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`------------------------------------------------------------`

Full Survival Guide by Absolute Steve

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With contributions from:

• noz3r0

• Absolute Daniel
___ _ ___ ___ ___ ___ ___ _ ___

| __/_\ / __| __| _ )/ _ \ / _ \| |/ / |

| _/ _ \ (__| _|| _ \ (_) | (_) | ' <|_|

|_/_/ \_\___|___|___/\___/ \___/|_|\_(_)

Like this on Facebook!: facebook.com/absolutesteve

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Guestbook: shillatime.org/guestbook

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Enhanced Supercheats Guide: http://www.supercheats.com/guides/fallout-


new-vegas/

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|_ _| \| |_ _| _ \/ _ \| \| | | |/ __|_ _|_ _/ _ \| \| |

| || .` | | | | / (_) | |) | |_| | (__ | | | | (_) | .` |

|___|_|\_| |_| |_|_\\___/|___/ \___/ \___| |_| |___\___/|_|\_|

______________________________________________________________

Welcome to my latest project, Fallout New Vegas. It has


Oo¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯oO

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 ||

professional guide writing business and worked with || PS3 / PC / X360 ||

Piggyback Interactive on the official strategy guide for ||faq@shillatime.org||

Final Fantasy XIII. It was an honor to work on such a ||www.shillatime.org||


big project, and it was especially nice to be the first Oo__________________oO

person in the world to ever beat FF XIII outside of the

development team. I'm glad to present you THE follow-up guide of a


longlasting

and popular series: Fallout.

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

strategies and vast descriptions greatly enrich your gaming experience. In


any

case, be sure to like this guide on facebook (see link above) and tell your

friends about this guide!

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

breathe the same atmosphere as Fallout 3 both in terms of exciting


storytelling

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

I do want to mention that some events in FNV are painfully unfunny,


sometimes

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

those people at Obsidian should give me a call - as a psychologist student I'd

gladly study them as field cases.

Lastly, be sure to check out Supercheats.com soon for an enhanced version


of the

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

consideration and enjoy the guide and the game!

~ Absolute Steve

P.S. Also on behalf of noz3ro, absolute daniel, and other future contributors

that may very well follow; welcome!

______________________________________________________________________________
__

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| |) | (_) | .` |/ _ \| | | | (_) | .` \__ \

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______________________________________________

[AND TERMS OF USE IN A SENSE]

• If you found this guide helpful, feel free

to consider one of these options to donate:

• 1. Paypal donation at: faq@shillatime.org

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

• 2. Make a purchase at Amazon.com by searching

for your item through my referral search

box (this grants me 4% profit with no

additional costs for you), found at:

http://www.shillatime.org/amazon.html

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• 3. Tell someone dear how special they

are to you and remember their smile.

[And afterwards, of course, return to

blasting off heads in New Vegas!]

Thank you very much for your consideration!


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|_/_/ \_\___/____|___| \___/|_| \___\___/|_|\_| |_| |___|_|\_| |_| |___/

_________________________________________________________________________[TOC
]

Use CTRL + F and copy/paste the [TAG] to find the section you're looking for.

I. . . . . . . . . . . . CONTROLS, BASICS & TIPS [BSC]

1.1 ................... Game Controls [BSC-1]

1.11 .................. XBOX360 Controls [BSC-1.11]

1.12 .................. Playstation 3 Controls [BSC-1.12]

1.13 .................. PC Controls [BSC-1.13]

1.14 .................. Companion Controls [BSC-1.14]

1.2 ................... Understanding the compass [BSC-2]

1.3 ................... Tips and Tricks [BSC-3]

1.31 .................. General Tips [BSC-3.1]

1.32 .................. Hacking Tips [BSC-3.2]

1.33 .................. Lockpicking Tips [BSC-3.3]

1.4 ................... Pre-order Bonuses [BSC-4]

1.5 ................... Game Difficulty & Hardcore Mode [BSC-5]

II. . . . . . . . . . . . WALKTHROUGH [WLK]


2.1 ................... Ain't That a Kick in the Head [WLK-1]

2.2 ................... Back in the Saddle [WLK-2]

2.3 ................... By a Campfire on the Trail [WLK-3]

2.4 ................... Ghost Town Gunfight [WLK-4]

2.5 ................... They Went That-a-Way [WLK-5]

2.6 ................... Come Fly With Me [WLK-6]

2.7 ................... Ring-a-Ding-Ding [WLK-7]

2.8 ................... G.I. Blues [WLK-8]

2.9 ................... Wild Card: Ace In The Hole [WLK-9]

III. . . . . . . . . . . . SIDE QUESTS [SDQ]

3.1 ................... Aba Daba Honeymoon [SDQ-1]

3.2 ................... Ant Misbehavin' [SDQ-2]

3.3 ................... Anywhere I wander [SDQ-3]

3.4 ................... Back in Your Own Backyard [SDQ-4]

3.5 ................... Beyond the Beef [SDQ-5]

3.6 ................... Birds of a Feather [SDQ-6]

3.7 ................... Bitter Springs Infirmary Blues [SDQ-7]

3.8 ................... Bleed Me Dry [SDQ-8]

3.9 ................... Booted [SDQ-9]

3.10 .................. Boulder City Showdown [SDQ-10]

3.11 .................. Bye Bye Lover [SDQ-11]

3.12 .................. Can You Find It In Your Heart? [SDQ-12]

3.13 .................. Classic Inspiration [SDQ-13]

3.14 .................. Climb Ev'ry Mountain [SDQ-14]


3.15 .................. Cold, Cold Heart [SDQ-15]

3.16 .................. Come Fly With Me [SDQ-16]

3.17 .................. Crazy, Crazy, Crazy [SDQ-17]

3.18 .................. Cry Me a River [SDQ-18]

3.19 .................. Debt Collector [SDQ-19]

3.20 .................. Don't Make a Beggar of Me [SDQ-20]

3.21 .................. Ed-E My Love [SDQ-21]

3.22 .................. Eye For an Eye [SDQ-22]

3.23 .................. Eyesight to the Blind [SDQ-23]

3.24 .................. Flags of Our Foul-Ups [SDQ-24]

3.25 .................. For Auld Lang Syne [SDQ-25]

3.26 .................. G.I. Blues [SDQ-26]

3.27 .................. Ghost Town Gunfight [SDQ-27]

3.28 .................. Guess Who I Saw Today [SDQ-28]

3.29 .................. Hard Luck Blues [SDQ-29]

3.30 .................. Heartache by the Number [SDQ-30]

3.31 .................. High Times [SDQ-31]

3.32 .................. How Little We Know [SDQ-32]

3.33 .................. I Could Make You Care [SDQ-33]

3.34 .................. I Don't Hurt Anymore [SDQ-34]

3.35 .................. I Forgot To Remember To Forget [SDQ-35]

3.36 .................. I Fought The Law [SDQ-36]

3.37 .................. I Hear You Knocking [SDQ-37]

3.38 .................. I Put a Spell on You [SDQ-38]

3.39 .................. Keep Your Eyes On The Prize [SDQ-39]

3.40 .................. Left My Heart [SDQ-40]


3.41 .................. Medical Mystery [SDQ-41]

3.42 .................. My Kind Of Town [SDQ-42]

3.43 .................. No, Not Much [SDQ-43]

3.44 .................. Nothin' But A Hound Dog [SDQ-44]

3.45 .................. Oh My Papa [SDQ-45]

3.46 .................. One For My Baby [SDQ-46]

3.47 .................. Pheeble Will [SDQ-47]

3.48 .................. Pressing Matters [SDQ-48]

3.49 .................. Restoring Hope [SDQ-49]

3.50 .................. Return to Sender [SDQ-50]

3.51 .................. Run Goodspring Run [SDQ-51]

3.52 .................. Someone To Watch Over Me [SDQ-52]

3.53 .................. Still In The Dark [SDQ-53]

3.54 .................. Sunshine Boogie [SDQ-54]

3.55 .................. Talent Pool [SDQ-55]

3.56 .................. Tend To Your Business [SDQ-56]

3.57 .................. That Lucky Old Sun [SDQ-57]

3.58 .................. The Legend Of The Star/

A Valuable Lesson [SDQ-58]

3.59 .................. The Coyotes [SDQ-59]

3.60 .................. The Finger Of Suspicion [SDQ-60]

3.61 .................. The Moon Comes Over The Tower [SDQ-61]

3.62 .................. The White Wash [SDQ-62]

3.63 .................. There Stands The Grass [SDQ-63]

3.64 .................. Three-Card Bounty [SDQ-64]

3.65 .................. Unfriendly Persuasion [SDQ-65]


3.66 .................. Volare! [SDQ-66]

3.67 .................. Wand Dang Atomic Tango [SDQ-67]

3.68 .................. We Are Legion [SDQ-68]

3.69 .................. We Will All Go Together [SDQ-69]

3.70 .................. Wheel Of Fortune [SDQ-70]

3.71 .................. Why Can't We Be Friends [SDQ-71]

3.72 .................. You Can Depend on Me [SDQ-72]

IV. . . . . . . . . . . . MOJAVE MAPS [MAPS]

V. . . . . . . . . . . . STATISTICS [STA]

5.1 ................... Are you S.P.E.C.I.A.L.? [STA-1]

5.2 ................... Skills [STA-2]

5.3 ................... Perks [STA-3]

5.4 ................... Traits [STA-4]

5.5 ................... Derived Statistics [STA-5]

VI. . . . . . . . . . . . GENERAL INFO [GEN]

6.1 ................... Level Up Chart [GEN-1]

VII. . . . . . . . . . . . INVENTORY [INV]

7.1 ................... Weapons [INV-1]

7.2 ................... Armor [INV-2]


7.3 ................... Recipes [INV-3]

7.4 ................... Food [INV-4]

VIII. . . . . . . . . . . . APPENDIX [APX]

8.1 .................. Xbox 360 Achievements [APX-1]

8.2 .................. Playstation 3 Trophies [APX-2]

8.3 .................. Snow Globe Locations [APX-3]

8.4 .................. Skill Book Locations [APX-4]

IX. . . . . . . . . . . . VIRGIN HISTORY [VIR]

X. . . . . . . . . . . . CREDIT CHIPS [CRD]

XI. . . . . . . . . . . . RIGHTCOPY [COPS]

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_________________________________________________________________________

AN ESSAY ON THE PAST, PRESENT, AND FUTURE OF THE VIDEO GAMEGUIDE


INDUSTRY
A PLEAD FOR ENDLESS IDEALISM AND ULTIMATE RESOURCES

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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Game guides have been around for almost as long as videogames


themselves, but in

a world where information is becoming increasingly more accessible, how is


the

format for game guides evolving? In the early nineties, game guides were
usually

featured as an appendix to videogame magazines, until Prima launched a


series of

game guides back in 1990. The guides were qualitatively poor and fairly

unpopular by today's standards. Another company called Bradygames started

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

through heavy marketing. By dialing a certain hotline you had "instant


access"

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,

and interestingly, both took base in Hamburg, Germany. Piggyback quickly

conquered the European market with high-quality guides for well-known


games

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

games were quick to be covered in so-called FAQs: Documents in which


Frequently

Asked Questions were answered. Jeff Veasey, founder of GameFAQs, started

collecting these documents and brought them all together at what remains
the

biggest online gaming helpsite to date. FAQs started including full-fledged

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

interest. This format allows communities of people to cooperatively work on

creating a network of informative pages regarding a certain game. While the

obvious benefit is that the amount of people makes contributing easy and the

network quickly grows, some of the major downsides are inaccuracy of

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

implementing a simple Ctrl + F search system with [tags] into their


documents.

THE PRESENT

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Presently, there are several camps in the guide writing business. There are
the

well-known strategy guide writing companies that pay for exclusive


publishing

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

geographically but interestingly also qualitatively: On the one hand we have

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

erroneous layouts and information almost never justify a purchase at these

companies. However, the majority of the gaming market - say 90% - doesn't
even

look at the company name when buying a strategy guide, so there's no


reason

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

various tactical tips, inaccuracy and incompletion of the content.

On the other hand we have the European companies, Piggyback and


FuturePress,

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

a product of marketing, if you need any reason to warrant a purchase at all,

it's because their books are in the best condition they could've possibly

reached you, having excellent binding, highly qualitative layouts and an


ocean
of information and trivia. The only downsides to this approach are the fact

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.

Where Piggyback's fashionable office is located in the beautiful Hamburg city

center, my trip to FuturePress requires a little more dedication, but I

eventually manage to find their headquarters in a back alley of a more sober

neighborhood. The people are all very friendly, although it becomes


immediately

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

library of text-based documents on GameFAQs, to the - sorry to say, but


poorly

made - semi-free guides of Gamespot and IGN, to wiki pages dedicated to


specific

games, to in-depth guides by prolific authors at Supercheats, to more simple

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

world of ever-changing formats for game guides, which direction are we


headed

and better yet, which direction is best to be headed towards?

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.

LOW-QUALITY, SEMI-FREE GUIDES @ GAMESPOT & IGN

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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

advertised online. A solution for improvement would theoretically be simple,


but

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

against using these sites, but that's a complete different story).

WIKI-PAGES; GREAT IDEALISM, LESS GREAT FORMAT

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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

semi-free guides previously discussed, namely that they lack in-depth

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

community of people. Unpopular games aren't covered by wiki pages at all,


and

there are far too few contributors in the first place.

CHEAT SITES; INCORPORATED WITH GUIDES

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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

there's a solution for this problem we'll soon land at.

VIDEO TALKTHROUGHS; TOO FEW BENEFITS OVER TEXT

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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

complete item/equipment list as featured in most role playing games (but


very

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

- or vice versa. An other disadvantage is that videos contain spoilers. You

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

situation. A last drawback of videos is that they're time consuming to watch,

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,

but they have little value beyond this feature.

FAQS: DO THESE TEXT DOCUMENTS REALLY HOLD THE FUTURE?

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If someone would ask me if there is still a need for text-based documents


(FAQs)

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

it's easy to make things better, why not give it a try?

On a side note, I wouldn't think the solution lies in the new html guides that

GameFAQs now features. It theoretically allows for a few decent features,

especially if authors would choose to include screenshots that enrich their

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

(not a disaster), it is arguably not as easy to search through compared to a

compact text document, it is a pain to save onto an external space such as a

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

superguides at mycheats, the difference being that everyone can contribute


to

those.
TEXT ENHANCED WITH PICTURES?

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Random screenshots as used in the semi-free guides on IGN and Gamespot


don't add

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

player is headed towards. As a rule, screenshots don't lend themselves well

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

as giving a general overview. This is the biggest drawback of text


documents,

and although text maps can be functional, picture maps are easier to use.

Fortunately, it's very easy to upload a picture map to GameFAQs and


integrate

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

enough of eye candy while playing your games.

GUIDE WRITERS UNITE!

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

actually contributing something that hasn't already been done before; do


guides

exist with better informative text that are faster available than yours, are

better searchable, more concisely and clearly written, perhaps more


beautifully

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

skills (a completely legitimate reason), or because you think you can do


better

than the best existing guide available (legitimate, but sometimes difficult to

attain). A final, alternative point of view could be to take "a different

approach", which always comes down to either using more or using less
humor, or

describing more or less spoilers, simply because "other approaches" don't


exist:
The video game you're writing about demands a certain structured approach
with

little variation possible. Do realize that even with a "different approach", the

most important goal is still to write just as qualitatively as the best

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

keep spoilers to a minimum (arguably a favorable combination for the


majority of

readers). Even when there's no information available at all on a certain game,

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

outdo your guide soon.

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

of visits of a high-quality guide to a merely decent guide you'd notice a

drastic difference between figures. The star system already differentiates -


and

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

have an unwritten rule that unfinished walkthroughs do not get posted if a


starred guide already exists for that game), as it also encourages writers to

start in 'the business'. The point here is that everyone would greatly benefit

if authors started to work together in an efficient manner.

ENDLESS AND OPTIMISTIC, YET NOT IMPOSSIBLE GUIDE WRITING IDEALISM

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

for extraordinary quality is that the community at least partly consists of

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

require optional exploration, someone could be working on assembling item


and

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.

WHAT IS THE ULTIMATE GOAL OF GUIDE WRITING?

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The same idea could be applied to all online guide writing, and it would
greatly

improve the overall quality of what's available. Ultimately it would find

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:

To not only help someone from A to B, but to really *enhance* someone's

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

high-quality strategy guide is going to help you do just that. It would be

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

are some ways to improve and promote quality?


INTRODUCE A FAQ OF THE YEAR CONTEST; OMG, GOLD STARS!?

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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.

A GUIDE WRITER CONTEST INSTEAD OF THESE REPETITIVE CHARACTER AND


GAME CONTESTS?

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯

It could also greatly help to put authors a little more in the spotlights. A

simple poll could do wonders alone, not to imagine a "favorite author"


contest,

putting the building bricks of GameFAQs in the spotlight for once - the
authors

of FAQs themselves - instead of the repetitive character contests that are


now
being held yearly. A trial would be nice at the very least; contributors really

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

their own - there's nothing to lose.

On a different but related note, an other possible way to easily motivate

qualitative work under authors would be by showing the amount of stars -


which

implies recommendations or FotM prizes - on the author's forum account,


similar

to how Karma is displayed.

GIVE SOME, GET SOME

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

and new goals.

JOIN OR START A DISCUSSION ON GAMEFAQS OR FACEBOOK

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

are limited. If you're interested, apply at faq@shillatime.org and send a link

to your contributor page and your best piece of work.

I thank you for taking the time reading this. Rests me to wish you a lot of fun

with Fallout New Vegas and this Full Survival Guide!

___ ___ ___ _ _ _____ ___ ___ _ ___

|_ _| / __/ _ \| \| |_ _| _ \/ _ \| | / __|

| | _ | (_| (_) | .` | | | | / (_) | |__\__ \_

|___(_) \___\___/|_|\_| |_| |_|_\\___/|____|___( )

|/

___ _ ___ ___ ___ ___ _____ ___ ___ ___

| _ ) /_\ / __|_ _/ __/ __| |_ _|_ _| _ \/ __|

| _ \/ _ \\__ \| | (__\__ \_ | | | || _/\__ \

|___/_/ \_\___/___\___|___( ) |_| |___|_| |___/

|/ [BSC]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 1.1 GAME CONTROLS [BSC-1] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

1.11 XBOX360 CONTROLS [BSC-1.11]

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

MAIN CONTROLS:

__________________ ___________________________________________________________

| BUTTON: |IN-GAME ACTION: |

|=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|

|Left Analog Stick |Move around |

|Right Analog Stick|Look/Turn around |

| D-Pad |Swap between weapons located in the Quickswap Menu |

|Left Stick [push] |Crouch |

|Right Stick [push]|Pick up/Drop items |

| A |Action Button |

| B |Bring up/down Pip-Boy 3000 |

| B [hold] |Turn Flashlight On/Off |

| X |Reload Equipped Weapon |

| X [hold] |Holster Equipped Weapon |

| Y |Jump |
| RT |Attack/Shoot |

| RB |Enter V.A.T.S mode [Only possible with targets nearby] |

| LT |Aim/Block |

| LB |Switch between 1st/3rd person camera view |

| LB [hold] |Adjust camera viewpoint |

| START |Pause Menu |

| BACK |Wait [Time will pass; 24h maximum] |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

V.A.T.S CONTROLS:

__________________ ___________________________________________________________

| BUTTON: |IN-GAME ACTION: |

|=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|

|Left Analog Stick |Switch between target's body parts |

|Right Analog Stick|Switch between different targets |

| A |Confirm |

| B |Cancel |

| RT |Select target |

| RB |Enter V.A.T.S |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

1.12 PLAYSTATION 3 CONTROLS [BSC-1.12]

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

MAIN CONTROLS:

__________________ ___________________________________________________________
| BUTTON: |IN-GAME ACTION: |

|=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|

|Left Analog Stick |Move around |

|Right Analog Stick|Look/Turn around |

| D-Pad |Swap between weapons located in the Quickswap Menu |

| L3 |Crouch |

| R3 |Pick up/Drop items |

| X |Action Button |

| O |Bring up/down Pip-Boy 3000 |

| O [hold] |Turn Flashlight On/Off |

| Square |Reload Equipped Weapon |

| Square [hold] |Holster Equipped Weapon |

| Triangle |Jump |

| R1 |Attack/Shoot |

| R2 |Enter V.A.T.S mode [Only possible with targets nearby] |

| L1 |Aim/Block |

| L2 |Switch between 1st/3rd person camera view |

| L2 [hold] |Adjust camera viewpoint |

| START |Pause Menu |

| SELECT |Wait [Time will pass; 24h maximum] |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

V.A.T.S CONTROLS:

__________________ ___________________________________________________________

| BUTTON: |IN-GAME ACTION: |

|=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|

|Left Analog Stick |Switch between target's body parts |

|Right Analog Stick|Switch between different targets |

| X |Confirm |

| O |Cancel |

| R1 |Select target |

| R2 |Enter V.A.T.S |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

1.13 PC CONTROLS [BSC-1.13]

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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:

__________________ ___________________________________________________________

| BUTTON: |IN-GAME ACTION: |

|=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|

| Mouse |Look/Turn Around |

| W |Forward |

| S |Backward |

| A |Strafe left |

| D |Strafe right |

| Left Shift |Run |

| Caps Lock |Run [permanently] |

| Q |Auto-Move |
| 1-8 |Swap between weapons located in the Quickswap Menu |

| Left Ctrl |Crouch |

| Z |Pick up/Drop items |

| E |Action Button |

| Tab |Bring up/down Pip-Boy 3000 |

| O [hold] |Turn Flashlight On/Off |

| R |Ready/Reload/Holster Equipped Weapon |

| Space |Jump |

|Left Mouse Button |Attack/Shoot |

|Right Mouse Button|Aim/Block |

| R2 |Enter V.A.T.S mode [Only possible with targets nearby] |

| F or Mouse Wheel |Switch between 1st/3rd person camera view |

| Mouse Wheel |Adjust camera distance |

|Mouse Wheel [hold]|Adjust camera viewpoint |

| ` |Pause Menu |

| T |Wait [Time will pass; 24h maximum] |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

V.A.T.S CONTROLS:

__________________ ___________________________________________________________

| BUTTON: |IN-GAME ACTION: |

|=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|

|Left Mouse Button |Select target/Switch between target's body parts |

|Left [on arrows] |Switch between targets |

|Right Mouse Button|Exit V.A.T.S./Cancel queued attacks |

| E |Confirm |
| V |Enter V.A.T.S |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

PIP-BOY 3000 CONTROLS:

__________________ ___________________________________________________________

| BUTTON: |IN-GAME ACTION: |

|=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|

| Tab |Bring up/down Pip-Boy 3000 |

| Tab [hold] |Turn Flashlight On/Off |

| F1 |Bring up/down Pip-Boy 3000 [Directly in stats mode] |

| F2 |Bring up/down Pip-Boy 3000 [Directly in items mode] |

| F3 |Bring up/down Pip-Boy 3000 [Directly in data mode] |

|Left Mouse Button |Equip/Unequip/Use selected item |

|Right Mouse Button|Drop selected item |

| R |Repair selected item |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

1.14 COMPANION CONTROLS [BSC-1.14]

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The 'companion wheel' comes up whenever you interact with companions,


and

provides us with several options. Going clockwise, starting at 12 'o clock:

________________________ _____________________________________________________

| BUTTON: |IN-GAME ACTION: |

|=-=-=-=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=|

|Be Passive/Agressive |Modifies companion's AI to act passively/agressively


|

|Use Stimpak |Use a Stimpak on companion |

|Wait here/Follow me |Forces the companion to wait or to follow |

|Talk to |Converse with the companion |

|Back up |Tells the companion to provide cover tactics |

|Keep distance/Stay close|Adjusts the companion's proximity to your


character |

|Open inventory |Opens up the companion's inventory |

|Use Ranged/Melee |Switches between ranged/melee weapons |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

Ranger or Trooper (if you're in a good reputation with them). Lastly,

hiring a bodyguard in Freeside cranks the maximum up to 4, but these


guys

only help you during your stay in Freeside, so they hardly count.

