|Van Graff Thug |17|7|215| 5| 95| 5|Combat Armor Black |Plasma Rifle |
\ \ / /_ _|_ _| |_ _| \| \ \ / / __| \| |_ _/ _ \| _ \ \ / /
\ V / | | | | _ | || .` |\ V /| _|| .` | | || (_) | /\ V /
_____________________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Legend:
-------
WG = Weight
SKL = Skill
DAM = Damage
RF = Rate of Fire
A = Automatic
S = Scoped
U = Unique
M = Modifiable
T = Type (1 or 2-handed)
ENERGY WEAPONS
____________________ _____ ____ ___ __ ___ ___ ___ ___ __ __ ___ ___ _ _ _ _ _
|=-=-=-=-=-=-=-=-=-=-|=-=-=|-=-=|-=-|=-|=-=|-=-|=-=|-=-|-=|-=|-=-|=-=|-|
=|-|=|-|
|Laser RCW | 2150| 400| 60| 4|2-4| 50| 15|.08|20| 9|0.5| 15|Y|N|N|Y|2|
|Laser Rifle | 800| 125| 24| 8|1-3| 25| 15|.03|18| 1|1.5| 15|N|Y|N|Y|2|
|Laser Rifle: AEAR14 | 2200| 100| 24| 8|1-3| 25| 22|.02|20| 1| 2| 22|N|Y|Y|N|2|
|Prototype | | | | | | | | | | | | ||||||
|Multiplas Rifle | 2500| 50| 60| 7|2-4| 50|105| .5|35| 1| 1|105|N|N|N|N|2|
|Plasma Rifle | 1300| 75| 24| 8|1-2| 25| 32| .2|30| 1| 2| 32|N|N|N|Y|2|
|Plasma Rifle: Q-35 | 3000| 250| 12| 7| 2 | 25| 32| .2|28| 1| 2| 62|N|N|Y|N|2|
|Recharger Pistol | 2700| 300| 20| 7| 2 | 50| 12| 0|13| 1|1.2| 12|N|N|N|Y|1|
|Tesla Cannon: Tesla |12500| 40| 45| 8|6-8|100| 55| 0|37| 1| 2| 55|N|N|Y|N|
2|
|Tri-Beam Laser Rifle| 4800| 50| 24| 9|2-4| 75| 52| .5|23| 1|1.5| 15|N|N|N|N|2|
| | | | | | | | | | | | | ||||||
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯ ¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯ ¯¯ ¯¯¯ ¯¯¯ ¯ ¯ ¯ ¯ ¯
EXPLOSIVES
___________________ ____ ____ ___ ___ ___ ___ ___ ____ __ __ ___ ___ _ _ _ _ _
|=-=-=-=-=-=-=-=-=-=|-=-=|-=-=|-=-|=-=|=-=|-=-|=-=|-=-=|-=|-=|-=-|=-
=|-|=|-|=|-|
|Explosive | | | | | | | | | | | | ||||||
|Detonator | 25| .5| 1 | .5| 0| 0| 0| 0|24| 1| 1| 0|N|N|N|N|1|
|Dynamyte | | | | | | | | | | | | ||||||
|Mercy | | | | | | | | | | | | ||||||
|Thump-Thump | | | | | | | | | | | | ||||||
|Annabelle | | | | | | | | | | | | ||||||
| | | | | | | | | | | | | ||||||
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯¯ ¯¯ ¯¯ ¯¯¯ ¯¯¯ ¯ ¯ ¯ ¯ ¯
GUNS
____________________ ____ ___ ___ ___ ____ ___ ___ ____ __ __ ___ __ _ _ _ _ _
|=-=-=-=-=-=-=-=-=-=-|-=-=|=-=|-=-|=-=|=-=-|-=-|=-=|-=-=|-=|-=|-=-|-=|-|
=|-|=|-|
|Lucky | | | | | | | | | | | | ||||||
|10mm Pistol | 700| 80| 12| 3 |2-4 | 25| 22| 0.8|17| 1| 1 |22|N|N|N|Y|1|
|10mm Submachine Gun |2375|250| 30| 5 |3-5 | 50| 19| 4|20| 9| 1 |19|Y|N|N|
Y|1|
|Gun | | | | | | | | | | | | ||||||
|9mm Submachine Gun: |1500|600| 60| 4 |1-3 | 25| 13| 1.5| 0|13| 1 |13|Y|N|Y|
N|1|
|Light Machine Gun |5200|400| 90| 15|6-8 |100| 21| 3.2|30|12| 0 | 7|N|N|N|Y|
2|
|Ratslayer | | | | | | | | | | | | ||||||
| | | | | | | | | | | | | ||||||
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯¯ ¯¯ ¯¯ ¯¯¯ ¯¯ ¯ ¯ ¯ ¯ ¯
MELEE WEAPONS
____________________ ____ ____ ___ ___ ___ ___ ___ ___ __ __ ___ ___ _ _ _ _ _
|NAME: | VAL|HLTH|CLP|WG |STR|SKL|DAM|SPR|AP|RF| C%|CDM|A|S|
U|M|T|
|=-=-=-=-=-=-=-=-=-=-|-=-=|-=-=|-=-|=-=|-=-|-=-|=-=|=-=|-=|-=|-=-|=-=|-|
=|-|=|-|
|9 Iron: Nephi's Golf| 500| 50|---| 1| 2| 25| 30| 0|21| 5|1.2| 30|N|N|Y|N|2|
|Driver | | |---| | | | | | | | | | | | | | |
|Lead Pipe: The | 320| 75|---| 3|3-5| 50| 26| 0|21| 5| 1| 26|N|N|Y|N|1|