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 1.2 UNDERSTANDING THE COMPASS [BSC-2] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

|HP The compass (left hand corner) is extremely


|||||||||||||||||||| important for exploration. It's not difficult

|¯¯¯¯¯¯¯¯¯¯¯v¯¯¯¯¯l¯¯¯l¯¯¯ to use, but a thorough explanation might give

|-.-.-.-.-.-.-.-.-.-.-.-.- you a few insights you would've otherwise

| /\ /\ missed out on. Let's go over all the features

|NE E SE one by one, going from top to bottom.

1. Your health is displayed on top and an indication of your remaining health


is

given by the amount of lines: ||||||||||. In the example above, health is

not at it's maximum, but lies around 4/5th of the max.

2. The 'v' in the example is always at the same place. This denotes your

current direction. As you'll see below, directions such as NE, E, SE will

circle (i.e. move from left to right) as you move around. In the example

above, your character is facing E, meaning you're facing east.

3. Various markers can be spotted above or below the line (-.-.-.-.-.-).

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.

4. Lastly, notice the markers below the line (-.-.-.-.-.-), as indicated by /\

in the example above. These show the location of your destination(s), such

as an active quest. There is a second marker that you'll sometimes notice


on your compass, which looks like a small hollow triangle (not covered in

the ASCII example). These small triangles denote a primary or secondary

location you haven't found yet. A filled small triangle denotes a location

which you have explored at least once.

- Considering its simplicity, a short description of the HUD on the right will

suffice: It notifies you of your currently remaining AP (Action Points,

as used in VATS), denoted by lines ||||||||||. The condition (CND) of your

equipped weapon is denoted by the small bar, and this interface also
shows

the ammunition in your equipped weapon: (Clip/Total).

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 1.3 TIPS AND TRICKS: [BSC-3] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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,

even if you're not planning to use the walkthrough.

1.31 GENERAL TIPS [BSC-3.1]

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

• 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

around the next corner.

• Never waste ammunition, and never waste Stimpaks, especially on


hardcore mode.

If you're in need of healing, do it properly and rest. Use V.A.T.S to greatly

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

of a few RadAways instead of Stimpaks!

• 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.

This saves enormous amounts of time.

• 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

when you're on a lengthy quest.

• Pressing the Right Stick (on consoles) lifts items/bodies from the ground.

It can sometimes be worthwhile to lift up buckets or small wooden crates to

find they actualy contain a hidden treasure!

• Always search vending machines for Nuka Cola and Sarsaparilla Bottles.

• Get your Science and Lockpick up to 50 as soon as possible, which allows


you

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

that gives you a temporary +10 boost.

• 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

yourself stuck, don't hesitate to use the fast travel option!

• 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!

• The checklists in this survival guide feature two kinds of brackets:

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,

these items are optional pickups.

• Infinite Caps Glitch:

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

1. Find a merchant that sells two of the same weapon or armor.

2. Buy the cheapest of their two weapons or armors.

3. Sell it back to the merchant with profit.

4. Repeat and profit more.


1.32 HACKING TIPS [BSC-3.2]

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

skill is, the easier hacking becomes.

Roughly speaking, there are three (combinable) methods for hacking


terminals:

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

letters in similar positions.

Example: You attempted "FESTERS" and get 0/7 correct (nothing at all).
You

can now say to yourself: Okay, all other passwords containing an

F as the first letter will be incorrect, all passwords with an E as

second letter are incorrect, etcetera. Thus "SYSTEMS" would be


incorrect as it contains an E on the fifth spot, and we know that

this cannot be a possibility.

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

same positions (compared to "FESTERS", the password "SUCKING"


does

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.

Not this time, at least...

If you get even more letters correct, such as 5/7 with the password

"TESTERS", look for words that have various similarities, such as

those ending with "TERS".

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

of these brackets, more than one character is highlighted, and everything

between these brackets is also highlighted. An example would be: {.,::&}.

Selecting this can either replenish your attempts, or remove a faulty

password from the possibilities. It it wise to first attempt three passwords

and then search for brackets, resulting in removing several duds and a

possible allowance replenishment, greatly improving your odds.


If this doesn't help, either search for another bracket combination or back

out of the terminal and try again.

1.33 LOCKPICKING TIPS [BSC 3.3]

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

EASY: AVERAGE: HARD:

__________ __________ __________

/::::| \ / \:::| \ / \::| \

/:::::| \ / \::| \ / \:| \

/ \::::| \ / \:| \ / \| \

| \::| | | \| | | |

| \| | | | | |

| | | | | |

\ / \ / \ /

\ / \ / \ /

\__________/ \__________/ \__________/

VERY EASY and VERY HARD have bigger and smaller correct zones
respectively.

IS THAT A BOBBY PIN IN YOUR POCKET?

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

You can only attempt more difficult locks when ___________ _______________

your lockpick skill has reached a certain |DIFFICULTY:|REQUIRED SKILL:|

leven. For example, in order to pick average |=-=-=-=-=-=|=-=-=-=-=-=-


=-=|
locks you'll need a lockpick skill of at least |Very Easy | 0 |

50+, and for hard locks you need 75+. The |Easy | 25 |

locks above indicate example ranges of where |Average | 50 |

your bobby pin can be placed at in order to |Hard | 75 |

unlock the lock with the screw driver. Placing |Very Hard | 100 |

the bobby pin correct is impossible without ¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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..

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 1.4 PRE-ORDER BONUSES: [BSC-4] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

There are four pre-bonuses you could've gotten by pre-ordering the game.
It's

an extremely lame marketing stunt to have these packages include exclusive

items, but that's the kind of modern world we're living in. The following

packages are available:

Caravan Pack: - Lightweight Leather Armor, Sturdy Caravan Shotgun,

Repair Kits x4, Binoculars.

- Available by ordering from Steam, Wal-Mart, Mighty Ape and

Play.com.

Classic Pack: - Armored Vault 13 Suit, Weathered 10mm Pistol,

Vault 13 Canteen, Stimpaks x5.

- Available by ordering from GameStop, GAME and EB Games.

Mercenary Pack: - Lightweight Metal Armor, Mercenary's Grenade Rifle,

Super Stimpak x3, Doctor's bag x3.

- Available by ordering from Best Buy and JB-Hi Fi.

Tribal Pack: - Tribal Raiding Armor, Broad Machete, Bleak Venom x5,

Throwing Spear x10.

- Available by ordering from Amazon.com and direct2drive.com.

Note: The armor and weapon in each package are exclusive content and
cannot be

found in-game. The Vault 13 Canteen is also exclusive.


_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 1.5 GAME DIFFICULTY & HARDCORE MODE: [BSC-5] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

effects of difficulty on gameplay:

.------------.-----------------.--------------.

|Difficulty: |Player's Damage: |Enemy Damage: |

|============|=================|
==============|

|Very Easy | 200% | 50% |

|Easy | 150% | 75% |

|Normal | 100% | 100% |

|Hard | 75% | 150% |

|Very Hard | 50% | 200% |

'------------'-----------------'--------------'

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.

Realize that Hardcore is not a difficulty setting, it is merely additional

realism making the game harder. This includes:

1. Wounds heal over time, meaning that stimpaks heal over time, and
RadAway also

removes radiation over time

2. Ammo has weight, so you can no longer infinitely collect ammunition from

all over the game.

3. Your character will dehydrate, starve and suffer from sleep deprivation if

you don't drink, eat, or rest enough.

4. Companions will die instead of falling unconscious.

___ ___ __ ___ _ _ _______ _ _ ___ ___ _ _ ___ _ _

|_ _|_ _| \ \ / /_\ | | | |/ /_ _| || | _ \/ _ \| | | |/ __| || |

| | | | _ \ \/\/ / _ \| |__| ' < | | | __ | / (_) | |_| | (_ | __ |

|___|___(_) \_/\_/_/ \_\____|_|\_\ |_| |_||_|_|_\\___/ \___/ \___|_||_|

____________________________________________________________________[WLK]

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 2.1 Ain't That a Kick in the Head [WLK-1] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|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|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

"Kick in | QUEST REWARD: ?? XP + PIP-BOY 3000. |

the balls|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

perhaps?"| QUEST OUTLINE: 1. Walk to the Vit-o-matic tester. |

| 2. Use the Vit-o-matic tester. |

| 3. Sit down on the couch in Doc Mitchell's |

| living room. |

| 4. Follow Doc Mitchell to the exit. |

|_____________________________________________________________________|

AREA ITEM LIST: STARTING OUT:

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯

A. Today's Physicial . . . . [] After the introduction scenes you'll be given

B. Blood Pack . . . . . . . [] the option to customize your character.

B. Med-X . . . . . . . . . . [] Select your gender (Note: Female characters

C. Sunset Sarsaparilla Crate [] no longer have a benefit over men, since male

C. Broken 9mm Submachine Gun [] charactershave an equivalent to Black


Widow,

D. Stimpak x3 . . . . . . . [] which gives you an advantage over men, and


D. Rad-X . . . . . . . . . . [] gives extra dialogue options. There are

D. Antivenom . . . . . . . . [] many men in Fallout New Vegas...) and change

E. Bottle Cap x8 . . . . . . [] your head the way you see fit, then take

F. Pip-Boy 3000 . . . . . . [] control of your character. Before walking to

F. Mojave Express Delivery the Vigor Tester, do a little exploring of the

Order x6 . . . . . . . . [] room first: Grab the [TODAY'S PHYSICIAN] from

F. Bobby Pin x12 . . . . . . [] the desk behind the chirurgic table; it's next

F. Stimpak x4 . . . . . . . [] to the type writer. To your right you can

F. Bottle Cap x18 . . . . . [] find a [BLOOD PACK] and a [MED-X] from the

F. Laser Pistol . . . . . . [] medical cabinet, and inspect the Chemistry Set

F. Energy Cell x20 . . . . . [] on the desk with the computer: You'll need 25

F. Vault 21 Jumpsuit . . . . [] Science to fiddle with this, so just take note

G. Ammo Box . . . . . . . . [] of this for now. Inspect the [SUNSET

G. Buffalo Gourd Seed x3 . . [] SARSAPARILLA CRATE] next to the desk and

G. First Aid Box x2 . . . . [] ignore the [BROKEN 9MM SUBMACHINE GUN]


lying

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ on top of it for now. The destroyed cabinet

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.

THE VIG-O-MATIC VIGOR TESTER

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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

Strength and Intelligence are quite important, so it is recommended to spend

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

[STA-3] respectively to see which perks require certain SPECIAL tresholds.

STR: 8, PER: 5, END: 8, CHR: 1, INT: 9, AGL: 6, LCK: 3

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Tip: Never go over 9 in your initial build. You will be able to permanently

boost all your SPECIAL stats by +1 much later in the game.

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.

Arguably, of these perks the only one of which it's a shame

you must skip it, is the Better Criticals perk, requiring


the high amount of 6 Luck. With the above build, useful

Perks are maximized, and it serves as the basis for making

a superb all-round character.

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

before Doc Mitchell to finalize your character build.

SKILLS AND TRAITS

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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.

Regarding skills, and this is only a personal recommendation, Lockpick,


Science

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],

[LASER PISTOL], [20 ENERGY CELLS], and a [VAULT 21 JUMPSUIT].

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

which direction you're facing.

The cabinet in the southern hall contains an [AMMO BOX],[BUFFALO GOURD


SEED x3],

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.

The last thing to loot is the refrigerator. Exit to the worldmap.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 2.2 Back in the Saddle [WLK-2] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| Embark on your first real quest. So who exactly is Sunny Smiles?
|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 10 XP + 50 BOTTLE CAPS. |


|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Talk to Sunny Smiles in the Prospector Saloon. |

| 2. Meet Sunny Smiles behind the Prospector Saloon. |

| 3. Shoot 3 sarsaparilla bottles outside the |

| Prospector Saloon. |

| 4. Follow Sunny. |

| 5. Kill the Geckos at the well. |

| 6. Talk to Sunny Smiles. |

| 7. Kill the Geckos at the other wells. |

| 8. Talk to Sunny about your reward. |

|_____________________________________________________________________|

AREA ITEM LIST:

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

A. Fixin' Things . . . . . . {} When you're outside, look around the area for

B. .357 Magnum Revolver . . {} a security bot named Victor. This is actually

C. Varmint Rifle . . . . . . [] an optional part of the other quest you can

C. 5.56mm Ammo x30 . . . . . [] currently do (They Went That-a-way). In any

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 {}

brackets indicate a stealing procedure. Follow Sunny to the back and


approach

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

the tutorial, or join her.

KILLING GECKO'S

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

you an additional [5.56MM AMMO x60]. Not too shabby!

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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 2.3 By a Campfire on the Trail [WLK-3] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| You still need to learn much about your surroundings. So how
|

|UtFaLlOu| exactly did you make a Healing Powder again? |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.0 Find a Broc Flower and a Xander Root. |

| 1.1 Xander Root is found at the large tree trunk |

| nearby Goodspring's Schoolhouse. |

| 1.2 Broc Flower is found at Goodspring's Cemetary. |

| 2. Use the campfire to make Healing Powder. |

|_____________________________________________________________________|

AREA ITEM LIST: USING YOUR PIP-BOY FOR FINDING LOCATIONS

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

A. Programmer's Digest . . . [] By now, you'll need to do some exploring in


B. Footlocker . . . . . . . [] order to find the Broc Flower and Xander Root

C. Bobby Pin . . . . . . . . [] that Sunny asked for. Bring up your Pip-Boy

D. Safe . . . . . . . . . . [] and scroll to the World Map screen, located

E. Bobby Pin x2 . . . . . . [] under "Data". The Goodsprings Cemetery is

F. Xander Root x3 . . . . . [] located further north, so we'll explore the

G. Broc Flower . . . . . . . [] Goodsprings Schoolhouse first, which can be

H. Snowglobe - Goodsprings . [] found northwest of your location.

I. Salesman Weekly . . . . . {}

J. Meeting People . . . . . {}

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

means that you'll be *facing* west while entering the door).

OPTIONAL: EXPLORING GOODSPRINGS SCHOOLHOUSE

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

hack terminals and pick locks.


HACKING TIPS

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯

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

skill is, the easier hacking becomes.

Roughly speaking, there are three (combinable) methods for hacking


terminals:

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

letters in similar positions. Grab a notebook and systematically stripe off

any incorrect passwords.

Example: You attempted "FESTERS" and get 0/7 correct (nothing at all).
You

can now say to yourself: Okay, all other passwords containing an

F as the first letter will be incorrect, all passwords with an E as


second letter are incorrect, etcetera. Thus "SYSTEMS" would be

incorrect as it contains an E on the fifth spot, and we know that

this cannot be a possibility.

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

same positions (compared to "FESTERS", the password "SUCKING"


does

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.

Not this time, at least...

If you get even more letters correct, such as 5/7 with the password

"TESTERS", look for words that have various similarities, such as

those ending with "TERS".

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

of these brackets, more than one character is highlighted, and everything

between these brackets is also highlighted. An example would be: {.,::&}.

Selecting this can either replenish your attempts, or remove a faulty

password from the possibilities. It it wise to first attempt three passwords

and then search for brackets, resulting in removing several duds and a

possible allowance replenishment, greatly improving your odds.


If this doesn't help, either search for another bracket combination or back

out of the terminal and try again.

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯

LOCKPICKING TIPS

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

EASY: AVERAGE: HARD:

__________ __________ __________

/::::| \ / \:::| \ / \::| \

/:::::| \ / \::| \ / \:| \

/ \::::| \ / \:| \ / \| \

| \::| | | \| | | |

| \| | | | | |

| | | | | |

\ / \ / \ /

\ / \ / \ /

\__________/ \__________/ \__________/

VERY EASY and VERY HARD have bigger and smaller "correct zones"
respectively.

You can only attempt more difficult locks when ___________ _______________

your lockpick skill has reached a certain |DIFFICULTY:|REQUIRED SKILL:|

leven. For example, in order to pick average |=-=-=-=-=-=|=-=-=-=-=-=-


=-=|

locks you'll need a lockpick skill of at least |Very Easy | 0 |


50+, and for hard locks you need 75+. The |Easy | 25 |

locks above indicate example ranges of where |Average | 50 |

your bobby pin can be placed at in order to |Hard | 75 |

unlock the lock with the screw driver. Placing |Very Hard | 100 |

the bobby pin correct is impossible without ¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

west contains [BOBBY PIN x2]. Exit the school building.

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-

west part of the hill to find a [SNOWGLOBE - GOODSPRINGS] next to a small

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

is waiting for you) by bringing up your Pip-Boy 3000's Worldmap and


selecting

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

to the southwest and at least snatch the {SALESMAN WEEKLY} and


{MEETING PEOPLE}

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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 2.4 Ghost Town Gunfight [WLK-4] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|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 REWARD: 50 Bottle Caps. |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Offer to help Ringo deal with the Powder Rangers.
|

| 2. Talk to Sunny Smiles about fighting the Powder |


| Gangers. |

| 3. (OPTIONAL) Enlist the help of Trudy. |

| 4. (OPTIONAL) Acquire additional medical supplies |

| from Doc Mitchell. |

| 5. (OPTIONAL) Acquire Easy Pete's Dynamite. |

| 6. (OPTIONAL) Convince Chet to open his store's |

| stock to the town. |

|_____________________________________________________________________|

AREA ITEM LIST: GOODSPRINGS GAS STATION

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

A. Boxing Times . . . . . . [] Ringo can be found at the Poseidon's Energy

B. Duffle Bag . . . . . . . [] gas station, part of Goodsprings and located

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

E. Stimpak x3 . . . . . . . [] people to help.

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

the counter, but Ringo is very likely to catch you.

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

improve your skill enough. Interestingly, a Stealth Boy will

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

Weekly that you found earlier. Alternatively it's possible to

buy a Salesman Weekly from Chet himself. Note however that


these

magazines do NOT stack on top of each other, so you'll need a

Barter skill of at least 15 (since +10 is all you'll get from the

skill magazine(s).

•4. Doc Mitchell: He'll hand you [STIMPAK x3].


Return to Ringo at the gas station and tell him you're ready. Follow Sunny
and

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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 2.5 They Went That-a-Way [WLK-5] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| Okay, so who the hell was that son of a gun that shot you in the |

|UtFaLlOu| head? Let's find out as soon as possible. |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |
| QUEST REWARD: 1000 EXP. |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. (OPTIONAL) Talk to Victor in Goodsprings about |

| your rescue. |

| 2. Inquire about your delivery assignment with the |

| administrator of the Mojave Express in Primm. |

| 3. Find Primm's lawman to get information on where |

| your attackers went. |

| 4. Head to Novac through Nipton. Ask around Novac |

| about your attackers. |

| (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

¯¯¯¯¯

If you were expecting Primm to be a friendly place, I have to disappoint you.

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

Vance, this guide now proceeds with the quest(s).

AREA ITEM LIST: BISON STEVE HOTEL (GROUND FLOOR)

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

A. Bison Steve Maintenance First, we're absolutely going to go to the

Key . . . . . . . . . . . [] Bison Steve hotel across the street. Waste the

B. Med-X x3 . . . . . . . . [] convict (possibly two) in the first room, then

C. 9mm Pistol . . . . . . . [] check the counter on your right (south).

D. Rad-X . . . . . . . . . . [] While the door has a hard lock, the terminal

E. Bottle Caps . . . . . . . [] has an easy difficulty and also unlocks the

F. Blood Pack . . . . . . . [] door. In the room behind this door you can

G. Mentats . . . . . . . . . [] find the [BISON STEVE MAINTENANCE KEY] on the

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

J. Bottle Cap x7 . . . . . . [] [BLOOD PACK], [MENTATS] and a [FIRST AID BOX]

K. Floor Safe (Hard) . . . . [] from the iron cabinet. The [AVERAGE SAFE]

L. Purified Water x3 . . . . [] also contains some decent stuff, but you might

M. Purified Water x3 . . . . [] need to read a skill magazine for this.

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

you move onward.


Head east and go into the first room labeled 'Gift Shop'. Take note of the

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

found just now).

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

leader (who comes equipped with an Incinerator, so be careful), rest up in the

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?

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

It requires a 40+ Speech Skill to make the deputy talk, so set him free if you

don't fill the requirement.

Note: While the Bison Hotel also has a 1st floor, you may choose to return to

explore this at a later time.

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

with a 30+ Science Skill, or with 3 Fission Batteries and 4 Conductors.

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.

That's 52 additional skill points all the way to level 30!

NIPTON

¯¯¯¯¯¯

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

¯¯¯¯¯

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,

but he first he asks you to do a little favor for him in turn.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 2.6 Come Fly With Me [WLK-6] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| So there's this bunch of ghouls bothering you, Manny? Shouldn't


be |

|UtFaLlOu| much of a problem, right? |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 800 EXP. |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Head to the REPCONN facility west of Novac to |

| investigate rumors of ghoul activity there. |

| 2. |

| (Outline yet to come) |

|_____________________________________________________________________|

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.

AREA ITEM LIST: REPCONN FACILITY

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

A. First Aid Box x2 . . . . [] Go upstairs and enter the double doors of the

B. Hunting Revolver . . . . [] large building. A ghoul tells you to hurry to

B. Safe (Easy) . . . . . . . [] a big room with a metal staircase on east side

B. Microfusion Cells x3 . . [] of the building. Since he sounds so

B. .308 Rounds x24 . . . . . [] trustworthy, let's do it.

C. First Aid Box . . . . . . []


D. First Aid Box . . . . . . [] First, explore the ground floor. Take a look

E. REPCONN Basement Key . . [] at the corpse of a new type of enemy: The

F. RadAway x3 . . . . . . . {} Nightkin. Actually, they just re-skinned a

F. Rad-X x7 . . . . . . . . {} Super Mutant from Fallout 3, but it doesn't

G. First Aid Box . . . . . . {} matter. It's a NIGHTKIN! Wow!

H. 12 Gauge Rounds x3 . . . []

I. 12 Gauge Rounds . . . . . [] In any case, explore the restrooms west and

J. Jail Key . . . . . . . . [] east behind the counter to find [FIRST AID BOX

K. .308 Rounds x3 . . . . . [] x2], one in each restroom. You can now

L. Space Suit . . . . . . . [] explore ther building by taking one of many

L. Space Helmet . . . . . . [] paths. From the entrance, head west and go

M. Med-X . . . . . . . . . . [] upstairs. Be sure to loot the Dead Brotherhood

M. Stimpak . . . . . . . . . [] Ghoul corpses you come across; most have a

M. Mentats . . . . . . . . . [] Stimpak on them. What could have happened

N. Isotope 239 Igniting Agent[] here? Did the Feral Ghouls kill the others?

O. Mr. RADical's Journal . . []

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Turn west around the corner. The door with

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

to reveal a storage room. There's a [HUNTING REVOLVER] lying on the


ground

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

the northern doorway instead.

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

to the far west/northwest of the offices, secured by an easily picked door.

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,

then enter the REPCONN Research Labs.

REPCONN RESEARCH LABS

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

A strange fellow names Chris Haversam 'welcomes' you. There's nothing of

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

they're going to be!)


There's not much to do around here. You can steal {RADAWAY x3} and
{RAD-X x7}

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

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

proceed to the hallways southwest. You're going to get ambushed any


second now,

because - as expected - there are Nightkins roaming around here, which have
an

annoying stealth invisibility, and as such do not show up on your compass as

red blips. They're also incredibly quick and their Rebar Clubs tear you apart

with amounts of punches you can count on one hand. Nice!

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+.

An other way to 'disarm' concealed mines is to shoot them from a distance.


They

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]

in the southwest corner. 5. There's a trip wire in front of the terminal

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

with the makeshift beds.

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

the upper level.

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.

SPACE SUIT AND ROCKETS?

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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.

COME, FLY WITH ME

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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

at the Dino Bite Gift Shop (for example).


First we're going to look for atomic fuel for Chris. Head back to the Mojave

Wasteland by the nearby ladder, then fast travel to Novac. From here, travel

west/southwest to find a scavenger in a radiation suit. He holds the


[ISOTOPE-

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

leading to the Test Site viewing platform.

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:

QUICK PERK REVIEW

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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

duration for a short while anyway).

3. Swift Learner (Level 30 is the maximum, and you'll get there anyway, so
this

only takes up a precious perk spot).

4. Cannibal (hardly useful at all).

5. Lead Belly (cute, but how often are you really irradiated too much?).

Remember, it's *your* choice, but here are some favorites:

1. Intense Training: An extra SPECIAL stat never hurts, right?

2. Comprehension: Take this before you start reading skill books, and you'll

gain a lot of additional skill points, making it easy to reach a nearly

maxed character.

3. Bloody Mess: You deal +5% extra damage with *ALL* weapons. That's a

no-brainer (get it?), really.

4. Toughness: In Fallout 3 this gave a whopping of +10 Damage Resistance.

Now it only gives +3, although there are now two ranks to it. *MUCH* less

useful than in Fallout 3, unfortunately, and almost semi-lame.

5. Gunslinger: Decent to have an accuracy boost, but it's only for one-handed

guns, so that limits its usefulness somewhat.

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

Box. You do still lose Karma for doing so.


Fast travel to Novac and speak with Manny, who gladly tells you where the
Khans

went. You're off to Boulder City!

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_

|FaLlOuTf|
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|AlLoUtFa| 2.7 Ring-a-Ding-Ding [WLK-7] |

|LlOuTfAl|
_____________________________________________________________________|

|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|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 1100 EXP. |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. (to be continued)

|_____________________________________________________________________|

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

it takes, feel free to do so. An alternative option is to untie the hostages

yourself, but the Khans aren't going to like it.

This guide will now resume the main quest.

Travel northwest, following the Ring-a-Ding-Ding quest marker until you


reach

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

until you get to a blue bus door on your left (southwest).

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.

_____________________________________________________________________________
_
|FaLlOuTf|
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|AlLoUtFa| 2.8 G.I. Blues [WLK-8] |

|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 |

|UtFaLlOu| to need. Pay him a visit at the King's School of Impersonation. |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 1650 EXP. |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________|

LONG LIVE THE KING!

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Backtrack and go inside the King's School of Impersonation. Pay Pacer 50


caps

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.

Alternatively, a more universal approach would be to just pop a bullet into


one

of the "corpses" and see what happens. Orris and the four thugs will turn

against you, so be prepared for this to happen. His Hunting Revolver is

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

suite on the third floor.

THE NCR AND THE KINGS

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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

Freeside: High Hopes. Let's first continue with G.I. Blues.

Tip: Head into Fort Mormon through the door in the west corner and look
around

the bedroom upstairs to find the [SNOWGLOBE - MORMON FORT] in the


cabinet,

and a {TODAY'S PHYSICIAL} on the desk.

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

to the King's School of Impersonation and Pacer approaches you, asking


(telling)

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

camera will highlight chems, firearms and ammunition in the surroundings,

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

view Rex as an important expansion of your inventory, as he can carry 240

weight. Do be careful on hardcore mode: If Rex dies, he'll be gone forever.

GETTING INTO THE STRIP

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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

King. This concludes the G.I. Blues quest.

You can now ask the King for a favor:

1. Join the Kings. This makes you one of them, and you're less likely to be

attacked around Freeside.

2. Get into the Strip. The King sends you to Mick and Ralphs where you can

claim the [COUNTERFEIT PASSPORT], allowing you to access the strip.

3. Money. This gives you 1000 caps.


Since you'll want to get into the strip, option two is currently recommended.

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

your posession it's finally time to enter the strip.

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

you can sneak into casino's (such as a silenced pistol(!!) or switchblades).

It's a good idea to buy at least a Silenced .22 Pistol if you don't already

have one.

THE TOPS CASINO

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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

approaches you can now take:


1. Attack Benny (highly unrecommended, you barely stand a chance).

2. Meet him in the VIP suite (you go first).

3. Use the Black Widow Perk to get a hilarious conversation and Benny will
lead

you to the suite.

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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|AlLoUtFa| 2.9 Wild Card: Ace In The Hole [WLK-9] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
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|OuTfAlLo| You and Benny have a score to settle, and you're finally face to |

|UtFaLlOu| face. Let's not hope things get more complicated.. |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

"More | QUEST REWARD: 110 EXP. |

like I'll|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

blow a | QUEST OUTLINE: 1. Search Benny's room in the Tops for clues. |

hole in | 2. Talk to Yes Man about how to take over Vegas. |

your ass"|
_____________________________________________________________________|
AREA ITEM LIST: THE TOPS CASINO SUITES

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

A. Pugilism Illustrated . . [] In the presidential suite, look for a [PUGILISM

B. Bottle Cap x10 . . . . . [] ILLUSTRATED] on the small wooden table in the

C. Tales of Chivalrie . . . [] northwest corner of the main room. Also

D. Benny's Suite Key . . . . [] explore the kitchen to the southeast and


grab

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ the [BOTTLE CAP x10] from the table, and a

[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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|AlLoUtFa| 2.10 Wild Card: Change In Management [WLK-10] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
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|OuTfAlLo| Yes Man has been very helpful to say the least. It's time for you |

|UtFaLlOu| to gain a little more power in New Vegas... |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 500 EXP. |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________|

Before continuing with the game, look around the room with Yes Man to find
a

[LOCKSMITH'S READER] lying on one of the machines. The door to the


northeast

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

wondering, there's no need to collect your equipment - they're automatically

put back in your inventory when you leave the casino.


One of Caesar's men, Vulpes Inculta tells you that Caesar wants to see you.
This

will automatically start the 'Render Unto Caesar' quest. Additionally, you also

receive a note from Ambassador Crocker from the Republic. You're


pardonned any

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

Caesar's tent, easily spotted by two flags and a luxurious look.

Note: Sometimes you're told you cannot enter the tent because you must
enter

by yourself. This is an annoying bug, especially of your companion (Rex)

is still already waiting at the entrance of The Fort. To fix this, go

back to your companion and specifically tell them to wait. You can then

enter the tent.

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.

THE SECURITRON ARMY

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

decrease the amount).

Go downstairs and destroy the Protectron, then go through the southern


door,

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

the Sentrybot Terminal is inactive.


Head through the door at the end of the hall leading west. Destroy the two

Protectrons (and possibly a Mark VI Turret, if you hadn't disabled these) in

this hall, then go downstairs, dispatch another Protectron and go through the

generator hall, destroying another three to four Protectrons. Inspecting the

generotors in the adjacent chambers reveals that these can be destroyed.


For

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.

Select the 'Wild Card: You and What Army?' quest.

You must now make a decision. You have two options:

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

Operations Console in the Security Room (at the red lights).

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.

OPTION 1: THE HOUSE ALWAYS WINS

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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'.

OPTION 2: CHANGE IN MANAGEMENT


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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.

House intended to do with the Platinum Chip.

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

options, but for now OPTION 1 (MR. HOUSE) will be followed.

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

the wooden cabinet in the southeast corner to find a [FUTURE WEAPONS


TODAY]

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

are [AMMO BOX x3].

until you run into a fellow named

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

is sell you the 'Nellis Artillery Timing Details', which reads:

"The key to avoiding the artillery is to move from building-to-building up the

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

much for you to do there right now.

It says what it says. To elaborate: Do NOT go east or southeast or you will


get

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.

You're automatically spoken to and brought to Pearl, one of the elders. A


new

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.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 2.11 Volare! [WLK-11] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|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|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 400 EXP. |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Help the Boomers around Nellis. |

| 2. Help Agryll with his patients. |

| 3. Do the Sunshine Boogie quest. |

| 4. Listen to all of Pete's stories. |

| 5. (OPTIONAL) Do the Ants Misbehavin' quest. |

| 6. Return to Pearl. |

| 7. Speak to Loyal about the Boomer's plan to raise |

| the bomber from the bottom of Lake Mead. |

| 8. Attach the ballast from Loyal to the B-29 at the |

| bottom of Lake Mead. |

| 9. (OPTIONAL) Talk to Jack about getting a rebreather|

| to swim to the bottom of Lake Mead. |

| 10. Return to the shore near the tow winch and use |

| Loyal's detonator to float the B29 to the surface.|

| 11. Let Pearl know your job is done. |

|_____________________________________________________________________|

AGRYLL: LET'S PLAY DOCTOR TOGETHER

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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.

If you have a Today's Physician magazine (along with the Comprehension


Perk) you

can boost your Medicine up to 20 points, possibly recovering all three


patients.

You get 40, 50 and 60 experience points for helping the patients.

PETE: A BOOMING STORY

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Continue to the Nellis Boomer Museum, marked by the northwest quest


marker.

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.

LOYAL TO THE BOOMERS: SUNSHINE BOOGIE

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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 next part. Otherwise, let's get down to business.

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

it some by levelling up or use a skill magazine. There's an array panel to the

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

goals for the 'That Lucky Old Sun' quest.


There's a third broken array panel to the north of the area, a fourth to the

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

reset the mainframe on. Waste the doggies and do so.

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.

RAQUEL: ANTS MISBEHAVIN'

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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

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

them for now.

Instead, explore the south/southeast part of the ground floor to find [40MM

GRENADE x12] and [THUMP-THUMP] next to a skeleton. Thump-Thump is a


unique

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

of fame at the Boomers.

VOLARE

¯¯¯¯¯¯

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

used to take place. Return to Jack when you've got one.

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'.

HOW LITTLE WE KNOW

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

a dick, so don't expect a high-level conversation.

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

walking in the other direction to sneak in unseen.

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

find {CACHINO'S JOURNAL} inside. Alternatively you can attempt to


pickpocket

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

100 caps) and then follow his instructions.

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,

and be on your way.

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

retrieve a stolen shipment of weapon parts from a group of Fiends. These


can

be found southwest of the strip - follow the quest marker. There are three of

them, so dispatch them and retrieve the Disassembled Weapon Shipment


(which has

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

and ask him what he needs.

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

case, return to Clanden to wrap things up.

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,

but your infamy on The Strip also rises.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 2.12 The House Always Wins, V [WLK-12] |


|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|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|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 100 EXP. |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 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

continuing down this line with the Main Quest.

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

and arguably less fun. Hand over your weapons.


Head downstairs to meet Paladin Ramos. Agree to see Elder McNamara and
speak

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

right before continuing.

STILL IN THE DARK

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

To deal with the Ranger named Dobson, head southwest and follow your
quest

marker. During daytime he'll be on patrol; during nighttime he can be found


in

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

quest and you're tracked down by the BoS afterwards.

You have several options to get Dobson moving from the BoS territory. Let's
go

over them one by one:

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

cabinet to the southwest. It also contains [PURIFIED WATER x4].

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.

DESTROYING THE BOS

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

east of McNamara's command room, or nearby the entrance of bunker L2.

2. Head Scribe's Keycard (from Head Scribe Taggart, found either in his bed
or

in the VR room located in the southern L2 section).


3. Elder Keycard (from Elder McNamara, found usually in his command room,
and

possibly in his bed. If found in the control room, use a Stealth Boy to

steal this keycard).

When in possession of all three keycards, head to the VR chamber in the L2

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

conclude this main quest.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 2.13 The House Always Wins, VI [WLK-13] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|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|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________|

Note: This quest will automatically fail if you aren't at the very least

"Accepted" by the NCR. If you aren't, you're automatically given the

next quest (part VII) and the president dies as well.

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.

House to proceed with the story.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 2.14 The House Always Wins, VII [WLK-14] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| You still need to boost the Lucky 38's transmission signal to allow |

|UtFaLlOu| for control of the Securitrons at Hoover Dam. |


|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________|

You've been given an Override Chip which you can use to extend the
transmission

signal of the Lucky 38 Casino. Travel to the El Dorado Substation or


somewhere

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

aiming for their head, finishing them off in VATS.

2. Kill the NCR troops.

3. Sneak in (with a Stealth Boy) without being seen.

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

the game; there is no turning back from here.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 2.15 All Or Nothing [WLK-15] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|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|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| 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

are greatly outnumbered in any case.


2. If you helped the Boomers, you'll soon enough spot Loyal's airplane which

drops bombs on the Legion's troops.

3. If you're hostile with the NCR, you'll have to fight them too. Otherwise,

they'll help you with your assault.

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

Centurions as you eventually traverse southeast, uphill, towards the Legate

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

dialogue, but ultimately you'll need 100 Speech or Barter to successfully


make

him retreat.
LEGATE LANIUS

¯¯¯¯¯¯¯¯¯¯¯¯¯

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

a huge amount of health and plenty of supporting Legion troops.

1. Attempt to keep your distance and target Legate's legs to slow him down if

you can manage to cripple one of his legs.

2. Armor piercing ammunition will help tremendously in this fight as it'll at

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

you, and keep moving around to avoid getting cornered.

After finally defeating Legate, head back to the gate and general Lee Oliver
of

the NCR shows up. You have several options now:

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,

but you can get him to leave by succeeding.


Mr. House then moves towards you as a Securitron and tells you that you've
been

a fabulous right hand, arguably the best he's ever had. The game now
concludes.

___ ___ ___ ___ ___ ___ ___ ___ _ _ ___ ___ _____ ___

|_ _|_ _|_ _| / __|_ _| \| __| / _ \| | | | __/ __|_ _/ __|

| | | | | | _ \__ \| || |) | _| | (_) | |_| | _|\__ \ | | \__ \

|___|___|___(_) |___/___|___/|___| \__\_\\___/|___|___/ |_| |___/

______________________________________________________________[SDQ]

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.1 Aba Daba Honeymoon [SDQ-1] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| Two American kids growin' up in the Wasteland |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

"Life | QUEST REWARD: 250 Caps or Turbo Recipe, 150 Caps,

goes on?"|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1. Find Jack and Diane's missing drug runner. |

| 2. Return to Diane and tell her about Anders. |

| 3. Deliver drugs to Don Hostetler at the Crimson |

| Caravan. |

| 4. Return to Diane for your payment. |

| 5. Deliver drugs to Motor Runner. |

| 6. Return to Diane for your payment. |

| 7. Teach Jack new chem recipes. |

|_____________________________________________________________________|

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

sell to the citizens of Mojave and gain some Karma.

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

previously promised to continue the quest and receive the [MILDLY


SUSPICIOUS

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

questioned as to your intentions, with Speech 64 or higher you can pass a


check

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

a [FIXIN' THINGS] magazine. Leave and continue around to a Hard lockpick


door

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

lockpick) to find more [RAD-X], [RADAWAY], [STIMPAK x4], and [DOCTOR'S


BAG x2].

Leave this room and continue north to the game room, head upstairs to find
an

ammunition box containing [ENERGY CELL x30].

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

door to find a [NUKA-COLA VICTORY] and [NUKA-COLA QUARTZ] in a carton


on the

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.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.2 Ant Misbehavin' [SDQ-3] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| Sonic Emitter functions like a magnifying glass, pop goes the ant.
|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

"Pop goes| QUEST REWARD: 400 EXP, Boomer Fame |

the |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

weasel" | QUEST OUTLINE: 1. Restart the 2 array generators, then reset the
|

| main power breaker. |

| 2. Kill all ants in the generator room. |

| (Optional) Loyal may have something to help with the ants. |

| (Optional) Place Loyal's sonic generator on the ant mount. |

| (Optional) Activate the sonic emitter. |

| 3. Return to Raquel and let her know the generators |

| are running again. |


|_____________________________________________________________________|

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

in the Hangar. Complete a Speech or Science challenge (you need a skill of


50

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

them for now.

Instead, explore the south/southeast part of the ground floor to find [40MM

GRENADE x12] and [THUMP-THUMP] next to a skeleton. Thump-Thump is a


unique

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

of fame at the Boomers.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.3 Anywhere I Wander [SDQ-3] |


|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| The quest name is also the name of a song written by Frank
Loesser. |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 100 EXP |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Rescue the NCR hostages from the Techatticup


Mine.|

| 2. Report back to Private Renolds. |

|_____________________________________________________________________|

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

where the NCR members are being held.

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

EXPLORER ARMOR], a [MACHETE], [LAD'S LIFE], and [PATRIOT'S COOKBOOK].


Untie

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].

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.4 Back in Your Own Backyard [SDQ-4] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| The quest name shares the name of a song sung by Billie Holiday.
|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 100 EXP, NCR Fame |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Kill the NCR Hostages |

| 2. Return to Milo at the NCR Checkpoint |

|_____________________________________________________________________|

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

Fame pending you succeed.

_____________________________________________________________________________
_

|FaLlOuTf|
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|AlLoUtFa| 3.5 Beyond the Beef [SDQ-5] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| Ignorance is bliss? |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Ask around the Ultra-Luxe for information |

| regarding Ted Gunderson's disappearance. |

| 2. Get Ted back to his father if he is still alive. |

| 3. Inquire with Mortimer at the Ultra-Luxe about the |

| investigator. |

| 4. Get into the investigator's room at the Ultra-Luxe|

| 5. Search the Investigator for clues. |

| 6. Meet with the investigator's contact in the Ultra-|

| Luxe steam room at 4pm. |

| 7. Find a way to gain access to the Member Only |

| section of the Gourmand. |

| (Optional) Find a sponsor to help you join the White Glove |

| Society. |

| 8. Talk to Heck Gunderson. |

|_____________________________________________________________________|

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.

Ally with the White Glove Society


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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],

[ULTRA-LUXE KITCHEN KEY], [ULTRA-LUXE PENTHOUSE KEY], and the [ULTRA-


LUXE

FREEZER KEY].

Expose the White Glove Society

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Head to the back of the floor and enter the Gourmand area. Speak to
Marjorie

to get some information on an investigation then leave and talk to Mortimer


at

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

can ambush him with VATS.

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

force your way in.

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

right to meet Phillipe the chef.


Ally with the White Glove Society Part 2

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

EXPERIENCE POINTS] and White Glove Society Fame.

Expose the White Glove Society Part 2

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

Mortimer for a cannibalist. Take Ted back to Heck at this point.

Gunderson Reunion

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.6 Birds of a Feather [SDQ-6] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| Is one bird in the hand worth two in the bush? |

|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

"Don't | QUEST REWARD: Van Graff Combat Armor, 1000 Caps, NCR Fame,
|

always | Freeside Fame |

flock |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

together"| QUEST OUTLINE: 1. Go outside and talk to Simon. |

| 2. Take up position on the other side of the Silver |

| Rush entrance. |

| 3. Guard the Silver Rush entrance. |

| 4. Report back to Gloria. |

| 5. Deliver the package to a man at the designated |

| location. |

| 6. Report back to Gloria that the package has been |

| delivered. |

| 7. Talk to Jean-Baptiste to receive your next |

| assignment. |

| (Optional) Visit Alice McLafferty, who might know where Rose |

| of Sharon Cassidy is currently located. |

| 8. Find Rose of Sharon Cassidy and get her to follow |

| you. |

| 9. Bring the Cassidy girl to Jean-Baptiste. |

| 10. Report to Gloria Van Graff for your next |

| assignment. |

| 11. Kill the remaining Legion troops. |

| 12. Report to Gloria Van Graff that all of the Legion |


| troops are dead. |

|_____________________________________________________________________|

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

to continue the quest then head over to Jean-Baptiste Cutting. Go to the


Crimson

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

you as a follower and return to Silver Rush.

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

bodies afterwards. Talk to Gloria to receive the [VAN GRAFF COMBAT


ARMOR],

[1000 CAPS], [600 EXPERIENCE POINTS], NCR Fame, and Freeside Fame.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 5.7 Bitter Springs Infirmary Blues [SDQ-7] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo| Bitter Springs is an actual town in Arizona. It has no hospital. |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 200 EXP, NCR Fame, Stimpak x2, Rad-X x4, RadAway
x2 |

| 140 Caps |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Find Lt. Markland a book on psychological |

| treatment. |

| 2. Bring the psychology textbook back to Lt. Markland|

| 3. Find a book on pediatric medicine for Lt. Markland|

| 4. Bring the pediatric medicine book back to Lt. |

| Markland. |

| 5. Bring Lt. Markland three Doctor's Bags. |

|_____________________________________________________________________|

You can begin this quest as part of the larger side quest "No, Not Much" by

talking to Captain Gilles at Camp Bitter Springs. Speak with Lieutenant


Markland

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

Crimson Caravan Company, he will aid Markland in learning more about

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]

you receive for completing the quest.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.8 Bleed Me Dry [SDQ-8] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|
|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 1650 EXP, 5200 Caps (6400 if Bartered), Hunting


Rifle |

| Hunting Revolver, Hunting Shotgun: Dinner Bell |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 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

the various other floors.