|Humble Cudgel | | | | | | | | | | | | ||||||
|Machete Gladius |1000| 75|---| 2|2-4| 25| 28| 0|20| 0|1.5| 28|N|N|N|N|1|
|Rebar Club | 500| 250|---| 9|7-9| 50| 42| 0|40| 1|0.5| 24|N|N|N|N|2|
|Figaro | | | | | | | | | | | | ||||||
|Baby! | | | | | | | | | | | | ||||||
| | | | | | | | | | | | | ||||||
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯ ¯¯ ¯¯¯ ¯¯¯ ¯ ¯ ¯ ¯ ¯
UNARMED WEAPONS
____________________ ____ ____ ___ __ ___ ___ ___ ____ __ __ ___ ___ _ _ _ _ _
|=-=-=-=-=-=-=-=-=-=-|-=-=|-=-=|-=-|-=|-=-|-=-|=-=|-=-=|-=|-=|-=-|=-=|-|
=|-|=|-|
|Pushy | | | | | | | | | | | | ||||||
|Fallen | | | | | | | | | | | | ||||||
|Zap Glove: Paladin |6800| 80|---| 6|2-4| 75| 41| 0|28| 5| 1| 41|N|N|Y|N|1|
|Toaster | | | | | | | | | | | | ||||||
| | | | | | | | | | | | | ||||||
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯ ¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯¯ ¯¯ ¯¯ ¯¯¯ ¯¯¯ ¯ ¯ ¯ ¯ ¯
_____________________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ARMOR
_______________________ ______________________________________________________
|=-=-=-=-=-=-=-=-=-=-=-=|-=|-=-=|-=-=|-=|-=|-|=|-=|-=-=-=-=-=-=-=-=-
=-=-=-=-=-=|
|Leather | | | | | ||| | |
|Remnants Power Armor |28|6500| 400|45| H|N|N|30|STR +1, Rad. Res +15
|
|T-45d Power Suit |22|4500|1000|45| H|N|N| 0|STR +2, AGL -2, Rad. Res
+10|
| | | | | | ||| | |
CLOTHING
_______________________ ______________________________________________________
|=-=-=-=-=-=-=-=-=-=-=-=|-=|-=-=|-=-=|-=|-=|-|=|-=|-=-=-=-=-=-=-=-=-
=-=-=-=-=-=|
|suit | | | | | ||| | |
|wear | | | | | ||| | |
|wear | | | | | | |N|23|AGL +1 |
|wear | | | | | ||| | |
|Followers Lab Coat |--| 8| 95| 2| L|Y|N| 0|Med. +10, Science +10 |
|wear | | | | | ||| | |
|Vault 3 Utility JS. |--| 10| 100| 1| L|N|N| 0|Lockpick +5, Repair +5 |
| | | | | | ||| | |
_____________________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
FOOD ETC
|=-=-=-=-=-=-=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|=-=-|=-=-=-
=-=-=-=-=-=-=-|
|Antivenom (x2) |Night Stalker Blood (x1), | 40 |Cures Animal Poison |
| |Cazador PG (1x) | | |
| |Nuka-Cola (1x) | | |
| |Cazador PG (1x) | | |
| | | |HP -2(20s) |
| | | |+9 |
|Healing Powder |Broc Flower (1x), Xander Root(1x| -- |PER -3, HP +3(18s)
|
|Hydra (2x) |Cave Fungus (5x), Night Stalker | 75 |Restore Limb Condit.|
|Party Time Mentats |Honey Mesquite Pod (1x), Mentats| 50 |CHR +5, PER +2,
INT |
| | | |7(10s) |
|Bloatfly Slider |Bloatfly Meat (1x), Prickly Pear| 20 |Rads +1, HP +10(15s)|
| |Fruit (2x) | | |
|Brahmin Steak (2x) |Brahmin Meat (2x), Wine (1x) | 35 |STR +3, Rads +1,
HP |
| | | |7(15s) |
| |RadAway (1x) | | |
|Fire Ant Fricassée |Cazador Egg (1x), Cram (1x), | 75 |HP +3(1m) |
|Gecko Kebab (2x) |Banana Yucca Fruit (1x), Gecko M| 60 |Rads +1, HP
+3(40s) |
|Grilled Mantis Leg |Honey Musquite Pod (2x) Wine (1x| 30 |Rads +1, HP
+3(30s) |
|Mole Rat Stew |Beer (1x), Honey Musquite Pod (2| 65 |HP +3(3s) |
|Mushroom Cloud |Gum Drops (1x), Night Stalker E.| 35 |AP +9, HP
+10(20s) |
|Trail Mix |Fresh Apple (1x), Fresh Pear (1x| 25 |Rads +1, AP +15, HP |
| |(10x) | | |
|Brahmin Wellington |Ant Egg (2x), Blamo Mac & Cheese| 80 |Rads +1, HP
+3(15s) |
|Rose's Wasteland |Blamo Mac & Cheese (2x), Tin Can| 65 |HP +14(1m)