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

help to be sent on a mission for Radscorpion Eggs. Fast Travel to the


Goodspring

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

location nearest this one, maybe something like Jacobstown or Ranger


Station

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]

so be sure to loot it along with the [PILE OF CAZADOR EGGS]. [400


EXPERIENCE

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.
_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.9 Booted [SDQ-9] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| Booted is also a reference to getting high, much like Boxcar does.
|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 100 EXP, Powder Ganger Fame |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Speak with Boxcar in the Nipton General Store. |

| 2. Travel to the Legion Raid camp nearby. |

| 3. Free the captured Powder Gangers. |

|_____________________________________________________________________|

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

that killing the Legion members results in Caesar's Legion Infamy.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.10 Boulder City Showdown [SDQ-10] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| Not quite the O.K. Corral but it'll do. |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 300 EXP, Positive Karma, Great Khan Fame and NCR
|

| Infamy OR Great Khan Infamy and NCR Fame |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 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

include negotiation, sneaking in and rescuing the hostages, or murder the


NCR

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

[300 EXPERIENCE POINTS].

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.11 Bye Bye Love [SDQ-11] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 200 EXP, 200 Caps (400 with Barter) |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Talk to Joana, on Carlito's behalf, at Gomorrah. |

| 2. Joana has decided to escape Gomorrah. Talk to |

| Carlitos about her decision. |

| 3. Carlitos wants to meet Joana in Freeside, between |

| midnight and dawn. Explain the plan to Joana. |

| (Optional) Carlitos suggests getting backup before attempting|

| the escape. Find the two guns-for-hire that owe |

| him a favor. |

| 4. Joana agreed to Carlitos' plan. Talk to her once |

| you're ready to escort her during the escape. |

| 5. Joana will wait, in disguise, at Gomorrah's lobby.|

| Go there and lead the girls to Freeside. |

| 6. Help Joana, and the girls, in their escape to |

| Freeside. |

| 7. Joana is safely delivered to Carlitos. The Omertas|

| who set up the ambush are gone. |

| 8. Joana is free and reunited with Carlitos. She |


| spoke about rumors of a sinister Omertas' |

| 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

Carlitos you'll need Speech 50 or Strength 7 to get the information out of


him,

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

option of getting some backup before getting her out.

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).

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.12 Can You Find It In Your Heart? [SDQ-12] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 100 EXP, 100 Caps, Caravan Lunch x2, Service Rifle,
|

| Weapon Repair Kit x2 |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Clear out the critters on the road to Invanpah |

| Lake. |

| 2. Return to Ranger Jackson at Mojave Outpost. |

|_____________________________________________________________________|
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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.13 Classic Inspiration [SDQ-13] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| Leonardo DaVinci would have taken his own pictures. |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 500 EXP, 500 Caps |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Michael Angelo wants pictures of famous signs |

| around New Vegas. |

| 2. Take a picture of the Bison Steve sign. |


| 3. Take a picture of Novac's Dinosaur Thermometer. |

| 4. Take a picture of the Sunset Sarsaparilla Head- |

| quarters Bottle sign. |

| 5. Take a picture of the HELIOS One sign. |

| 6. Take a picture of the McCarran Airfield sign. |

| 7. Return to Michael Angelo for your reward. |

|_____________________________________________________________________|

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

sign in Primm, Novac's Dinosaur Thermometer, the Sunset Sarsaparilla


Headquarter

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

picture snapped and turned in.

___________ ________ ______

| Picture # | Caps | EXP |

|=-=-=-=-=-=|-=-=-=-=|-=-=-=|

| 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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.14 Climb Ev'ry Mountain [SDQ-14] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 100 EXP, NCR Fame |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Find the source of the attacks on Bitter Spring. |

| 2. Tell Captain Gilles about Oscar Velasco. |

|_____________________________________________________________________|
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

the [GREAT KHANS SUPPLY CACHE KEY].

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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.15 Cold, Cold Heart [SDQ-15] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 150 EXP, Caesar's Legion Fame |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Spread word of Legion atrocities. |

| 2. You told the NCR about Vulpes attack at Nipton. |

|_____________________________________________________________________|

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

EXPERIENCE POINTS] and Caesar's Legion Fame.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.16 Come Fly With Me [SDQ-16] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 800 EXP (200 EXP for upgrading), Novac Fame
|

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Head to the REPCONN facility west of Novac to |

| investigate rumors of ghoul activity there. |

| 2. Enter the facility and discover the source of the |

| ghouls. |

| 3. Head upstairs to meet with the owner of the voice |

| from the intercom. |

| 4. Speak with Jason Bright, the leader of the REPCONN|

| ghouls. |

| 5. Get rid of the Nightkin in the basement. |

| (Optional) Find the leader of the "demons" and speak with him|

| (Optional) Located the Stealth Boys in the Rocket Facility |

| for the Nightkin. |

| (Optional) Find Harland's friend, who has been imprisoned by |

| the Nightkin. |

| (Optional) Return to Harland and let him know the bad news. |

| 6. Report to Jason Bright that the Nightkin are gone.|

| 7. Head to the REPCONN basement and talk to Jason |

| Bright about what comes next. |


| 8. Speak to Chris Haversam about fixing the rockets. |

| 9. Find atomic fuel for the rockets. |

| 10. Find parts to fix the rocket's thrust controllers.|

| (Optional) Bring 3 Sugar Bombs to Chris Haversam. |

| 11. Return to the Rocket Facility and give the parts |

| to Chris Haversam. |

| 12. Return to the Rocket Facility and give the fuel to|

| Chris Haversam. |

| 13. Talk to Chris Haversam to begin preparations for |

| the rocket launch. |

| 14. Head up to the viewing platform and complete the |

| launch sequence. |

| (Optional) Sabotage the rockets so that they crash on launch.|

|_____________________________________________________________________|

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

marker to eventually go up a catwalk leading to a locked door with an


intercom

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

UPDATE]. Take this to Davison and he evacuates with the Nightkin.

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

[ISOTOPE-239 IGNITING AGENT] and [MR. RADICAL'S JOURNAL].

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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.17 Crazy, Crazy, Crazy [SDQ-17] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| But we're never gonna survive unless we get a little crazy. |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: Tabitha's Trunk Items, Follower: Raul |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Head to the summit of Black Mountain and end


|

| Tabitha's reign of terror. |

| (Optional) Meet Neil in the village near the summit of Black |

| 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

sure you can open it.

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

[MINIGUN]. Nearby is a transceiver that you can use to contact Tabitha, a


Speech

75 challenge gets you experience points but either option causes Nightkin to

scramble down un-stealthed toward your location, much preferred.

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

and return to Raul.

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

the quest or not.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.18 Cry Me a River [SDQ-18] |


|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| If you hit me baby one more time, I'll make you cry a river. |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 350 EXP |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Talk to the Followers of the Apocalypse about |

| letting Jerry the Punk join their order. |

| 2. Tell Jerry the Followers will accept him as a |

| 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

agrees to take him in regardless of the circumstances. Return to Jerry with


the

good news and he leaves completing the quest. You receive [350
EXPERIENCE

POINTS] for running back and forth.


_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.19 Debt Collector [SDQ-19] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| If you don't pay up someone will find out. |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 500 EXP, 150 Caps, Atomic Wrangler Room Key
|

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Collect 138 caps from Grecks in Freeside. |

| 2. Collect 212 caps from Santiago in Freeside. |

| 3. Find and collect 250 caps from Lady Jane. |

| 4. Find Lady Jane's caravan and collect caps from the|

| remains. |

| 5. Return to Francine Garret with 388 (or 600) caps. |

| (Optional) Kill Caleb McCaffery. |

| 6. Return to Francine with McCaffery's hat. |

|_____________________________________________________________________|

Start this quest by talking to Francine Garret in the Atomic Wrangler in


Freeside. Ask her if she needs any help and agree to the caps split of 25/75

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

[CALEB MCCAFFERY'S HAT].

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

[ATOMIC WRANGLER ROOM KEY] for your troubles.


_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.20 Don't Make a Beggar of Me [SDQ-20] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| Beggars can't be choosers and choosers can't be beggars... |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 100 EXP, 150 Caps, Random Chems, Great Khans
Fame or |

| NCR Fame |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Search the suitcase at Cloan for the chemical |

| supply shipment. |

| 2. Check with Chomps Lewis about the empty suitcase |

| in his office. |

| 3. Acquire the chem shipment from Tyrone in Primm. |

| 4. Return to Melissa with the chem shipment. |

| (Optional) Expose the Great Khan smuggling operation to |

| 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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.21 Ed-E My Love [SDQ-21] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| Named after the famous song "Eddie My Love" by Aaron Collins.
|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |
| QUEST REWARD: ED-E receives an upgrade. |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. ED-E appears to have some Enclave log data


stored |

| that is triggered by some keywords. |

| 2. Find the patrol Knight Lorenzo told you about to |

| let the Brotherhood of Steel examine ED-E |

| 3. The patrol Lorenzo mentioned is dead, perhaps |

| there is something on one of the corpses that may |

| be useful. |

| 4. There was a password on one of the Brotherhood |

| corpses. Perhaps that could be used to bring ED-E |

| to Lorenzo. |

| 5. The Followers of the Apocalypse would like to see |

| ED-E to get access to the logs he has stored |

| 6. April Martimer with the Followers would like |

| access to ED-E's data. She promises to upgrade its|

| weapons while she works on it. |

| 7. ED-E'S upgrades are complete. |

|_____________________________________________________________________|

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

HELIOS One to trigger a keyword in ED-E's system. After the conversation


speak

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,

Poseidon, Air Force Base, and Eden.

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

ED-E to her instead of the Brotherhood of Steel.

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

remove any items of value before turning him over.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.22 Eye For an Eye [SDQ-22] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| Exodus 21:22-25 cites "Lex talionis" or an eye for an eye. |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 500 EXP, 150 Caps, Caesar's Legion Fame / NCR
Fame |

| OR |

| 1000 EXP, 200 Caps (250 optional), NCR Fame |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1. Find general intel on Legion troop movement. |

| (Optional) Tell Aurelius of Phoenix about NCR plans. |

| 2. Find intel on Legion raids. |

| 3. Plant the NCR bug. |

| 4. Return to First Sergeant Astor with the intel. |

| (Optional) Give First Sergeant Astor the old intel. |

| 5. Kill all the Legionaries in Cottonwood Cove. |

| (Optional) Find a way to block off Cottonwood Cove. |

| 6. Return to First Sergeant Astor. |

|_____________________________________________________________________|

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

some bugs on the Legions communication systems in Cottonwood and gives


you the

[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.

Ave, true to Caesar

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯

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]

and a Negative Karma hit.

We are the NCR

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯

If you have no ties with the Legion then take this dangerous route.
Regardless

of your current status, be it friendly or not, with Caesar's Legion head to

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

PATROL NOTES], though it's technically stealing. Return to First Sergeant


Astor

with the items in hand for [500 EXPERIENCE POINTS], [150 CAPS], and NCR
Fame.

You are tasked with an additional mission of eliminating Caesar's Legion

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

ridding it of Legionaries). Whichever method you choose be sure to loot the

[RECOMPENSE OF THE FALLEN] from Aurelius of Phoenix.

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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.23 Eyesight to the Blind [SDQ-23] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| The quest is named after the song by Sonny Boy Williamson II.
|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: Power Armor Training, T-45d Power Armor, T-45d


Power |

| Helmet |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Head to Black Mountain and install the remote |

| signal transmitter in one of the consoles there. |

| 2. Report to McNamara that the device has been |

| 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

McNamara. He gives you full access to the Brotherhood of Steel ways to


include

their shops and the mighty Power Armor Training. In addition Elder
McNamara

bestows [T-45D POWER ARMOR] and [T-45D POWER HELMET] to you.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|AlLoUtFa| 3.24 Flags of Our Foul-Ups [SDQ-24] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 200 EXP |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Talk to the Misfits about improving their squad. |

| 2. Help the Misfits improve their shooting skills. |

| 3. Talk to Mags about further improvements. |

| 4. Help the Misfits improve their grenade skills. |

| 5. Talk to Mags about the squad's readiness. |

|_____________________________________________________________________

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

Sergeant McCredie to discover he is disappointed in his troops. Tell him you


can

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

members that you want.

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

three members then speak with O'Hanrahan to finish the quest.

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

have the team analyzed as "excellent." Tell Poindexter you finished to


receive

NCR Infamy and conclude the quest.

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

the usual to receive a [SUSPICIOUS PACKAGE]. Return with package in hand


to Razz
to end the quest.

Regardless of your choice speak with Sgt. McCredie to have reinforcements


be

sent to Captain Gilles and Camp Bitter Springs. For your efforts you earn [200

EXPERIENCE POINTS] and a pat on the back.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.25 For Auld Lang Syne [SDQ-25] |

|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|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 1200 EXP, Freeside Fame, NCR Infamy |

| OR |

| 1500 EXP, Freeside Fame |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Hire a guard named Orris near the northern gate
of|

| Freeside. |

| 2. Follow Orris to the south gate and watch for any |

| suspicious behavior. |

| 3a. Return to the King and report what you've learned |

| about Orris. |

| 3b. Return to the King and report that Orris is dead. |

| 4. Go to the Old Mormon Fort and question some |

| injured Locals about their assailants. |

| 5. Return to the King with your findings. |

| 6. Head to one of the Squatter camps in Freeside and |

| learn why NCR soldiers have been entering the area|


| (Optional) Talk to Julie Farkas and see if the Followers know|

| anything about the situation. |

| (Optional) Talk to Major Elizabeth Kieran and mention Julie |

| Farkas if she's reluctant to help. |

| 7. Ask around the Squatter camp to find a lead |

| regarding why NCR soldiers are in Freeside. |

| 8. Investigate rumors of free food and water being |

| handed out nightly in the northwest part of |

| Freeside. |

| 9. Return to the King and inform him of the NCR |

| supply drops. |

| (Optional) Inform the King that the NCR previously sent an |

| envoy to discuss distributin supplies to Freeside.|

| 10a. Head to the train station in northwest Freeside |

| and try to negotiate with the NCR. |

| 10b. Kill all of the NCR troops holed up by the train |

| station in northwest Freeside. |

| 10c. Head to the supply drop building and see if Pacer |

| needs any help. |

| 11a. Return to the King and let him know the NCR troops|

| in Freeside are taken care of. |

| 11b. Return to the King and let him know the situation |

| with the NCR has been defused. |

|_____________________________________________________________________|

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

the ground with Medicine 30 to reveal they aren't dead.

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

Old Mormon Fort nearby.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.27 Ghost Town Gunfight [SDQ-27] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|
|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 100 Caps, 50 EXP, Goodsprings Fame, |

| Powder Gangers Infamy |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Talk to Sunny Smiles about fighting the Powder |

| Gangers. |

| 2. Return to Ringo and let him know that Sunny Smiles|

| has agreed to help you fight the Powder Gangers. |

| (Optional) Enlist the help of Trudy. |

| (Optional) Convince Chet to open his store's stock to the |

| town. |

| (Optional) Acquire Easy Pete's dynamite. |

| (Optional) Acquire additional medical supplies from Doc |

| Mitchell. |

| 3. Return to Ringo when you're ready for the gunfight|

| with the Powder Gangers. |

| 4. Join up with Sunny. |

| 5. Defeat the Powder Gangers. |

|_____________________________________________________________________|

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

you have an Explosives skill of 25 or higher. Head to Doc Mitchell's house


next
and ask for supplies to receive [STIMPAK x3]. A Medicine skill of 30+ will
allow

you to request [DOCTOR'S BAG x2].

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

[50 EXPERIENCE POINTS], Goodsprings Fame, and Powder Gangers Infamy. If


you head

to the Crimson Caravan Company then Ringo will approach you and give [150
CAPS]

as payment for saving him.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.28 Guess Who I Saw Today [SDQ-28] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |
| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.28 Guess Who I Saw Today [SDQ-28] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| I found Waldo and Carmen San Diego... |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 500 EXP |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Talk to Lily about participating in Doctor Henry's|

| experiment. |

| (Optional) Ask Lily to help you investigate the Nightstalker |

| mutations. |

| 2. Look for the source of the Nightstalker stealth |

| mutation. |

| 3. Tell Doctor Henry you've discovered a potential |


| cause for the Nightstalker mutations. |

| 4. Tell Doctor Henry to proceed with the experiment |

| once Lily is present. |

| 5. Wait for Doctor Henry to complete the experiment. |

| 6a. Speak with Keen and try to defuse the situation. |

| 6b. Kill the hostile Nightkin. |

| 7. Speak with Doctor Henry. |

| (Optional) Stabilize the Stealth Boy Mark II's stealth field.|

| 8. Decide whether or not Lilu should continue to wear|

| the Mark II prototype and inform Doctor Henry. |

| 9. Keep Lily alive. |

|_____________________________________________________________________|

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

to reach the Charleston Cave high up in the mountainous region. Advance


through

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

STEALTH BOY] and leave the cave.


Return to Dr. Henry with Lily in the party and tell him what you suspect. He

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+

challenge. When the quest is concluded you receive [500 EXPERIENCE


POINTS].

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.29 Hard Luck Blues [SDQ-29] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 100 EXP (150 possible), NCR Fame |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1. Investigate the East Pump Station. |

| 2. Find the source of the Radiation. |

| 3. Shut down Vault 34's Reactor to help the |

| Sharecropper Farms. |

| (Optional) Save Vault 34's trapped dwellers by leaving its |

| Reactor intact, dooming the 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

the terminal to discover a radiation leak in Vault 34 is causing food to be

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

have become Ghouls and the area is highly irradiated.

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

act of retrieving another [VAULT 34 UTILITY TERMINAL PASSWORD].

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

[OVERSEER's JOURNAL FRAGMENT] and disengage the Overseer Office lock.


Return to

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

EXPERIENCE POINTS], and save the Vault Dwellers.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.30 Heartache by the Number [SDQ-30] |

|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 500 EXP, Hand of Vengeance Perk or Calm Heart


Perk |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Cass is drowning her sorrows at the Mojave


Outpost|

| Her advice? Go work for the Crimson Caravan. |

| 2. Pitch in at the Crimson Caravan Company if you're |

| looking for caravan work. |

| 3. Deliver the Crimson Caravan invoice to Doctor |

| Hildern at Camp McCarran. |

| 4. Return to Alice McLafferty and let her know you've|

| delivered the invoice. |

| 5. Return to Cass and see if you can get her to part |

| with the title for Cassady Caravans. |

| 6. Clear the roads for Jackson in Mojave Outpost HQ |

| to allow Cass freedom to leave. |

| (Optional) "Remove" Jackson as an obstacle without Cass or |

| anyone the wiser. |

| 7a. Find Gloria Van Graff at the Silver Rush in |

| Freeside and make that bitch eat her hair. |

| 7b. Investigate the Silver Rush in Freeside for |


| evidence on the Van Graff's guilt. |

| 8. Take the evidence of the Caravan attacks to |

| Jackson at the Mojave Outpost. |

|_____________________________________________________________________

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

they are working together.

The Hand of Vengeance

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

taken out Cass will learn the [HAND OF VENGEANCE] perk.

The Calm Heart

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

it open to find the [CRIMSON CARAVAN-VAN GRAFF AGREEMENT]. Report this


to Cass

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]

and various other energy weapon utensils.

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

if you took this route.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.31 High Times [SDQ-31] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 500 EXP, Freeside Fame, Followers Fame |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Find Jacob Hoff. |

| 2. Find Bill Ronte. |

| 3. Help Bill Ronte with his alcoholism. |

| 4. Help Jacob Hoff kick his addiction to Chems. |

| 5. Take care of the drug dealer. |

| 6. Collect ten doses of Fixer for Jacob. |

| (Optional) Collect on dose each of Fixer, Psycho, and Buffout|

| for Jacob. |

| 7. Collect two doses of Fixer, Rad Away, and a bottle|

| of Whiskey for Bill. |


| (Optional) Collect two doses of Fixer and a bottle of Whiskey|

| for Bill. |

| 8. Return to Julie Farkas. |

|_____________________________________________________________________|

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

to receive a chem of your choice, [500 EXPERIENCE POINTS], Followers Fame,


and

Freeside Fame.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.32 How Little We Know [SDQ-32] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.33 I Could Make You Care [SDQ-33] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.34 I Don't Hurt Anymore [SDQ-34] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| Do you really wanna hurt me? Ow! Do you really wanna make me
cry? |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 250 EXP, NCR Fame |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Speak with Corporal Betsy about getting medical


|

| help for her trauma. |

| 2. Talk to the other members of First Recon about |

| getting help for Betsy. |

| 3. Speak with 10 of Spades. |

| 4. Speak with Corporal Sterling. |

| 5. Speak with Sergeant Bitter-Root. |

| 6. Tell Corporal Betsy that the rest of First Recon |

| agrees she needs help. |

| 7. Tell Lieutenant Gorobets that Corporal Betsy will |

| start receiving treatment. |

| 8. Deliver Gorobets' message to Doctor Usanagi at the|

| New Vegas Medical Clinic. |


|_____________________________________________________________________|

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.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.35 I Forgot To Remember To Forget [SDQ-35] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.36 I Fought The Law [SDQ-36] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_
|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.37 I Hear You Knocking [SDQ-37] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 100 EXP, Caesar's Legion Fame |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Get a replacement firing mechanism for the Legion


|

| howitzer from the Boomers. |

| 2. Retrieve the firing mechanism from the Boomers' |

| workshop. |

| 3. Install the replacement firing mechanism into the |

| Legion's bunker. |

| 4. Inform Lucius that the howitzer has been repaired.|

|_____________________________________________________________________|

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

[HOWITZER FIRING MECHANISM] otherwise head over to the Nellis Workshop


and open

the gun cabinet and steal it.

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

as a weapon in the final battle.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.38 I Put a Spell on You [SDQ-38] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| And now you're mine! |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Talk to Captain Curtis. |


| 2. Ask around about suspicious activity at Camp |

| McCarran. |

| 3. Investigate the late-night break-ins at the Camp |

| McCarran control tower. |

| 4. Eavesdrop on the radio transmission. |

| 5. Find and defuse the bomb on the McCarran monorail |

| before it leaves the terminal. |

| 6. Report to Colonel Hsu. |

|_____________________________________________________________________|

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

route below and follow it to finish the quest.

New California Republic (NCR)

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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+

Speech or Barter skill) to have him devulge his stash.

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

the monorail takes off and explodes.

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

more information to gain wind of planting a bomb on the monorail. Speak


with

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'

plan to blow up the monorail.

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

[ABRAXO CLEANER], [CONDUCTOR], [EXPLOSIVE CHARGE], [FISSION


BATTERY], [MONORAIL

SABOTAGE PLANS], and [WONDERGLUE]. Head in to the Concourse area up


stairs and

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

Crenshaw patrolling a low traffic area.

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

monorail and watch as it takes off to an inevitable doom. Return to Colonel


Hsu

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

Curtis regardless to receive the reward of [250 CAPS], [500 EXPERIENCE


POINTS],

and Caesar's Legion Fame.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.39 Keep Your Eyes On The Prize [SDQ-39] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 100 EXP, NCR Fame |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Recon the Nipton Town Hall for Ranger Ghost. |

| 2. Return to Ranger Ghost at Mojave Outpost. |


|_____________________________________________________________________|

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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.40 Left My Heart [SDQ-40] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: Upto 1000 Caps |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Find Frank Weathers' family. |


| 2. Free the Weathers from slavery. |

| 3. Return to Frank Weathers. |

|_____________________________________________________________________|

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

without risk of their explosive collars going off.

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.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.41 Medical Mystery [SDQ-41] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 300 EXP, NCR Fame |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Search Camp Forlorn Hope for clues about the |

| missing medical supplies. |

| 2. Stake out the Camp Forlorn Hope Medical Center at |

| night. |

| 3. Report your finding to Dr. Richards. |

|_____________________________________________________________________|

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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.42 My Kind Of Town [SDQ-42] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| I shot the Sheriff, but did I shoot the Deputy? |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 300 EXP |

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Primm's Deputy has been captured by Powder


Gangers|

| in Bison Steve and needs to be rescued. |

| 2a. Beagle has been rescued from the Bison Steve. Talk|

| to him about protecting the town. |

| 2b. Beagle is dead. I should find someone willing to |

| to help me figure out how to help Primm. |

| 3a. Beagle wants a new sheriff for Primm. He suggested|

| an ex-seriff at NCRCF and the NCR as potential |

| candidates. |

| 3b. With Beagle dead, Johnson Nash requested help |

| finding a new sheriff. He suggested the NCR or an |

| ex-sheriff at NCRCF. |

| (Optional) Reprogram Primm Slimm to be sheriff of Primm. |

| 4a. Hayes and the NCR will protect Primm if they get |

| some additional military personnel. |

| 4b. Major Knight promised additional troops for Primm.|

| Speak to Hayes about NCR protection for Primm. |

| 5a. Meyers, a former sheriff from NCRCF, is willing to|

| be Sheriff of Primm if he gets a pardon from the |

| NCR. |

| 5b. Return to Meyers and let him know NCR has pardoned|

| him and he can take over as sheriff. |

|_____________________________________________________________________

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

to Nash again to do the same in finding a replacement. There are three


worthy

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

let Sergeant McGee take over as Sheriff.

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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.43 No, Not Much [SDQ-43] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.44 Nothin' But A Hound Dog [SDQ-44] |

|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.45 Oh My Papa [SDQ-45] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.
|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.46 One For My Baby [SDQ-46] |

|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

results in a quest update to find more information.

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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.47 Pheeble Will [SDQ-47] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.48 Pressing Matters [SDQ-48] |

|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

see if he can use any help.

Head north of the Command Center to find Dr. Richards. Ask him if you can
be

of any assistance to which he asks if you have medical experience. A 20+ in


the

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,

let him know when you are ready.

Gaining Morale

_______________________ ________________________ ____________________________

| QUEST NAME | ACTION | BONUS TO MORALE |

|-=-=-=-=-=-=-=-=-=-=-=-|-=-=-=-=-=-=-=-=-=-=-=-=|=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|
| An Ear to the Ground | Collect 10 Legion Ears | +1 (Maximum of +3) |

| Medical Mystery | Complete | +1 |

| Restoring Hope | Help Mayes/Richards | +1 each (Maximum of +2) |

| Return to Sender | Completed | +3 |

| Tags of Our Fallen | Collect 5 NCR Dogtags | +1 (Maximum of +3) |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Troop Bonus from Morale

______________ ______________________________________________________________

| MORALE BONUS | TROOPS AVAILABLE |

|-=-=-=-=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 0-3 | Troopers x2 |

| 4-6 | Troopers x4 |

| 7-9 | Patrol Rangers x4 |

| 10+ | Combat Rangers 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

should return to Major Polatli to receive [300 EXPERIENCE POINTS], NCR


Fame,

and Caesar's Legion Infamy. Don't forget to ask for troops at Camp Bitter

Springs before you leave.


_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.50 Return to Sender [SDQ-50] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.51 Run Goodspring Run [SDQ-51] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |
|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD: 50 EXP, Powder Gangers Fame, Goodsprings Infamy


|

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1. Kill Ringo. |

| 2. Tell Joe Cobb that Ringo is dead. |

| (Optional) Shake down Chet for supplies. |

| (Optional) Obtain Doc Mitchell's spare medical supplies for |

| the Powder Gangers. |

| 3. Let Joe Cobb know once "you're ready to take over"|

| Goodsprings. |

| 4. Hand the spare medical supplies over to Joe Cobb. |

| 5. Defeat the Goodspring militia. |

|_____________________________________________________________________|

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

Goodsprings Gas Station.


Ringo will inform you about the game of Caravan and hand you his spare

[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

[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]. Return to Joe Cobb to
tell

him the news. He gives you the option of shaking down the townsman for
extra

supplies before the battle begins.

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

rewarded with [50 EXPERIENCE POINTS], Powder Gangers Fame, and


Goodsprings

Infamy.

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.52 Someone To Watch Over Me [SDQ-52] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.53 Still In The Dark [SDQ-53] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|
|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.54 Sunshine Boogie [SDQ-54] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| I want to put on my my my my my boogie shoes |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

"Til the | QUEST REWARD: 300 EXP, Boomer Fame |

sun comes|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

up" | QUEST OUTLINE: 1. Find spare array parts. |

| 2. Repair the broken solar array panels. |


| 3. Tell Loyal the array has been repaired. |

|_____________________________________________________________________|

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

follow the fence west to find the last one.

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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.55 Talent Pool [SDQ-55] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.56 Tend To Your Business [SDQ-56] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|
¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.57 That Lucky Old Sun [SDQ-57] |

|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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.59 The Coyotes [SDQ-59] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |
| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.60 The Finger Of Suspicion [SDQ-60] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.61 The Moon Comes Over The Tower [SDQ-61] |


|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.62 The White Wash [SDQ-62] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.63 There Stands The Grass [SDQ-63] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.64 Three-Card Bounty [SDQ-64] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.65 Unfriendly Persuasion [SDQ-65] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.66 Volare! [SDQ-66] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.67 Wand Dang Atomic Tango [SDQ-67] |

|LlOuTfAl|
_____________________________________________________________________|
|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.68 We Are Legion [SDQ-68] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.
|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.69 We Will All Go Together [SDQ-69] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.70 Wheel Of Fortune [SDQ-70] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________

_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.71 Why Can't We Be Friends [SDQ-71] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo|

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

| QUEST REWARD:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| QUEST OUTLINE: 1.

|_____________________________________________________________________
_____________________________________________________________________________
_

|FaLlOuTf|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.72 You Can Depend on Me [SDQ-72] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|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

Cassidy Caravans with either of the challenges (requiring 50/75+ Barter or


Speech depending on your choices). If you choose the Speech 50 option you
gain

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

receive [500 CAPS] and NCR Fame.

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

right side and choose "Download manufacturing specifications" to complete


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|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|AlLoUtFa| 3.73 Young Hearts [SDQ-73] |

|LlOuTfAl|
_____________________________________________________________________|

|LoUtFaLl|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

|OuTfAlLo| I would do anything for love, but I won't do that... |

|UtFaLlOu| |

|TfAlLoUt|
_____________________________________________________________________|

¯¯¯¯¯¯¯¯| |

"As the | QUEST REWARD: 300 EXP, Boomer Fame |

world |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

turns" | QUEST OUTLINE: 1. Find Jack's love interest. |

| 2. Ask Pearl for permission for Janet to enter Nellis|

| 3. Tell Jack Janet is interested in him. |

| 4. Take the Boomer Outfit to Janet. |

| 5. Speak to Alice McLafferty on behalf of Janet. |

| 6. Let Janet know McLafferty agreed to pay her. |

| 7. Meet Janet back at Nellis. |

| 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

responsibility, so head over to Jack. He gives you a [BOOMER OUTFIT] and


informs

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

[300 EXPERIENCE POINTS] and Boomer Fame.

_____ __ __ __ ___ _ ___ _____ __ __ _ ___ ___


|_ _\ \ / / | \/ |/ _ \ _ | |/_\ \ / / __| | \/ | /_\ | _ \/ __|

| | \ V / | |\/| | (_) | || / _ \ V /| _| | |\/| |/ _ \| _/\__ \

|___| \_(_) |_| |_|\___/ \__/_/ \_\_/ |___| |_| |_/_/ \_\_| |___/

______________________________________________________________[MAPS]

TEMPORARY MAP LINK:

http://www.supercheats.com/guides/fallout-new-vegas/mojave-wastland-
map/

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

__ __ ___ _____ _ _____ ___ ___ _____ ___ ___ ___

\ \ / / / __|_ _/_\_ _|_ _/ __|_ _|_ _/ __/ __|

\V/ \__ \ | |/ _ \| | | |\__ \ | | | | (__\__ \

\_(_) |___/ |_/_/ \_\_| |___|___/ |_| |___\___|___/

__________________________________________________[STA]

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 5.1 Are you S.P.E.C.I.A.L.? [STA-1] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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

cannot (effectively) use.

_________ _______________________ ___________ ________________________________

|STRENGTH:|"RANK" NAME: |MAX WEIGHT:|UNARMED DMG: |SKILL


MODIFIERS: |

|=-=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-|=-=-=-=-=-=-=|-=-=-
=-=-=-=-=-=-=|

| 1 |Wet Noodle | 160 | 0.5 |Melee Weapons +2 |

| 2 |Beached Jellyfish | 170 | 1.0 |Melee Weapons +4 |

| 3 |Doughy Baby | 180 | 1.5 |Melee Weapons +6 |

| 4 |Lightweight | 190 | 2.0 |Melee Weapons +8 |

| 5 |Average Joe | 200 | 2.5 |Melee Weapons +10 |

| 6 |Barrel Chested | 210 | 3.0 |Melee Weapons +12 |

| 7 |Beach Bully | 220 | 3.5 |Melee Weapons +14 |

| 8 |Circus Strongman | 230 | 4.0 |Melee Weapons +16 |

| 9 |Doomsday Pecs | 240 | 4.5 |Melee Weapons +18 |

| 10 |Hercules' Bigger Cousin| 250 | 5.0 |Melee Weapons +20 |


¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Associated Skills: 1. Melee Weapons. 2. Unarmed

Associated Perks: 1. Heave, Ho! (Minimum of 5 STR, LVL 2)

2. Stonewall (Minimum of 6 STR, LVL 8)

3. Strong Back (Minimum of 5 STR, LVL 8)

4. Super Slam (Minimum of 6 STR, LVL 8)

5. Unstoppable Force (Minimum of 7 STR, LVL 12)

6. Weapon Handling (STR < 10, LVL 16)

7. Strength Implant (STR < 10, LVL --)

PERCEPTION

¯¯¯¯¯¯¯¯¯¯

The better your perception, the quicker you'll spot enemies on the compass.

___________ ____________________ ___________________________________________

|PERCEPTION:|"RANK" NAME: |SKILL MODIFIERS: |

|=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 |Deaf Bat |Energy Weapons & Lockpick & Explosives +2 |

| 2 |Senile Mole |Energy Weapons & Lockpick & Explosives +4 |

| 3 |Squinting Newt |Energy Weapons & Lockpick & Explosives +6 |

| 4 |Unsuspecting Trout |Energy Weapons & Lockpick & Explosives +8 |

| 5 |Wary Trout |Energy Weapons & Lockpick & Explosives +10 |

| 6 |Alert Coyote |Energy Weapons & Lockpick & Explosives +12 |

| 7 |Big-eyed Tiger |Energy Weapons & Lockpick & Explosives +14 |


| 8 |Monocled Falcon |Energy Weapons & Lockpick & Explosives +16 |

| 9 |Sniper Hawk |Energy Weapons & Lockpick & Explosives +18 |

| 10 |Eagle with Telescope|Energy Weapons & Lockpick & Explosives +20


|

¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Associated Skills: 1. Energy Weapons. 2. Explosives. 3. Lockpick.

Associated Perks: 1. Friend of the Night (Minimum of 6 PER, LVL 2)

2. Sniper (Minimum of 6 PER, LVL 12)

3. Light Step (Minimum of 6 PER, LVL 14)

4. Better Criticals (Minimum of 6 PER, LVL 16)

5. Infiltrator (Minimum of 7 PER, LVL 18)

6. Perception Implant (PER < 10, LVL --)

ENDURANCE

¯¯¯¯¯¯¯¯¯

Endurance increases you maximum health, poison resistance, radiation


resistance,

and an invisible stat named fatigue. This governs how quickly you are
knocked

down in combat (and how fast targets become "unconscious").

____ _______ _______________________ ___________ ___________ _________________

|END:|MAX HP:|SKILL MODIFIERS: |PSN RESIST:|RAD RESIST:|FATIGUE:


|

|=-=-|=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=|-=-=-=-=-=-|=-=-=-
=-=-=-=-=-=|
| 1 | 120 |Survival & Unarmed +2 | 0% | 0% | 20 + (LVL x10) |

| 2 | 140 |Survival & Unarmed +4 | 5% | 2% | 40 + (LVL x10) |

| 3 | 160 |Survival & Unarmed +6 | 10% | 4% | 60 + (LVL x10) |

| 4 | 180 |Survival & Unarmed +8 | 15% | 6% | 80 + (LVL x10) |

| 5 | 200 |Survival & Unarmed +10 | 20% | 8% |100 + (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) |

¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Associated Skills: 1. Survival. 2. Unarmed.

Associated Perks: 1. Lead Belly (Minimum of 5 END, LVL 6)

2. Toughness (Minimum of 5 END, LVL 6)

3. Stonewall (Minimum of 6 END, LVL 8)

4. Strong Back (Minimum of 5 END, LVL 8)

5. Radiation Resistance (Minimum of 5 END, LVL 8)

6. Long Haul (Minimum of 6 END, LVL 12)

7. Life Giver (Minimum of 6 END, LVL 12)

8. Solar Powered (Minimum of 7 END, LVL 20)

9. Rad Absorption (Minimum of 7 END, LVL 28)

10. Endurance Implant (END < 10, LVL --)

CHARISMA

¯¯¯¯¯¯¯¯
Charisma improves your success when talking to people, and increases your

companions' armor and damage.

___________ __________________ ______________________ ____________________

|CHARISMA: |"RANK" NAME: |COMPANION ARMOR & DMG:|SKILL


MODIFIERS: |

|=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-|=-=-=-=-=-
=-=-=-=-=-|

| 1 |Misanthrope | +5 |Barter & Speech +2 |

| 2 |Old Hermit | +10 |Barter & Speech +4 |

| 3 |Creepy Undertaker | +15 |Barter & Speech +6 |

| 4 |Peevish Librarian | +20 |Barter & Speech +8 |

| 5 |Substitute Teacher| +25 |Barter & Speech +10 |

| 6 |Cheery Salesman | +30 |Barter & Speech +12 |

| 7 |Diplomat | +35 |Barter & Speech +14 |

| 8 |Movie Star | +40 |Barter & Speech +16 |

| 9 |Casanova | +45 |Barter & Speech +18 |

| 10 |Cult Leader | +50 |Barter & Speech +20 |

¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Associated Skills: 1. Barter. 2. Speech.

Associated Perks: 1. Ferocious Loyalty (Minimum of 6 CHR, LVL 6)

2. Animal Friend (Minimum of 6 CHR, LVL 10)

3. Charisma Implant (CHR < 10, LVL --)

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.

Furthermore, Intelligence influences your converation level. If you're dumb

your dialogue will reflect this.

_____________ _____________ ______________________________________________

|INTELLIGENCE:|"RANK" NAME: |SKILL POINTS |SKILL MODIFIERS: |

| | |PER LEVEL UP:| |

|=-=-=-=-=-=-=|-=-=-=-=-=-=-|-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-|

| 1 |Sub-brick | 10.5 |Medicine & Repair & Science +2 |

| 2 |Vegetable | 11 |Medicine & Repair & Science +4 |

| 3 |Cretin | 11.5 |Medicine & Repair & Science +6 |

| 4 |Knucklehead | 12 |Medicine & Repair & Science +8 |

| 5 |Knowledgeable| 12.5 |Medicine & Repair & Science +10 |

| 6 |Gifted | 13 |Medicine & Repair & Science +12 |

| 7 |Smartypants | 13.5 |Medicine & Repair & Science +14 |

| 8 |Know-it-all | 14 |Medicine & Repair & Science +16 |

| 9 |Genius | 14.5 |Medicine & Repair & Science +18 |

| 10 |Omniscient | 15 |Medicine & Repair & Science +20 |

¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Note that half points are kept invisible and carry over to the next level-up.

Associated Skills: 1. Medicine. 2. Repair. 3. Science.

Associated Perks: 1. Retention (Minimum of 5 INT, LVL 2)

2. Swift Learner (Minimum of 4 INT, LVL 2)


3. Comprehension (Minimum of 4 INT, LVL 2)

4. Educated (Minimum of 4 INT, LVL 4)

5. Entomologist (Minimum of 4 INT, LVL 4)

6. Pack Rat (Minimum of 5 INT, LVL 8)

7. Nerd Rage! (Minimum of 5 INT, LVL 10)

8. Computer Whiz (Minimum of 7 INT, LVL 18)

9. Intelligence Implant (INT < 10, LVL --)

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.

_____________ ________________ ___________________ _______________________

|AGILITY: |"RANK" NAME: |ACTION POINTS (AP):|Skill Modifiers: |

|=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-
=-=-=-=-=|

| 1 |Walking Disaster| 68 |Small Guns & Sneak +2 |

| 2 |Accident Prone | 71 |Small Guns & Sneak +4 |

| 3 |Oaf | 74 |Small Guns & Sneak +6 |

| 4 |Butterfingers | 77 |Small Guns & Sneak +8 |

| 5 |Under Control | 80 |Small Guns & Sneak +10 |

| 6 |Catlike | 83 |Small Guns & Sneak +12 |

| 7 |Knife Thrower | 86 |Small Guns & Sneak +14 |

| 8 |Knife Catcher | 89 |Small Guns & Sneak +16 |

| 9 |Acrobatic Marvel| 92 |Small Guns & Sneak +18 |

| 10 |Walks on Water | 95 |Small Guns & Sneak +20 |


¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Associated Skills: 1. Guns. 2. Sneak.

Associated Perks: 1. Rapid Reload (Minimum of 5 AGL, LVL 2)

2. Quick Draw (Minimum of 5 AGL, LVL 8)

3. Silent Running (Minimum of 6 AGL, LVL 12)

4. Sniper (Minimum of 6 AGL, LVL 12)

5. Light Step (Minimum of 6 AGL, LVL 14)

6. Action Boy/Girl (Minimum of 6 AGL, LVL 16)

7. Slayer (Minimum of 7 AGL, LVL 24)

8. Nerves of Steel (Minimum of 7 AGL, LVL 26)

9. Agility Implant (AGL < 10, LVL --)

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

gambling in a mysterious way.

_________ ____________________ _________________ _________________

|LUCK: |"RANK" NAME: |CRITICAL CHANCE: |SKILL MODIFIERS: |

|=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-|-=-=-=-=-=-=-
=-=-|

| 1 |13 Pitch-black Cats |Critical Hit +1% |All Skills +1 |

| 2 |Broken Gypsy Mirror |Critical Hit +2% |All Skills +1 |

| 3 |Sickly Albatross |Critical Hit +3% |All Skills +2 |


| 4 |Spilled Salt |Critical Hit +4% |All Skills +2 |

| 5 |Coin Flip |Critical Hit +5% |All Skills +3 |

| 6 |Stacked Deck |Critical Hit +6% |All Skills +3 |

| 7 |Lucky 7 |Critical Hit +7% |All Skills +4 |

| 8 |Leprechaun's Foot |Critical Hit +8% |All Skills +4 |

| 9 |21-Leaf Clover |Critical Hit +9% |All Skills +5 |

| 10 |Two-headed coin flip|Critical Hit +10%|All Skills +5 |

¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Associated Skills: ALL.

Associated Perks: 1. Fortune Finder (Minimum of 5 LCK, LVL 6)

2. Scrounger (Minimum of 5 LCK, LVL 8)

3. Miss Fortune (Minimum of 6 LCK, LVL 10)

4. Mysterious Stranger (Minimum of 6 LCK, LVL 10)

5. Better Criticals (Minimum of 6 LCK, LVL 16)

6. Luck Implant (LCK < 10, LVL --)

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 5.2 Skills [STA-2] |

|_____________________________________________________________________|

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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

longer a skill in New Vegas. 3. The Survival Skill is new.


This section deals with all skills. These are derived from one of your SPECIAL

stats, and are further increased by spending skill points after levelling up,

or by reading skill books or skill magazines.

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.

__________________

Skill Magazines temporarily increase a |INT:|SKILL POINTS:|

skill by 10 points. If you have the |=-=-|=-=-=-=-=-=-=|

Comprehension Perk, they temporarily | 1| 10.5 |

increase the skill by 20 points. | 2| 11 |

| 3| 11.5 |

Intelligence is the SPECIAL stat that | 4| 12 |

influences how many skill points you get | 5| 12.5 |

for each level up. Starting at 10.5 skill | 6| 13 |

points at 1 INT, this can become 15 points | 7| 13.5 |

at level 10. This has been dumbed down | 8| 14 |

from 20 in Fallout 3. It's a good idea | 9| 14.5 |

to start out with a high INT stat. | 10 | 15 |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

common than Speech and Barter dialogue options.

BARTER

¯¯¯¯¯¯

Statistic: • Charisma

Useage: • Allows you to buy lower, sell higher.

• Unlocks special dialogue options.

Unlocks Perk: 1. Pack Rat (Minimum of 70 Barter, LVL 8)

2. Long Haul (Minimum of 70 Barter, LVL 12)

ENERGY WEAPONS

¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Statistic: • Perception

Useage: • Increases effectiveness of Energy Weapons (such as Laser


Pistol,

Laser Rifle, Plasma Pistol, Plasma Rifle), and Flamer Weapons

(such as Incinerator).