|
| | | |Rads +2 |
AMMUNITION
|=-=-=-=-=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|=-
=-=-=|=-=-=-=|
|.308 JSP Hand Load |Case.308, Lead (19x), Powder Rifle | 50| 6|
|.45-70 Gov't SWC Hand Load|Case.45-70, Lead (40), Powder R. (5| 90|
7|
| |Primer, .50 MG | | |
|.50 MG Match Hand Load |Case.50, Lead (75), Powder R. (25x)| 100|
8|
| |Primer, .50 MG | | |
|10mm JHP Hand Load |Case.10, Lead (21), Powder P. (12x)| 50| 1|
|12 Ga. Buckshot |Hull 12 Gauge, Lead (40), Powder P.| 10| 1|
|12 Ga. Buckshot, Magnum |Hull 12 Gauge, Lead (40), Powder P.| 25|
3|
|12 Ga. Coinshot |Hull 12 Gauge, Legion Denarius (8x)| 25| 40|
|12 Ga. Slug |Hull 12 Gauge, Lead (45), Powder P.| 25| 2|
|20 Ga. Buckshot |Hull 12 Gauge, Lead (30), Powder P.| 10| 1|
|20 Ga. Buckshot, Magnum |Hull 12 Gauge, Lead (30), Powder P.| 25|
3|
| |(28x), Primer Shotshell | | |
|20 Ga. Slug |Hull 12 Gauge, Lead (33), Powder P.| 25| 2|
|5mm Round |Case .5, Lead (13), Powder Rifle (5| 25| 1|
| |Primer .50 MG | | |
|Lead (200) | | | |
ENERGY AMMUNITION
|=-=-=-=-=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|=-
=-=-=-|=-=-=-|
|Energy Cell | | | |
|Flamer Fuel | | | |
|Microfusion Cell | | | |
| | | | |
MEDICINE
|=-=-=-=-=-=-=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|=-=-|=-=-=-
=-=-=-=-=-=-=-|
|Doctor's Bag |Forceps (1x), Medical Brace (1x)| 40 |Restore body parts |
|Weapon Repair Kit |Duct Tape (1x), Scrap Electronic| 50 |Restores currently
|
_____________________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|NAME: | WGT|VAL|H|CRAFT|EFFECTS: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|-=-=|=-=|-|=-=-=|-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=|
|Atomic Cocktail | 1| 25|N| REC |Ener. Res. +75, Fire Res. +75,|
| | | || |Rads +2 |
|Bighorner Steak | 0.8| 5|N| REC |STR +3, Rads +1, HP +7(10s) |
|Brahmin Steak | 0.8| 5|N| REC |STR +3, Rads +1, HP +7(15s) |
|Irradiated Barrel Cactus | 1| 2|N| --- |END 03, Rads +2, HP +3(5s) |
|Irradiated Sugar Bombs | 1| 2|N| --- |AP +15, Rads +2, HP +3(7s) |
| | | || |Rads +2 |
|Pinto Bean Pod |0.05| 0|Y| ING |HP +3(3s) |
| | | || | |
_______________________________________________________[APX]
_____________________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-|
|The Courier Who Broke the Bank | 30 |Get banned from all the Strip's
casinos|
| | |Hardcore Mode. |
_____________________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-|
|The Courier Who Broke the Bank |Silver|Get banned from all the Strip's
casinos|
| | |Hardcore Mode. |
_____________________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| | | a grave. |
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
| 5 | Nellis Air Force Base | "Nellis AFB" - Pete's Museum - Corner table |
|---|-------------------------|-----------------------------------------------|
| | | wooden bookcase. |
|---|-------------------------|-----------------------------------------------|
_____________________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| | | soda machine. |
|---|-------------------------|-----------------------------------------------|
| 2 | Cap Counterfeiting Shack| Cellar Room - Head to the cellar of the shack |