Unlocks Perk: 1. Run 'n Gun (Minimum of 45 Energy Weapons, LVL 4)

2. Plasma Spaz (Minimum of 70 Energy Weapons, LVL 10)

3. Meltdown (Minimum of 90 Energy Weapons, LVL 16)

4. Concentrated Fire (Minimum of 60 Energy Weapons, LVL 18)

5. Laser Commander (Minimum of 90 Energy Weapons, LVL 22)


EXPLOSIVES

¯¯¯¯¯¯¯¯¯¯

Statistic: • Perception

Usage: • Improves the damage you do with explosives, enhances your

accuracy when throwing explosives, increases the ease with

which you disarm mines, and improves damage of Missile


Launchers

Fat Men, and similar weapons.

Unlocks Perk: 1. Heave, Ho! (Minimum of 30 Explosives, LVL 2)

2. Demolition Expert (Minimum of 50 Explosives, LVL 6)

3. Hit The Deck (Minimum of 70 Explosives, LVL 12)

4. Pyromaniac (Minimum of 60 Explosives, LVL 12)

5. Splash Damage (Minimum of 70 Explosives, LVL 12)

GUNS

¯¯¯¯

Statistic: • Agility

Usage: • Increases effectivity of guns that use conventional ammunition

(such as Pistol, Rifles, etc).

Unlocks Perk: 1. Rapid Reload (Minimum of 30 Guns, LVL 2)

2. Run 'n Gun (Minimum of 45 Guns, LVL 4)

3. Shotgun Surgeon (Minimum of 45 Guns, LVL 6)

4. Cowboy (Minimum of 45 Guns, LVL 8)

5. Center of Mass (Minimum of 70 Guns, LVL 14)


6. Concentrated Fire (Minimum of 60 Guns, LVL 18)

___________ _______________

LOCKPICK |DIFFICULTY:|REQUIRED SKILL:|

¯¯¯¯¯¯¯¯ |=-=-=-=-=-=|=-=-=-=-=-=-=-=|

Statistic: • Perception |Very Easy | 0 |

Usage: • Allows you to pick locks. |Easy | 25 |

See ratings on the left. |Average | 50 |

Unlocks Perk: 1. Infiltrator (Minimum of |Hard | 75 |

70 Lockpick, LVL 18) |Very Hard | 100 |

¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

MEDICINE

¯¯¯¯¯¯¯¯

Statistic: • Intelligence

Usuage: • Increases the effectiveness of medicine (RadAway, Rad-X,

Stimpaks, Super Stimpaks, etc.). At skill level 100, the

initial effects of medicine is doubled (?).

Unlocks Perk: 1. Living Anatomy (Minimum of 70 Medicine, LVL 8)

2. Chemist (Minimum of 60 Medicine, LVL 14)

3. Chem Resistant (Minimum of 60 Medicine, LVL 16)

MELEE WEAPONS

¯¯¯¯¯¯¯¯¯¯¯¯¯

Statistic: • Strength
Usage: • Increases effectivity of melee weapons (Combat Knife, Machete,

Tire Iron, etc..)

Unlocks Perk: 1. Cowboy (Minimum of 45 Melee Weapons, LVL 8)

2. Super Slam (Minimum of 45 Melee Weapons, LVL 8)

3. Unstoppable Force (Minimum of 90 Melee Weapons, LVL 12)

4. Ninja (Minimum of 80 Melee Weapons, LVL 20)

REPAIR

¯¯¯¯¯¯

Statistic: • Intelligence

Usage: • Increases your ability to repair weapons and armor, and also

affects your ability to create items and gun ammunition at

reloading benches.

Unlocks Perk: 1. Hand Loader (Minimum of 70 Repair, LVL 6)

2. Jury Rigging (Minimum of 90 Repair, LVL 14)

SCIENCE ___________ _______________

¯¯¯¯¯¯¯ |DIFFICULTY:|REQUIRED SKILL:|

Statistic: • Intelligence |=-=-=-=-=-=|=-=-=-=-=-=-=-=|

Usage: • Used for hacking terminals. |Very Easy | 0 |

See ratings on the left. |Easy | 25 |

It is also used to recycle |Average | 50 |

Energy Weapon ammo at |Hard | 75 |

reloading benches. |Very Hard | 100 |


¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Unlocks Perk: 1. Vigilant Recycler (Minimum of 70 Science, LVL 6)

2. Math Wrath (Minimum of 70 Science, LVL 10)

2. Nerd Rage! (Minimum of 50 Science, LVL 10)

3. Robotics Expert (Minimum of 50 Science, LVL 12)

4. Computer Whiz (Minimum of 70 Science, LVL 18)

5. Nuka Chemist (Minimum of 90 Science, LVL 22)

SNEAK

¯¯¯¯¯

Statistic: • Agility

Usage: • Increases you speed, your ability to stay hidden from enemies

when crouching and during pickpocketing. Attacking while hidden

grants you a Sneak Attack Critical Hit.

Unlocks Perk: 1. Friend of the Night (Minimum of 30 Sneak, LVL 2)

2. The Professional (Minimum of 70 Sneak, LVL 6)

3. Mister Sandman (Minimum of 60 Sneak, LVL 10)

4. Silent Running (Minimum of 50 Sneak, LVL 12)

5. Ninja (Minimum of 80 Sneak, LVL 20)

SPEECH

¯¯¯¯¯¯

Statistic: • Charisma

Usage: • Increases your success when talking to people, often granting


you special priviledges.

Unlocks Perk: 1. Terrifying Presence (Minimum of 70 Speech, LVL 8)

SURVIVAL

¯¯¯¯¯¯¯¯

Statistic: • Endurance

Usage: • Increases the amount of health you gain from eating and
drinking

food and water, and improves creating items at campfires.

Unlocks Perk: 1. Hunter (Minimum of 30 Survival, LVL 2)

2. Entomologist (Minimum of 45 Survival, LVL 4)

3. Rad Child (Minimum of 70 Survival, LVL 4)

4. Travel Light (Minimum of 45 Survival, LVL 4)

5. Lead Belly (Minimum of 40 Survival, LVL 6)

6. Rad Resistance (Minimum of 40 Survival, LVL 8)

7. Animal Friend (Minimum of 45 Survival, LVL 10)

UNARMED

¯¯¯¯¯¯¯

Statistic: • Endurance

Usage: • Increases damage when fighting bare handed/with knuckles.

Also decreases the damage taken when blocking with your hands.

Unlocks Perk: 1. Piercing Strike (Minimum of 70 Unarmed, LVL 12)

2. Paralyzing Palm (Minimum of 70 Unarmed, LVL 18)

3. Slayer (Minimum of 90 Unarmed, LVL 24)


_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 5.3 Perks [STA-3] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

CONFIRMED BACHELOR/CHERCHEZ LA FEMME

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 2

Ranks: 1

Usefulness: [*****] / [**...]

Prerequisite: Male/Female gender

Description: In combat, you do +10% damage against opponents of the


same sex.

You sometimes get access to unique dialogue options when dealing

with the same sex. While Confirmed Bachelor is supremely useful,

as a woman you're better off taking the Black Widow perk. There

are simply more men than women in the game.

LADY KILLER/BLACK WIDOW

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 2

Ranks: 1

Usefulness: [**...] / [*****]


Prerequisite: Male/Female gender

Description: In combat you do +10% damage against opponents of the other


sex.

You sometimes get access to unique dialogue options when dealing

with the other sex. While Black Widow is supremely useful,

as a man you're better off taking the Confirmed Bachelor perk.

There are simply more men than women in the game.

FRIEND OF THE NIGHT

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 2

Ranks: 1

Usefulness: [.....]

Prerequisite: Sneak: 30, Perception: 6

Description: Your eyes adapt quickly to low-light conditions indoors and


when

darkness falls across the post-nuclear wastelend. Well that's

just great, but it's better to turn up your TV's brightness a

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

Description: In combat, you do +75% *critical* damage against animals and

mutated animals. So your regular damage stays the same. When

you do get a critical, it's not even twice the extra damage, but

only 75% extra, and only against animals and mutated animals.

Ever been scared of Mole Rats?

INTENSE TRAINING

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 2

Ranks: 10

Usefulness: [****.]

Prerequisite: ---

Description: Put a single point in a SPECIAL stat of your choice.


RAPID RELOAD

¯¯¯¯¯¯¯¯¯¯¯¯

Level: 2

Ranks: 1

Usefulness: [**...]

Prerequisite: Guns: 30, Agility: 5

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

reloaded anyway. Reloading in the heat of battle can be annoying,

but there are many other great perks to be chosen.

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,

for a dialogue challenge, picking a lock, hacking a terminal, etc.

SWIFT LEARNER

¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 2
Ranks: 3

Usefulness: [.....]

Prerequisite: Intelligence: 4

Description: You gain +10% extra experience points whenever EXP is given.

Considering you'll reach Level 30 by yourself, this is only a

waste of a perk spot. Why hurry? It's only 10%.

______________________________________________________________________________
__

CANNIBAL

¯¯¯¯¯¯¯¯

Level: 4

Ranks: 1

Usefulness: [.....]

Prerequisite: ---

Description: With the Cannibal perk you can eat corpses when in sneak
bodies,

allowing you to regain hit points with this action. Everytime

you feed, you lose Karma and if the act is witnessed, well, you

get attacked. This isn't one of the best perks..

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

reading skill books (+4 instead of +3). A very useful perk as

this allows you to boost a whole lot more skills.

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: [**...]

Prerequisite: Survival: 45, Intelligence: 4

Description: You deal +50% extra damage to mutated insects such as


Radroaches,

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

recover. Preferably, you don't even want to have radiation

sickness because it comes with stats penalties..

RUN 'N GUN

¯¯¯¯¯¯¯¯¯¯

Level: 4

Ranks: 1

Usefulness: [**...]

Prerequisite: Guns: 45 OR Energy Weapons: 45

Description: Reduces accuracy penalties when running and shooting with


one-

handed weapons (guns and energy weapons).

TRAVEL LIGHT

¯¯¯¯¯¯¯¯¯¯¯¯

Level: 4

Ranks: 1
Usefulness: [*....]

Prerequisite: Survival: 45

Description: While wearing light armor or no armor, you run 10% faster.
Cute,

but hardly essential.

______________________________________________________________________________
__

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

additional damage - even though it's only 5% - is very welcome.

DEMOLITION EXPERT

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 6

Ranks: 3

Usefulness: [****.]

Prerequisite: Explosives: 50

Description: All explosive weapons (including mines, grenades, missile


launcher
and Fat Men) do +20% damage. That's quite a good bonus if you'd

like to specialise in explosives.

FEROCIOUS LOYALTY

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 6

Ranks: 1

Usefulness: [**...]

Prerequisite: Charisma: 6

Description: When you drop below 50% health, your companions gain much
greater

resistance to damage. Useful if you hate to see your companions

die in Hardcore mode, but otherwise not useful.

FORTUNE FINDER

¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 6

Ranks: 1

Usefulness: [**...]

Prerequisite: Luck: 5

Description: You find more bottle caps in containers than you normally
would.

Meh.. Compared to other perks this one just doesn't compare,

especially because you only receive around +20% extra.


GUNSLINGER

¯¯¯¯¯¯¯¯¯¯

Level: 6

Ranks: 1

Usefulness: [**...]

Prerequisite: ---

Description: Your accuracy in V.A.T.S. is improved when using one-handed


guns

like a Pistol. Handy, but you could always stand a little closer

to your target. Or, you know, use a Sniper Rifle.

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

at all reloading benches. A very decent perk to say the least.

LEAD BELLY
¯¯¯¯¯¯¯¯¯¯

Level: 6

Ranks: 1

Usefulness: [.....]

Prerequisite: Survival: 40, Endurance: 5

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

additional 10 points of the targets Damage Treshold. Quite nice!

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

Description: Adds +3 to Damage Treshold. This is s decent boost to your DT,

and you can take two ranks in it.

VIGILANT RECYCLER

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 6

Ranks: 1

Usefulness: [***..]

Prerequisite: Science: 70

Description: When using Energy Weapons you are more likely to recover
ammo.

You also have more efficient recipes available at workbenches.

______________________________________________________________________________
__
COMMANDO

¯¯¯¯¯¯¯¯

Level: 8

Ranks: 1

Usefulness: [***..]

Prerequisite: ---

Description: Your accuracy is improved in V.A.T.S. with two-handed weapons

(such as rifles). Could be useful for those who like to play

around with Sniper Rifles.

COWBOY

¯¯¯¯¯¯

Level: 8

Ranks: 1

Usefulness: [***..]

Prerequisite: Guns: 45, Melee Weapons: 45

Description: You do +25% damage with revolvers, lever-action firearms,

dynamite, knives and hatchets. Not bad.

LIVING ANATOMY

¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 8

Ranks: 1
Usefulness: [***..]

Prerequisite: Medicine: 70

Description: Allows you to see the health and Damage Treshold of any
target.

You also do +5% damage against humans and non-feral ghouls.


This

is quite cool to have, and the damage bonus is nice too, but at

this point there's many competition..

PACK RAT

¯¯¯¯¯¯¯¯

Level: 8

Ranks: 1

Usefulness: Hardcore: [*****] / Non-hardcore [.....]

Prerequisite: Barter: 70, Intelligence: 5

Description: Items with a weight of 2 or less only weigh half as much. You'll

definitely want to take this perk if you're playing on Hardcore.

Otherwise, don't bother.

QUICK DRAW

¯¯¯¯¯¯¯¯¯¯

Level: 8

Ranks: 1

Usefulness: [.....]

Prerequisite: Agility: 5
Description: You equip and holster weapons 50% faster. The holstering part

is completely useless and ... so is the equipping part to a great

extent. Worthless.

RAD RESISTANCE

¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 8

Ranks: 1

Usefulness: [*....]

Prerequisite: Survival: 40, Endurance: 5

Description: Rad resist +25%. Nothing more, nothing less.

SCROUNGER

¯¯¯¯¯¯¯¯¯

Level: 8

Ranks: 1

Usefulness: [*....]

Prerequisite: Luck: 5

Description: You find more ammo in containers. Can be useful, but the

perk competition is getting tighter.

STONEWALL

¯¯¯¯¯¯¯¯¯
Level: 8

Ranks: 1

Usefulness: [**...]

Prerequisite: Strength: 6, Endurance: 6

Description: +5 Damage Treshold against melee weaons and unarmed


attack.

You can also no longer be knocked down in combat.

STRONG BACK

¯¯¯¯¯¯¯¯¯¯¯

Level: 8

Ranks: 1

Usefulness: [****.]

Prerequisite: Strength: 5, Endurance: 5

Description: Increases Carry Weight by +50. Niiice!

SUPER SLAM

¯¯¯¯¯¯¯¯¯¯

Level: 8

Ranks: 1

Usefulness: [*....]

Prerequisite: Melee Weapons: 45, Strength: 6

Description: All melee weapons (except thrown ones) and unarmed attacks
have a

chance of knocking your target down. Handy, but not essential.


Only useful if you're specialising in Unarmed.

TERRIFYING PRESENCE

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 8

Ranks: 1

Usefulness: [?????]

Prerequisite: Speech: 70

Description: In some conversations, you gain the ability to initiate combat

while terrifying a mob of opponents, sending them fleeing away

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: [*....]

Prerequisite: Survival: 45, Charisma: 6

Description: Rank 1: Animals don't attack you. Rank 2: Animals aid you in

combat, but never against other animals. The first rank is

arguably useless, and it's too big a price to pay TWO perk spots

just to get the effects from rank 2. Furthermore, animals usually

come in packs and won't attack each other.


FINESSE

¯¯¯¯¯¯¯

Level: 10

Ranks: 1

Usefulness: [***..]

Prerequisite: ---

Description: You have a higher chance to score critical hits, equivalent to

5 extra points of Luck. Well, that's not too bad, actually.

HERE AND NOW

¯¯¯¯¯¯¯¯¯¯¯¯

Level: 10

Ranks: 1

Usefulness: [.....]

Prerequisite: ---

Description: Instantly grants you a level. Absolutely worthless, considering

there's a limited amount of levels and you *will* get there

anyway, but to waste a perk spot with this would be ridiculous.

MATH WRATH

¯¯¯¯¯¯¯¯¯¯

Level: 10
Ranks: 1

Usefulness: [****.]

Prerequisite: Science: 70

Description: Reduces all Action Points (AP) costs by 10%. Quite nice,

especially in combination of other AP boosting perks! You can

make a realy V.A.T.S. killer character eventually.

MISS FORTUNE

¯¯¯¯¯¯¯¯¯¯¯¯

Level: 10

Ranks: 1

Usefulness: [***..]

Prerequisite: Luck: 6

Description: Just when your enemies think they have the upper hand, Miss

Fortune appears to turn their world upside down. Appearing only

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

ghoul, gaining experience too. But.. if they're sleeping, why

not just grab a Silenced Pistol or powerful melee weapon? This

perk is worthless compared to all others you can choose.

MYSTERIOUS STRANGER

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 10

Ranks: 1

Usefulness: [**...]

Prerequisite: Luck: 6

Description: The Mysterious Stranger will randomly appear if the opponent is

still alive with 150 HP or less, with a chance of 10%, finishing

it off. Probably interferes with Grim Reaper's Sprint (although

dumbed down still preferable), so the Mysterious Stranger is not

too useful.

NERD RAGE!

¯¯¯¯¯¯¯¯¯¯

Level: 10

Ranks: 1

Usefulness: [*....]

Prerequisite: Science: 50, Intelligence: 5

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

health dropped that low, and that reason is likely to be four

sentry bots or a pack of ferocious deathclaws), only THEN will

your Strength get raised to 10, and do you gain +15 Damage

Treshold. Extremely conditional usage.

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: [**...]

Prerequisite: Energy Weapons: 70

Description: Action Point costs for Plasma Weapons (including Plasma


Grenades)

are reduced by 10%. Since Math Wrath reduces *ALL* AP costs by


10%, you should always take that one first. Regardless, this

could still be a decent choice if you really want to make a

killer character in V.A.T.S., equipped with a Plasma Rifle

(because let's face it, that'd be the sole reason to take this

perk, because who cares about Plasma Grenades Action Point


costs?)

I'm not going to make a joke about the name Plasma Spaz, because

I'm not *that* dirty.

______________________________________________________________________________
__

FAST METABOLISM

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 12

Ranks: 1

Usefulness: [**...]

Prerequisite: ---

Description: +20% Stimpak effectiveness. Quite useful, but you can also be

more careful or hold more Stimpaks close to your heart..

GHASTLY SCAVENGER

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 12

Ranks: 1

Usefulness: [.....]

Prerequisite: Cannibal Perk


Description: You can now also devour Super Mutants and Feral Ghouls. Once

again a worthless perk.

HIT THE DECK

¯¯¯¯¯¯¯¯¯¯¯¯

Level: 12

Ranks: 1

Usefulness: [***..]

Prerequisite: Explosives: 70

Description: Damage Treshold +50% against *ALL* explosions. Can be


useful!

LIFE GIVER

¯¯¯¯¯¯¯¯¯¯

Level: 12

Ranks: 1

Usefulness: [***..]

Prerequisite: Endurance: 6

Description: Grants +30 Health Points. Unique and useful.

LONG HAUL

¯¯¯¯¯¯¯¯¯

Level: 12

Ranks: 1
Usefulness: [**...]

Prerequisite: Barter: 70, Endurance: 6

Description: Being overcumbered no longer prevents you from Fast


Travelling.

Brings mixed feelings. Sounds great, right? Grab everything you

want (at least on the Mojave Wasteland), then Fast Travel to a

place where you can sell it all and dump it. But this still

requires an *entire* perk spot and the competition is big. Can't

you just dump your companion full with items anyway?

PIERCING STRIKE

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 12

Ranks: 1

Usefulness: [****.]

Prerequisite: Unarmed: 70

Description: When strikeing unarmed or melee weapons (including thrown


ones),

this perk negates 15 Damage Treshold points. Very useful for

Unarmed character builds, arguably even essential. It can also

have its uses for regular characters, as this greatly improves

melee combat in general.

PYROMANIAC

¯¯¯¯¯¯¯¯¯¯
Level: 12

Ranks: 1

Usefulness: [**...]

Prerequisite: Explosives: 60

Description: +50% damage with fire-based weapons like Flamer and


Shishkebab.

Useful, sure, but essential? Maybe for melee characters.

ROBOTICS EXPERT

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 12

Ranks: 1

Usefulness: [****.]

Prerequisite: Science: 50

Description: +25% damage to all robots. Sneaking up to a robot undetected

gives you the option to permanently shut them down. Good stuff!

SILENT RUNNING

¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 12

Ranks: 1

Usefulness: [*....]

Prerequisite: Sneak: 50, Agility: 6

Description: You run just as silently as crouched. But in all seriousness,

learn to sneak properly by staying undetected and save a perk


spot for something more useful.

SNIPER

¯¯¯¯¯¯

Level: 12

Ranks: 1

Usefulness: [**...]

Prerequisite: Perception: 6, Agility: 6

Description: The chance to hit an opponent's head is significantly increased.

Probably by 25%. Decent, not more than that.

SPLASH DAMAGE

¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 12

Ranks: 1

Usefulness: [**...]

Prerequisite: Explosives: 70

Description: +25% area effect for all explosions you cause. If you're a pyro,

this is for you! Otherwise, well, it's decent.

UNSTOPPABLE FORCE

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 12
Ranks: 1

Usefulness: [*....]

Prerequisite: Melee Weapons: 90, Strength: 7

Description: You do a large amount of additional damage through enemy


blocks

with all Unarmed and Melee attacks. Sounds great, but think about

what it says. It increase your damage when an enemy is blocking

only. It might be semi-handy for Unarmed characters, but even

then you might want to pick an other precious perk.

______________________________________________________________________________
__

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

Description: +15% damage in V.A.T.S. when targetting the torso. Certainly

a notable perk, especially for V.A.T.S. lovers.

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

similar item. Fix a Trail Carbine with a Hunting Rifle, a Plasma

Defende with a Laser Pistol, or even Power Armor with Metal Armor.

How does it work? Nobody knows... except you. This is actually

a unique and quite handy perk, allowing you to fix a wider

arsenal of weapons and equipment.

LIGHT STEP

¯¯¯¯¯¯¯¯¯¯

Level: 14

Ranks: 1

Usefulness: [.....]

Prerequisite: Perception: 6, Agility: 6

Description: You never set off enemy mines or floor-based traps. Who cares?

Just be more careful and save often, or disarm the things.

PURIFIER

¯¯¯¯¯¯¯¯

Level: 14

Ranks: 1

Usefulness: Unarmed Builds: [****.] / All-Round: [**...]

Prerequisite: ---

Description: +50% damage with Unarmed and Melee Weapons against


Centaurs,

Nightstalkers, Spore Plants, Spore Carriers, Deathclaws, Super


Mutants and Feral Ghouls. Only useful for unarmed character

builds.

______________________________________________________________________________
__

ACTION BOY

¯¯¯¯¯¯¯¯¯¯

Level: 16

Ranks: 2

Usefulness: [****.]

Prerequisite: Agility: 6

Description: You gain +15 AP. Nice!

BETTER CRITICALS

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 16

Ranks: 1

Usefulness: [****.]

Prerequisite: Perception: 6, Luck: 6

Description: +50% damage bonus for all critical hits you deliver. Very nice

indeed. Unfortunately it requires relatively high PER and LCK

stats, so you might need to skip it with certain character builds.

CHEM RESISTANT

¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 16

Ranks: 1

Usefulness: [*....]

Prerequisite: Medicine: 60

Description: 50% less chance to develop an addiction to chems. Then again,


if

you're careful you'll never need to build up an addiction at all.

MELTDOWN

¯¯¯¯¯¯¯¯

Level: 16

Ranks: 1

Usefulness: [**...]

Prerequisite: Energy Weapons: 90

Description: Enemies killed by Energy Weapons give off a corona of harmful

energy. This can cause a chain reaction. More a fun perk than

actually helpful - it won't happen all that often to have enemies

grouped together tightly enough for this to cause a lot of damage.

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

are better ways to raise your skills.

WEAPON HANDLING

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 16

Ranks: 1

Usefulness: [*....]

Prerequisite: Strength lower than 10.

Description: Weapon strength requirements are now 2 points lower than


normal.

Again, this has limited usefulness. It'd be better to select

Intense Training - besides, you wouldn't want to have low strength

in any character build.

______________________________________________________________________________
__

COMPUTER WHIZ

¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 18

Ranks: 1

Usefulness: [.....]

Prerequisite: Science: 70, Intelligence: 7

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: [***..]

Prerequisite: Energy Weapons: 60, Guns: 60

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

results in a decent increase of accuracy.

INFILTRATOR

¯¯¯¯¯¯¯¯¯¯¯

Level: 18

Ranks: 1

Usefulness: [.....]

Prerequisite: Lockpick: 70, Perception: 7

Description: If you break a lock you get a second chance. This is the
worthless

twin of Computer Whiz, and no one should ever bother with it on

a level as high as 18. Even at level 2 it would be bad!

PARALYZING PALM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 18

Ranks: 1

Usefulness: Unarmed Builds: [*****] / All-Round Builds: [*....]

Prerequisite: Unarmed: 70

Description: You will sometimes perform a special V.A.T.S. palm strike that

paralyzes your opponent for 30 seconds. You must be completely

Unarmed for this to sometimes happen. A good perk for Unarmed

builds, otherwise it's kind of got a limited use.

______________________________________________________________________________
__

EXPLORER

¯¯¯¯¯¯¯¯

Level: 20

Ranks: 1

Usefulness: [**...]

Prerequisite: ---

Description: All locations are revealed on the Mojave Wasteland. It's a quick

practical solution, but it's nothing you can't do yourself. Two

stars for practical uses, but otherwise zero for completionists.

It can be very annoying to not know which locations you haven't

explored yet, though, so keep that in mind.

GRIM REAPER'S SPRINT

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level: 20

Ranks: 1

Usefulness: [*****]

Prerequisite: ---

Description: If you kill a target in V.A.T.S., twenty Action Points (AP) are

restored upon exiting V.A.T.S. mode. Although heavily dumbed


down

from Fallout 3 (where it restored all AP), this is still a great

perk to take.

NINJA

¯¯¯¯¯

Level: 20

Ranks: 1

Usefulness: Unarmed Builds: [*****] / All-Round Builds: [***..]

Prerequisite: Melee Weapons: 80, Sneak: 80

Description: When attacking with Melee Weapons or Unarmed you gain a


+15%

critical chance on every strike. Sneak Attack Criticals do 25%

more damage than normal. A must for all Unarmed builds, and even

decent for All-Round Builds.

SOLAR POWERED

¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 20
Ranks: 1

Usefulness: [*....]

Prerequisite: Endurance: 7

Description: When walking in direct sunlight: +2 Strength and slow health

regeneration. It's like getting 'Night Person' at level 20, and

yes, it's worthless.

______________________________________________________________________________
__

LASER COMMANDER

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 22

Ranks: 1

Usefulness: [****.]

Prerequisite: Energy Weapons: 90

Description: +15% damage and +10% chance to get critical hits with all

Laser Weapons. Well, that *is* quite useful!

NUKA CHEMIST

¯¯¯¯¯¯¯¯¯¯¯¯

Level: 22

Ranks: 1

Usefulness: [?????]

Prerequisite: Science: 90

Description: You can now create a special kind of Nuka-Cola at workbenches.


SPRAY AND PRAY

¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 22

Ranks: 1

Usefulness: [*....]

Prerequisite: ---

Description: Your attacks do much less damage to your companions. (Oh,


right,

I'm level 22, so we must be so dumb to actually start randomly

"spraying" bullets at my companions when firing at enemies). The

only useful scenario would be when explosions are involved.

______________________________________________________________________________
__

SLAYER

¯¯¯¯¯¯

Level: 24

Ranks: 1

Usefulness: Unarmed Builds: [*****] / All-Round Builds: [**...]

Prerequisite: Unarmed: 90, Agility: 7

Description: Speed of all Unarmed and Melee Weapon attacks increased by


+30%.

Again, this really shows how much the developers wanted people to

"like" Unarmed builds. It's a must for Unarmed builds, but not

more than decent for all-round builds.

______________________________________________________________________________
__
NERVES OF STEEL

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Level: 26

Ranks: 1

Usefulness: [****.]

Prerequisite: Agility: 7

Description: Action Points recover much more quickly than normal. Yet
another

crown for V.A.T.S. lovers.

______________________________________________________________________________
__

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

really cares? I say, RadAway!

______________________________________________________________________________
__

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯

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

enemies can also be detected. Nifty, but not very useful.

REGULAR MAINTENANCE

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Companion: Raul

Usefulness: [***..]

Description: Your weapons and equipment condition decays 50% slower.


That

is actually decently useful.

SCRIBE ASSISTANT

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Companion: Veronica

Usefulness: [*....]
Description: You are allowed to craft workbench items through dialogue
options

with Veronica. Sounds awesome, but you might as well be patient

and find a Workbench.

SEARCH AND MARK

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Companion: Rex

Usefulness: [.....]

Description: Chems, firearms and ammo in your close surroundings are all

highlighted when you zoom in with the camera. Hardly useful at

all.

SPOTTER

¯¯¯¯¯¯¯

Companion: Craig Boone

Usefulness: [.....]

Description: Hostile targets are highlighted when you're actively aiming.

Not very useful either.

STEALTH GIRL

¯¯¯¯¯¯¯¯¯¯¯¯

Companion: Lily

Usefulness: [****.]
Description: Increases Stealth-Boy duration by 200% and also increases
Sneak

Attack Critical hits by +10% damage. Very nice for a companion

perk!

WHISKEY ROSE

¯¯¯¯¯¯¯¯¯¯¯¯

Companion: Cass

Usefulness: [****.]

Description: Consuming Whiskey doesn't reduce your SPECIAL stats and you
are

no longer at risk of getting addicted to Whiskey, but you do raise

your Damage Treshold. Useful to say the least!

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 5.4 Traits [STA-4] |

|_____________________________________________________________________|

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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

gives you some advice on which to pick.

BUILT TO DESTROY

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Positive effects: +3% chance for all weapons to deliver a critical hit.

Negative effects: +15% faster condition decay for all weapons.

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

Repair skill early on. I personally wouldn't recommend this trait.

FAST SHOT

¯¯¯¯¯¯¯¯¯

Positive effects: +20% firing rate with Guns and Energy Weapons.

Negative effects: -20% accuracy with Guns and Energy Weapons.

A typical specialisation trait, forcing you to choose between a faster firing

rate at the cost of accuracy. Its counterpart is the Trigger Discipline trait.

FOUR EYES
¯¯¯¯¯¯¯¯¯

Positive effects: +1 PER when wearing any type of glasses.

Negative effects: -1 PER when not wearing glasses.

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

¯¯¯¯¯¯¯¯¯¯¯¯

Positive effects: +5 points in Barter, Medicine, Repair, Science and Speech.

Negative effects: -5 points in Energy Weapons, Explosives, Guns, Melee


Weapons

and Unarmed.

A specialisation in skill sets, laying focus on negotiation skills and problem

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

it'll be more difficult to eventually create a balanced all-round (nearly)

maxed character build.


HEAVY HANDED

¯¯¯¯¯¯¯¯¯¯¯¯

Positive effects: Melee and unarmed attacks do more damage.

Negative effects: Melee and unarmed attacks do less critical damage.

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

¯¯¯¯¯¯¯¯

Positive effects: Grants you a extra whopping of +10 Action Points.

Negative effects: -2 Damage Treshold.

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

more than make up for it soon enough.

LOOSE CANNON

¯¯¯¯¯¯¯¯¯¯¯¯
Positive effects: +30% faster speed with throwing weapons.

Negative effects: -25% range 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

¯¯¯¯¯¯¯¯¯¯¯

Positive effects: +1 AGL.

Negative effects: Your legs are more easily crippled.

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.

Negative effects: +20% accuracy with Guns and Energy Weapons.

The counterpart of the Fast Shot trait, this one reduces your firing rate for

an increase in accuracy. If you're not into brutal characters with machine


guns

and plasma rifles, but more a sniper kind of person, this could be a decent

choice for you.

WILD WASTELAND

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Positive effects: Adds some (random) events and (unique) weapons.

Negative effects: Removes some (random) events and (unique) weapons.

This Perk makes the game more 'Wacky'. A notable change appears to be
the

removal of the Gauss Rifle, being replaced by an Alien Blaster. It's an

attempt to 'add' replay value.

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 5.5 Derived Statistics [STA-5] |


|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

ACTION POINTS (AP)

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

AP Costs: 1. Crouch/Stand: 10 AP Cost

2. Fire with most Weapons: 10 AP Cost

3. Fire with a Rifle: 25 AP Cost

4. Fire with a Big Gun: 75 AP Cost

Permanently Increasing Perks: 1. Action Boy/Girl: +15 AP

2. Math Wrath: AP Costs -10%

3. Plasma Spaz: AP Costs -10% (for Plasma Weapons)

Temporary AP Increases: 1. UltraJet: +40 AP

2. Rocket: +30 AP

3. Nuka-Cola Victory: +30 AP

4. NukaLurk Meat: +30 AP

5. Nuka-Cola Quantum: +20 AP

6. Mississippi Quantum Pie: +20 AP

7. (Irradiated) Sugar Bombs: +15 AP

8. Trail Mix: +15 AP

9. Jet: +15 AP

10. Dixon's Jet: +10 AP

11. Mushroom Cloud: + 9 AP


Temporary AP Decreases: 1. Alcohol Addiction: Agility -1 = AP -2

2. Jet Addiction: Agility -1 = AP -2

3. Med-X Addiction: Agility -1 = AP -2

4. Radiation Poisoning (400 Rads): Agility -1 = AP -2

5. Radiation Poisoning (600 Rads): Agility -2 = AP -4

6. Radiation Poisoning (800 Rads): Agility -2 = AP -4

HEALTH

¯¯¯¯¯¯

__________ _______

|ENDURANCE:|MAX HP:| Health is obviously essential - lose it all and you'll


die.

|=-=-=-=-=-|=-=-=-=| Endurance is of direct relevance to your health as the

| 1 | 120 | table on the left shows.

| 2 | 140 |

| 3 | 160 | Enemies have health too, but the precise values are not

| 4 | 180 | shown in-game. You can refer to the enemy encyclopedia

| 5 | 200 | section of this Guide to find the Max HP values of your

| 6 | 220 | enemies. You can use the Health Bars in-game to get a

| 7 | 240 | good estimate of how much an enemy is weakened.

| 8 | 260 |

| 9 | 280 | The table below shows the difference between body parts of

| 10 | 300 | a regular enemy and your own body parts.

¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
__________ ______________ ____________

|BODY PART:|PLAYER HEALTH:|NPC HEALTH: | o Head Shots often means


double damage.

|=-=-=-=-=-|=-=-=-=-=-=-=-|=-=-=-=-=-=-|

|Head | 75% | 20% | o The %'s in the table to the left are

|Torso | 255% | 60% | estimates of how much health a

|Right Arm | 100% | 25% | specific body part resembles. The

|Left Arm | 100% | 25% | head is the obvious weak spot, but

|Right Leg | 150% | 25% | for enemies the limbs are also weak

|Left Leg | 150% | 25% | spots that are easy to cripple.

¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯

Permanently Increasing Perks: 1. Life Giver: +30 Health

MOVEMENT SPEED

¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Three factors determine how fast you're able to move around:

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.

Repair some weapons/armor and dump items you no longer need.

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

weapon equipped, but no penalties are given for one-handed weapons.

UNDER CONSTRUCTION...

__ _____ ___ ___ _ _ ___ ___ _ _ ___ _ _ ___ ___

\ \ / /_ _| / __| __| \| | __| _ \ /_\ | | |_ _| \| | __/ _ \

\ V / | | _ | (_ | _|| .` | _|| / / _ \| |__ | || .` | _| (_) |

\_/ |___(_) \___|___|_|\_|___|_|_\/_/ \_\____| |___|_|\_|_| \___/

________________________________________________________________[GEN]

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 6.1 LEVEL UP CHART [GEN-1] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

____ _____ _____________________ ______________________ _____________________

|LVL:|EXP: |EVIL KARMA TITLE: |NEUTRAL KARMA TITLE: |GOOD KARMA


TITLE: |

|=-=-|=-=-=|=-=-=-=-=-=-=-=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-|=-=-=-=-
=-=-=-=-=-=-=|

| 1| 0|Vault Delinquent |Vault Dweller |Vault Guardian |


| 2 | 200|Vault Outlaw |Vault Renegade |Vault Martyr |

| 3 | 550|Opportunist |Seeker |Sentinel |

| 4 | 1050|Plunderer |Wanderer |Defender |

| 5 | 1700|Fat Cat |Citizen |Dignitary |

| 6 | 2500|Marauder |Adventurer |Peacekeeper |

| 7 | 3450|Pirate of the Wastes |Vagabond of the Wastes|Ranger of the


Wastes |

| 8 | 4550|Reaver |Mercenary |Protector |

| 9 | 5800|Urban Invader |Urban Ranger |Urban Avenger |

| 10 | 7200|Ne'er-do-well |Observer |Exemplar |

| 11 | 8750|Capital Crimelord |Capital Councilor |Capital Crusader |

| 12 |10450|Defiler |Keeper |Paladin |

| 13 |12300|Vault Boogeyman |Vault Descendant |Vault Legend |

| 14 |14300|Harbinger of War |Pinnacle of Survival |Ambassador of Peace |

| 15 |16450|Urban Superstition |Urban Myth |Urban Legend |

| 16 |18750|Villain of the Wastes|Strider of the Wastes |Hero of the Wastes |

| 17 |21200|Fiend |Beholder |Paragon |

| 18 |23800|Wasteland Destroyer |Wasteland Watcher |Wasteland Savior


|

| 19 |26550|Evil Incarnate |Super-Human |Saint |

| 20 |29450|Scourge of Humanity |Paradigm of Humanity |Last, Best Hope of


|

| | | | |Humanity |

| 21 |32500|Architect of Doom |Soldier of Fortune |Restorer of Faith |

| 22 |35700|Bringer of Sorrow |Profiteer |Model of Selflessness|

| 23 |39050|Deceiver |Egocentric |Shepherd |

| 24 |42550|Consort of Discord |Loner |Friend of the People |


| 25 |46200|Stuff of Nightmares |Hero for Hire |Champion of Justice |

| 26 |50000|Agent of Chaos |Model of Apathy |Symbol of Order |

| 27 |53950|Instrument of Ruin |Person of Refinement |Herald of Tranquility|

| 28 |58050|Soultaker |Moneygrubber |Lightbringer |

| 29 |62300|Demon's Spawn |Gray Stranger |Earthly Angel |

| 30 |66700|Devil |True Mortal |Messiah |

¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 6.2 ENEMY ENCYCLOPEDIA [GEN-2] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

CASINO PERSONNEL (THE STRIP + FREESIDE)

_____________________ __ _ ___ __ ___ ___ _________________ __________________

|NAME: |LV|P|HLT|GU|ENW|MEL|ARMOR: |WEAPONS: |

|-=-=-=-=-=-=-=-=-=-=-|=-|=|-=-|=-|=-=|-=-|=-=-=-=-=-=-=-=-=|-=-=-=-
=-=-=-=-=-=|

|Atomic Wrangler Crier| 1|5| 70| 5| 5| 5|Clothing |Knife |

|Atomic Wrangler Guard| 5|5| 85|46| 15| 15|Leather Armor |Cowboy


Repeater |

| | || | | | | |Police Baton |

|Bartender | 1|5| 35|15| 15| 26|Gambler Suit |Sawed Off Shotgun |

|Blackjack Dueler | 1|5| 35|15| 15| 26|Gambler Suit |None |

|Card Dealer | 1|5| 70| 5| 5| 5|Gambler Suit |None |

|Chairman |12|5| 80|74| 70| 72|Bussiness Suit |9mm Pistol, |


| | || | | | | |Switchblade |

|Chairman Bodyguard | 6|5| 75|65| 15| 67|Bussiness Suit |Silenced 22 SMG,


|

| | || | | | | |Grenade |

|Chairman Greeter | 6|5| 75|65| 15| 67|Bussiness Suit |Combat Knife |

| | || | | | | |Grenade |

|Escort | 5|5| 85|46| 15| 15|Prewar Negligee |None |

|Gambler | 1|5| 70| 5| 5| 5|Gambler Suit |None |

|Gomorrah Prostitute | 2|5| 70|18| 14| 12|Prostitute Outfit|None |

|Gunderson Hired Hand | 4|5|140|43| 14| 41|Republican Outfit|Caravan


Shotgun |

|Hooker | 5|6| 45|11| 17| 48|Prostitute Outfit|None |

|Omerta Thug | 7|4|105|17| 13| 58|Bussiness Suit |Sawed Off Shotgun |

| | || | | | | |Combat Knife |

|Roulette Dealer | 1|5| 70| 5| 5| 5|Gambler Suit |None |

|White Glove | 4|5|140|43| 14| 41|WG Society Attire|Dress Cane |

| | | | | | | |WG Mask | |

|White Glove Bouncer | 4|5|140|43| 14| 41|WG Society Attire|Dress Cane


|

| | | | | | | |WG Mask | |

|Zoara Bouncer |16|5|140|89| 85| 87|Bussiness Suit |Combat Knife,


10MM|

| | || | | | | |Submachine Gun, |

| | || | | | | |44 Magnum |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯ ¯ ¯¯¯ ¯¯ ¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

FREESIDE INHABITANTS

____________________ __ _ ___ __ ___ __ ___________________ __________________


|NAME: |LV|P|HLT|GU|ENW|ML|ARMOR: |WEAPONS: |

|-=-=-=-=-=-=-=-=-=-=|=-|=|-=-|=-|=-=|=-|=-=-=-=-=-=-=-=-=-=|-=-=-=-
=-=-=-=-=-=|

|Beggar | 1|5| 70| 5| 5| 5|Wasteland Outfit |None |

|Bodyguard |15|8|255|85| 85|85|CA, LA, MA, Merc O.|Hunting Rifle, |

| | || | | | | |10MM Submachinegun|

|Bodyguard for Hire |16|6|150|94| 17|75|Leather Armor |Sawed Off


Shotgun |

|Chem Addict | 1|4| 20|12| 12|12|Wasteland Outfit |Knife |

|Followers Doctor |12|6|120|14| 16|12|Followers Docter O.|None |

|Followers Guard |14|6|140|86| 17|15|Merc Outfit |Sawed Off Shotgun |

| | || | | | | |9mm Pistol |

| | || | | | | |Lever Action Shotg|

| | || | | | | |Hunting Rifle |

|Followers Medical |10|6| 90|14| 16|12|Followers Doctor |None |

|Student | || | | | | | |

|Freeside Thug | 5|0|150| 5| 5|45|Wasteland Outfit |None |

|Greaser | 3|5| 70|39| 15|41|Wasteland Outfit |Baseball Bat, F. |

| | || | | | | |Grenade, Powerfist|

|Guard | 9|5|120|63| 14|63|Merc Outfit |Hunting Rifle |

|Gun Runner Guard | 1|3| 80|32| 26|21|Merc Outfit |Caravan Shotgun |

|Gun RUnner Gunsmith | 5|5|240|45| 15|45|Merc Outfit |9mm Pistol |

|King Groupie | 1|5| 30|30| 14|30|Prewar Negligee |None |

|Kings Gang Member | 1|5| 70| 5| 5| 5|Kings Outfit |357 Revolver,


10mm|

| | || | | | | |Submachinegun, |

| | || | | | | |10mm Pistol |
|New Vegas Citizen | 3|5| 75|39| 14|39|Wasteland Outfit |9mm Pistol,B.
Bat,|

| | | | | | | |Merc Outfit |Single Shotgun, |

| | || | | | | |Knife, Tire Iron |

| | || | | | | |Sledgehammer |

| | || | | | | |Caravan Shotgun |

|New Vegas Resident | 1|5| 70| 5| 5| 5|Wasteland Outfit |None |

|North Vegas Resident| 1|5| 70| 5| 5| 5|Wasteland Outfit |None |

|Scavenger | 6|5|140|50| 15|15|Wastel. Merchant O.|10mm Pistol,


10mm |

| | || | | | | |SMG, Hunting Rifle|

| | || | | | | |Sawed Off Shotgun |

|Sharecropper | 1|6| 80|14| 16|33|Republican Outfit |None |

|Squatter | 1|5| 70| 5| 5| 5|Wasteland Outfit |None |

|Thug | 6|4|120|37| 13|54|Wasteland Outfit |10mm Pistol |

|Underpass Citizen | 1|5| 70| 5| 5| 5|Wasteland Outfit |357 Revolver |

|Van Graff Thug |17|7|215| 5| 95| 5|Combat Armor Black |Plasma Rifle |

|Westside Citizen | 1|5| 70| 5| 5| 5|Wasteland Outfit |None |

|Westside Militia | 1|5| 65|31| 14|31|Leather Armor |Single Shotgun |

|Westside Resident | 1|5| 70| 5| 5| 5|Wasteland Outfit |None |

|Westside Thug | 5|5| 85|47| 14|47|Wasteland Outfit |Baseball Bat |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯ ¯ ¯¯¯ ¯¯ ¯¯¯ ¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

__ _____ ___ ___ _ ___ _____ _ _ _____ ___ _____ __

\ \ / /_ _|_ _| |_ _| \| \ \ / / __| \| |_ _/ _ \| _ \ \ / /

\ V / | | | | _ | || .` |\ V /| _|| .` | | || (_) | /\ V /

\_/ |___|___(_) |___|_|\_| \_/ |___|_|\_| |_| \___/|_|_\ |_|


___________________________________________________________[INV]

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 7.1 WEAPONS [INV-1] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

This section is currently under construction.