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| | | west and pick the Very Hard lock (or use the |
|---|-------------------------|-----------------------------------------------|
| 2 | Old Nuclear Test Site | Nuclear Test Shack - On the small table on the|
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
| | | corner. |
| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
|---|-------------------------|-----------------------------------------------|
| 2 | Nellis Air Force Base | Mother Pearl's Barracks - Check the bookcase |
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
| | | in the back. |
*Note: The book at Ranger Station Foxtrot will not appear unless you have an
updated version of the game. Make sure you have done at least the first
official update to find the book here. As of the latest patch this book
| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| 1 | Gomorrah | Zoara Club: Big Sal's Office - The book can be|
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
| | | of the entrance. |
|---|-------------------------|-----------------------------------------------|
| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| 1 | Bitter Spring Recreation| Office Shack to the west - On the office desk |
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
| 3 | The Prospector's Den | Inside the caves and Den - Far right corner of|
|---|-------------------------|-----------------------------------------------|
| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| | | this room. |
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
| 3 | Mesquite Mountain Crater| Hell's Motel - Below the globe with a hat on |
|---|-------------------------|-----------------------------------------------|
| | | there. |
| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| 1 | Cannibal Johnson's Cave | Look on top of the sleeping mattress near the |
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
| 3 | Hidden Supply Cave | Lying on the first metal crate in the back |
|---|-------------------------|-----------------------------------------------|
| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| 1 | Abandoned BoS Bunker | Office Area - Atop the metal sill opposite the|
| | | entrance. |
|---|-------------------------|-----------------------------------------------|
| 2 | Nellis Air Force Base | Loyal's Workshop House - Long metal counter |
|---|-------------------------|-----------------------------------------------|
| | | entrance. |
|---|-------------------------|-----------------------------------------------|
| 4 | South Nevada Wind Farm | Shack - On the table in the middle of the
room|
| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| | | vial experiment. |
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| | | metal shelves. |
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
| | | the back. |
|---|-------------------------|-----------------------------------------------|
| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| | | locker. |
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
| 3 | Lucky Jim Mine | Shack - On the lower metal shelf to the right |
|---|-------------------------|-----------------------------------------------|
| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
|---|-------------------------|-----------------------------------------------|
| 2 | Matthews Animal Farm | Northern Barn - Top balcony near the barrel |
|---|-------------------------|-----------------------------------------------|
| 3 | Mesquite Mtn. Camp Site | Western Tent - Between the two rolled-up
beds |
|---|-------------------------|-----------------------------------------------|
| | | fallen bookshelf. |
¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| 1 | Fisherman's Pride Shack | Shack - Bedside table near the lamp and mat
in|
|---|-------------------------|-----------------------------------------------|
|---|-------------------------|-----------------------------------------------|
| 3 | The Tops Casino | Presidential Suite - Small table near the pool|
| | | tables. |
|---|-------------------------|-----------------------------------------------|
_____ __ __ _____ ___ ___ ___ _ _ _ _ ___ ___ _____ ___ _____ __
|_ _\ \/ / \ \ / /_ _| _ \/ __|_ _| \| | | || |_ _/ __|_ _/ _ \| _ \ \ / /
_________________________________________________________________________[VIR]
• 0.69 [19 October 2010]
====== =================
====== =================
o Added side quests, map, and skill magazines, snow globes, and weapons.
====== ==================
====== ==================
o Recipes completed.
o Bestairy begun.
__ __ ___ ___ ___ ___ ___ _____ ___ _ _ ___ ___ ___
__________________________________________________________[CRD]
Credits:
¯¯¯¯¯¯¯¯
• noz3ro: A great author with various guides on his name, noz3ro has
• Absolute Daniel: Thank you very much, little brother. You've been a great
• All readers: Thank you very much for reading this, sending donations,
\ \/ /_ _| | _ \_ _/ __| || |_ _/ __/ _ \| _ \ \ / /
__________________________________________________[COPS]
I merely created a copy of a great copyright notice, but to get away with it I
read this section as copy right (which is a great thing, as this gives you the
right to copy other people's stuff)! Furthermore, this entire document falls
under the protection of the feodal laws not written by Super Mutant Fawkes
in
the year 2223. Plagiarism would be unwise, and may result in severe rapage
by
Super Mutants. Most Super Mutants have one form or another of herpes.
Online,
location at an even more secret Vault. After my death in 2077, you may do
whatever you wish with this document, a sole exception being printing it out
with the intention to wipe, because that's just unfunny. Closing words,
[But in case you were wondering, no, it really may not be reproduced under
any
circumstance except for personal, private use. It may not be placed on any
Use of this guide on any other website or as a part of any public display is
strictly prohibited.]
______________________________________________________________________________
__
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______________________________________________________________________________
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Writing a thank-you takes a minute, the pleasure of reading it lasts all day.