Legend:

-------

VAL = Value of the weapon

HLT(H) = Health of the weapon

CLP = Clip Capacity

WG = Weight

STR = Required Strength

SKL = Skill

DAM = Damage

SPR = Weapon Spread

AP = Required Action Points

RF = Rate of Fire

C% = Chance on getting a Critical Hit

CD(M) = *Added* bonus damage when scoring a Critical Hit

A = Automatic

S = Scoped
U = Unique

M = Modifiable

T = Type (1 or 2-handed)

ENERGY WEAPONS

____________________ _____ ____ ___ __ ___ ___ ___ ___ __ __ ___ ___ _ _ _ _ _

|NAME: | VAL|HLTH|CLP|WG|STR|SKL|DAM|SPR|AP|RF| C%|CDM|A|S|


U|M|T|

|=-=-=-=-=-=-=-=-=-=-|=-=-=|-=-=|-=-|=-|=-=|-=-|=-=|-=-|-=|-=|-=-|=-=|-|
=|-|=|-|

|Alien Blaster | 4000| 500| 10| 2| 1 | 75|100| 0 |20| 1|100|100|N|N|Y|N|1|

|Euclid's C-Finder | 1|1000| 1|15| 1 | 0| 0|,5 |50| 0| 50| 0|N|N|Y|N|1|

|Flamer | 2350| 200| 60|15|5-7| 50| 16|,5 |50| 8| 4| 1|Y|N|N|Y|2|

|Gatling Laser | 3000|1500|240|18|6-8|100| 7|,6 |30|30| 1| 7|Y|N|N|Y|2|

|Gauss Rifle | 6800| 80| 5| 7|3-5| 75|120|,03|40| 1| 2| 60|N|Y|N|N|2|

|Gauss Rifle: YCS/186| 3000| 100| 4| 8|3-5| 75|140|.03|40| 1| 2| 70|N|Y|Y|N|


2|

|Heavy Incinerator | 7200| 200| 24|15|6-8|100| 15|.5 |50| 4| 4| 5|Y|N|N|N|2|

|Incinerator | 1300| 200| 30|12|4-6| 25| 1|.1 |50| 2| 4| 1|Y|N|N|N|2|

|Laser Pistol | 175| 200| 30| 3| 1 | 0| 12|.1 |15| 1|1.5| 12|N|N|N|N|1|

|Laser Pistol: | 2500| 80| 30| 3| 1 | 0| 75|.1 |35| 8|2.5| 50|N|N|Y|N|1|

|Pew Pew | | | | | | | | | | | | ||||||

|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 Caster | 7000| 80| 10|20|6-8|100| 65| .7|25| 1| 1| 65|N|N|N|Y|2|

|Plasma Defender | 3000| 100| 48| 2| 2 | 50| 36| .3|20| 1| 1| 36|N|N|N|N|1|

|Plasma Pistol | 200| 150| 32| 3| 2 | 0| 22| .5|30| 1|1.5| 22|N|N|N|N|1|

|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|

|Matter Modulator | | | | | | | | | | | | ||||||

|Pulse Gun | 1800| 100| 25| 2| 2 | 50| 5| .1|20|12| 1| 5|N|N|Y|N|1|

|Recharger Pistol | 2700| 300| 20| 7| 2 | 50| 12| 0|13| 1|1.2| 12|N|N|N|Y|1|

|Recharger Rifle | 250| 200| 7|15|3-5| 0| 9|.02|19| 1|1.5| 9|N|N|N|N|2|

|Tesla Cannon | 8700| 80| 40| 8|6-8|100| 40| 0|37| 1| 2| 30|N|N|N|N|2|

|Tesla Cannon: Tesla |12500| 40| 45| 8|6-8|100| 55| 0|37| 1| 2| 55|N|N|Y|N|
2|

|Beaton Prototype | | | | | | | | | | | | ||||||

|Tri-Beam Laser Rifle| 4800| 50| 24| 9|2-4| 75| 52| .5|23| 1|1.5| 15|N|N|N|N|2|

| | | | | | | | | | | | | ||||||

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯ ¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯ ¯¯ ¯¯¯ ¯¯¯ ¯ ¯ ¯ ¯ ¯

EXPLOSIVES

___________________ ____ ____ ___ ___ ___ ___ ___ ____ __ __ ___ ___ _ _ _ _ _

|NAME: | VAL|HLTH|CLP|WG |STR|SKL|DAM|SPR |AP|RF| C%|CDM|A|S|


U|M|T|

|=-=-=-=-=-=-=-=-=-=|-=-=|-=-=|-=-|=-=|=-=|-=-|=-=|-=-=|-=|-=|-=-|=-
=|-|=|-|=|-|

|Bottlecap Mine | 150| .5|---| .5| 1| 0| 1| 1|35| 0| 1| 0|N|N|N|N|1|

|C-4 Plastic |1000| ---|---| .5| 1| 50| 1| 0|24| 1| 1| 0|N|N|N|N|1|

|Explosive | | | | | | | | | | | | ||||||
|Detonator | 25| .5| 1 | .5| 0| 0| 0| 0|24| 1| 1| 0|N|N|N|N|1|

|Dynamite | 25| .3|---| .3| 1| 0| 1| 0|24| 1| 1| 0|N|N|N|N|1|

|Dynamite: Long Fuse| 25| .3|---| .3| 1| 0| 1| 0|24| 1| 1| 0|N|N|N|N|1|

|Dynamyte | | | | | | | | | | | | ||||||

|Fat Man |6000| 30| 1 | 30|6-8|100| 10| 2|65| 1| 0| 0|N|N|N|Y|2|

|Frag Grenade | 150| 5|---| .5| 2| 25| 1| 0|24| 1| 1| 0|N|N|N|N|1|

|Frag Grenade: Holy | 500| 5|---| .5| 2| 0| 1| 0|24| 1| 1| 0|N|N|Y|N|1|

|Frag Grenade | | | | | | | | | | | | ||||||

|Frog Mine | 75| 5|---| .5| 1| 25| 1| 1|35| 1| 1| 0|N|N|N|N|1|

|Grenade Launcher |4200| 100| 4 | 12|3-5| 75| 30| 1|35| 1| 1| 0|N|N|N|N|2|

|Grenade Machinegun |5200| 200| 30| 15|6-8|100| 0| 1|50| 3| 1| 0|N|N|N|Y|


2|

|Grenade Machinegun:|5200| 200| 18| 15|6-8|100| 0| 1|50| | 50| 0|N|N|Y|N|


2|

|Mercy | | | | | | | | | | | | ||||||

|Grenade Rifle | 300| 100| 1 | 6|1-3| 25| 2| 1|35| 1| 1| 1|N|N|N|N|2|

|Grenade Rifle: | 800| 125| 1 |5.5|1-3| 25| 2| .5|35| 1| 1| 1|N|N|Y|N|2|

|Thump-Thump | | | | | | | | | | | | ||||||

|Incendiary Grenade | 200| 5|---| .5| 2| 50| 1| 1|24| 1| 1| 0|N|N|N|N|1|

|Missile Launcher |3900| 50| 1 | 20|4-6| 75| 20| .5|55| 1| 0| 0|N|N|N|Y|2|

|Missile Launcher: |5200| 100| 1 | 20|4-6| 75| 20| .2|47| 1| 0| 0|N|N|Y|N|2|

|Annabelle | | | | | | | | | | | | ||||||

|Plasma Grenade | 300| 5|---| .5| 2| 75| 1| 1|24| 1| 1| 0|N|N|N|N|1|

|Plasma Mine | 300| 5|---| .5| 2| 75| 1| 1|35| 0| 1| 0|N|N|N|N|1|

|Powder Charge | 25| 5|---| .5| 1| 0| 1| 1|35| 1| 1| 0|N|N|N|N|1|

|Pulse Grenade | 40| 5|---| .5| 2| 50| 1| 1|24| 3| 1| 0|N|N|N|N|1|

|Pulse Mine | 40| 5|---| .5| 2| 50| 1| 1|35| 0| 1| 0|N|N|N|N|1|


|Time Bomb | 750| 50|---| .5| 1| 50| 1| 0|24| 1| 1| 0|N|N|N|N|1|

| | | | | | | | | | | | | ||||||

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯¯ ¯¯ ¯¯ ¯¯¯ ¯¯¯ ¯ ¯ ¯ ¯ ¯

GUNS

____________________ ____ ___ ___ ___ ____ ___ ___ ____ __ __ ___ __ _ _ _ _ _

|NAME: | VAL|HLT|CLP|WG |STR |SKL|DAM|SPR |AP|RF| C%|CD|A|S|U|


M|T|

|=-=-=-=-=-=-=-=-=-=-|-=-=|=-=|-=-|=-=|=-=-|-=-|=-=|-=-=|-=|-=|-=-|-=|-|
=|-|=|-|

|.357 Magnum Revolver| 110|200| 6| 2 |1-3 | 0 | 26| 0.5|20| 1| 1 |26|N|N|N|Y|


1|

|.357 Magnum Revolver|1500|225| 6|2.5|1-3 | 0 | 30| 0.3|17| 1|2.5|30|N|N|Y|


N|1|

|Lucky | | | | | | | | | | | | ||||||

|.44 Magnum Revolver |2500|250| 6|3.5|3-5 | 50| 36| 0.7|28| 1| 1 |36|N|Y|N|Y|


1|

|.44 Magnum Revolver:|3200|150| 6| 4 |4-6 | 50| 42| 0.5|25| 1| 1 |42|N|N|Y|N|


1|

|Mysterious Magnum | | | | | | | | | | | | ||||||

|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|

|12.7mm Pistol |4000| 80| 7|3.5|5-7 | 75| 40| 1.1|17| 1| 1 |33|N|N|N|Y|1|

|12.7mm Submachine |5100|250| 15| 5 |4-6 |100| 36| 4|20| 8| 1 |36|Y|N|N|


Y|2|

|Gun | | | | | | | | | | | | ||||||

|9mm Pistol | 100|150| 13|1.5| 2 | 0 | 16| 0.7|17| 1| 1 |16|N|Y|N|Y|1|

|9mm Pistol: Maria |1000|200| 13|1.5| 2 | 0 | 20| 0.2|15| 1| 2 |20|N|N|Y|N|1|


|9mm Submachine Gun | 850|450| 30| 4 |1-3 | 25| 11| 2.2| 0|11| 1 |11|Y|N|N|
Y|1|

|9mm Submachine Gun: |1500|600| 60| 4 |1-3 | 25| 13| 1.5| 0|13| 1 |13|Y|N|Y|
N|1|

|Vance's Subm. Gun | | | | | | | | | | | | ||||||

|Anti-Materiel Rifle |5600| 95| 8| 20|6-8 |100|110|0.03|65| 5| 1 |80|N|N|N|N|2|

|Assault Carbine |3950|400| 24| 6 |1-3 | 75| 12| 1.5|20|12|0.5|12|Y|N|N|Y|2|

|BB Gun | 36| 50|100| 2 | 1 | 0 | 4| 0.5|28| 3| 1 | 4|N|N|N|N|2|

|BB Gun: Abilene Kid | 500|100|100| 2 | 1 | 0 | 4| 0.5|28| 3|1.5|70|N|N|Y|N|2|

|LE BB Gun | | | | | | | | | | | | ||||||

|Brush Gun |4900|150| 6| 5 |4-6 |100| 75|0.03|23| 1| 1 |75|N|N|N|Y|2|

|Caravan Shotgun | 675|140| 2| 3 |1-3 | 25| 6| 4|27| 2| 1 | 6|N|N|N|N|2|

|Cowboy Repeater | 800|120| 7| 5 |2-4 | 25| 32|0.04|20| 1|1.2|32|N|N|N|Y|


2|

|Cowboy Repeater: La |1500|150| 11| 5 |3-5 | 25| 35| 0.2|18| 1|1.5|35|N|Y|Y|N|


2|

|Longue Carabine | | | | | | | | | | | | ||||||

|Hunting Revolver |3500|110| 5| 4 |4-6 | 75| 58|0.35|32| 0| 1 |58|N|Y|N|N|1|

|Hunting Rifle |2200|300| 5| 6 |4-6 | 50| 45|0.03|60| 1| 1 |45|N|Y|N|Y|2|

|Hunting Shotgun: |3800|125| 5|7.5|3-5 | 75| 75| 1.2| 0| 1| 1 |10|N|N|Y|N|2|

|Dinner Bell | | | | | | | | | | | | ||||||

|Lever-Action Shotgun|2000|100| 5| 3 |2-4 | 50| 48| 1.9|30| 5| 1 |11|N|N|N|N|


2|

|Light Machine Gun |5200|400| 90| 15|6-8 |100| 21| 3.2|30|12| 0 | 7|N|N|N|Y|
2|

|Marksman Cabine |5900|400| 20| 6 |2-4 |100| 24|0.04|20| 1| 1 |21|N|Y|N|


N|2|

|Marksman Cabine: |5900|400| 24| 6 |2-4 |100| 26|0.04|20| 1| 1 |24|N|Y|Y|N|


2|
|All-American | | | | | | | | | | | | ||||||

|Minigun |5500|800|240| 25|8-10|100| 12| 2.3|30|20|0.5|26|Y|N|N|Y|2|

|Minigun CZ57 Avenger|8500|700|120| 18|8-10|100| 14| 1.1|30|30|0.5|12|Y|N|


Y|N|2|

|Ranger Sequoia |1200|150| 5| 4 | 4-6| 75| 62| 0.1|30| 0|1.5|62|N|N|N|N|1|

|Riot Shotgun |5500|150| 12| 5 | 5-7|100| 67| 3.5|30| 3| 1 |10|N|N|N|N|2|

|Sawed-off Shotgun |1950| 80| 2| 4 | 2-4| 50|100| 7|37| 1| 0 | 7|N|N|N|N|1|

|Sawed-off Shotgun: |2500| 80| 2| 4 | 2-4| 50|120| 6|35| 1| 0 | 9|N|N|Y|N|1|

|Big Boomer | | | | | | | | | | | | ||||||

|Service Rifle | 540|400| 20|8.5| 2| 25| 20|0.55|22| 1| 1 |20|N|N|N|Y|2|

|Silenced .22 Pistol | 80|100| 26| 3 | 1| 0| 9| 0.5|17| 1| 1 | 9|N|N|N|N|1|

|Silenced .22 SMG |1875|500|180| 8 | 2| 50| 10| 2|18|11| 1 | 6|Y|N|N|Y|2|

|Single Shotgun | 175|200| 1| 7 | 3-5| 0| 50| 1.4|45| 1| 1 | 7|N|N|N|N|2|

|Sniper Rifle |4100| 80| 5| 8 | 4-6| 75| 62|0.02|38| 1| 5 |62|N|Y|N|Y|2|

|Sniper Rifle: Gobi |6700|160| 6|4.5| 4-6| 75| 60|0.02|33| 1| 5 |60|N|Y|Y|N|2|

|Campaign Scout Rifle| | | | | | | | | | | | ||||||

|That Gun |1750|225| 5| 5 | 4-6| 50| 18| 0.5|19| 1|2.5|18|N|Y|Y|N|1|

|This Machine |2800|600| 8|9.5| 4-6| 75| 65| 0.5|22| 1| 1 |65|N|N|Y|N|2|

|Trail Cabine |3900|500| 8|5.5| 3-5| 75| 45|0.04|21| 1| 1 |45|N|Y|N|Y|2|

|Varmint Rifle | 75|120| 5|5.5| 1-3| 0| 18|0.02|22| 1| 1 |18|N|Y|N|Y|2|

|Varmint Rifle: |2000|200| 8|4.5| 1-3| 0| 23|0.02|45| 1| 5 |23|N|Y|Y|N|2|

|Ratslayer | | | | | | | | | | | | ||||||

| | | | | | | | | | | | | ||||||

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯¯ ¯¯ ¯¯ ¯¯¯ ¯¯ ¯ ¯ ¯ ¯ ¯

MELEE WEAPONS

____________________ ____ ____ ___ ___ ___ ___ ___ ___ __ __ ___ ___ _ _ _ _ _
|NAME: | VAL|HLTH|CLP|WG |STR|SKL|DAM|SPR|AP|RF| C%|CDM|A|S|
U|M|T|

|=-=-=-=-=-=-=-=-=-=-|-=-=|-=-=|-=-|=-=|-=-|-=-|=-=|=-=|-=|-=|-=-|=-=|-|
=|-|=|-|

|9 Iron | 55| 60|---| 3| 2| 25| 17| 0|22| 0| 1| 17|N|N|N|N|2|

|9 Iron: Nephi's Golf| 500| 50|---| 1| 2| 25| 30| 0|21| 5|1.2| 30|N|N|Y|N|2|

|Driver | | |---| | | | | | | | | | | | | | |

|Baseball Bat | 250| 400|---| 3|2-4| 25| 22| 0|25| 0| 1| 22|N|N|N|N|2|

|Binoculars | 50| 250|---|1.5| 0| 0| 0| 0|20| 1| 0| 0|Y|Y|N|N|1|

|Bumper Sword |2500| 300|---| 12|6-8| 50| 32| 0|38| 1| 1| 32|N|N|N|N|2|

|Bumper Sword: Blade | 45| 800|---| 12|7-9|100| 65| 0|35| 0| 1| 35|N|N|Y|N|


2|

|of the East | | | | | | | | | | | | ||||||

|Cattle Prod | 450| 250|---| 3|2-4| 75| 5| 0|28| 1| 2| 5|N|N|N|N|2|

|Chainsaw |2800| 250|---| 20|5-7| 75|100| 0|65| 1| 0| 0|Y|N|N|N|2|

|Cleaver | 20| 90|---| 2| 2| 0| 7| 0|22| 0| 1| 7|N|N|N|N|1|

|Cleaver: Chopper | 800| 90|---| 2| 2| 0| 14| 0|22| 0| 2| 14|N|N|Y|N|1|

|Combat Knife | 500| 50|---| 1|1-3| 50| 15| 0|17| 1| 2| 15|N|N|N|N|1|

|Combat Knife: | 900| 200|---| 1|1-3| 50| 22| 0|17| 1| 2| 22|N|N|Y|N|1|

|Chance's Knife | | | | | | | | | | | | ||||||

|Dress Cane | 40| 50|---| 3| 2| 50| 22| 0|27| 5| 1| 35|N|N|N|N|2|

|Fire Axe |2500| 200|---| 8|3-5| 75| 55| 0|22| 0| 1| 27|N|N|N|N|2|

|Fire Axe: KnockKnock|3200| 110|---| 8|3-5| 75| 66| 0|21| 0| 1| 33|N|N|Y|N|2|

|Hatchet | 75| 300|---| 2| 2| 25| 16| 0|22| 0| 1| 16|N|N|N|N|1|

|Knife | 20| 150|---| 1| 1| 0| 8| 0|20| 0| 1| 8|N|N|N|N|1|

|Lead Pipe | 75| 50|---| 3|3-5| 50| 22| 0|24| 5| 1| 22|N|N|N|N|1|

|Lead Pipe: The | 320| 75|---| 3|3-5| 50| 26| 0|21| 5| 1| 26|N|N|Y|N|1|
|Humble Cudgel | | | | | | | | | | | | ||||||

|Machete | 50| 50|---| 2|1-3| 25| 11| 0|20| 0|1.5| 11|N|N|N|N|1|

|Machete Gladius |1000| 75|---| 2|2-4| 25| 28| 0|20| 0|1.5| 28|N|N|N|N|1|

|Machete: Liberator |1000| 75|---| 2|1-3| 25| 18| 0|18| 0| 3| 18|N|N|Y|N|1|

|Nail Board | 250| 60|---| 4|5-7| 25| 25| 0|27| 1| 0| 25|N|N|N|N|2|

|Police Baton | 70| 250|---| 2| 1| 0| 10| 0|23| 5| 1| 10|N|N|N|N|1|

|Pool Cue | 15| 50|---| 1| 2| 0| 15| 0|27| 5| 0| 15|N|N|N|N|2|

|Rebar Club | 500| 250|---| 9|7-9| 50| 42| 0|40| 1|0.5| 24|N|N|N|N|2|

|Ripper |1200| 600|---| 6|1-3| 75| 30| 0|65| 1| 0| 0|Y|N|N|N|1|

|Rolling Pin | 10| 100|---| 1| 2| 0| 3| 0|24| 1| 0| 8|N|N|N|N|1|

|Shishkebab |2500| 500|---| 3|4-6| 75| 40| 0|28| 5| 2| 20|N|N|N|N|1|

|Shovel | 55| 300|---| 3|1-3| 0| 12| 0|28| 0| 3| 20|N|N|N|N|2|

|Sledgehammer | 130| 150|---| 12|5-7| 50| 24| 0|38| 1| 1| 24|N|N|N|N|2|

|Straight Razor | 35| 75|---| 1| 1| 0| 5| 0|18| 1| 2| 10|N|N|N|N|1|

|Straight Razor: | 400| 90|---| 1| 1| 0| 8| 0|17| 1| 4| 16|N|N|Y|N|1|

|Figaro | | | | | | | | | | | | ||||||

|Super Sledge |5800| 100|---| 20|6-8|100| 70| 0|38| 0| 1| 35|N|N|N|N|2|

|Super Sledge: Oh |6200| 100|---| 20|6-8|100| 80| 0|35| 0| 1| 40|N|N|Y|N|2|

|Baby! | | | | | | | | | | | | ||||||

|Switchblade | 35| 100|---| 1| 1| 25| 7| 0|18| 1| 2| 11|N|N|N|N|1|

|Thermic Lance |5500| 800|---| 20|5-7|100|100| 0|65| 1| 0| 0|Y|N|N|N|2|

|Throwing Hatchet | 20|1000|---| 2| 1| 25| 20| 0|22| 0| 1| 20|N|N|N|N|1|

|Throwing Knife | 20|1000|---|0.5| 1| 0| 15| 0|20| 0| 1| 7|N|N|N|N|1|

|Throwing Spear | 25|1000|---|0.5| 1| 25| 35| 0|24| 1| 1| 7|N|N|N|N|1|

|Tire Iron | 40| 200|---| 3| 3| 0| 15| 0|27| 5| 1| 15|N|N|N|N|1|

| | | | | | | | | | | | | ||||||
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯ ¯¯ ¯¯¯ ¯¯¯ ¯ ¯ ¯ ¯ ¯

UNARMED WEAPONS

____________________ ____ ____ ___ __ ___ ___ ___ ____ __ __ ___ ___ _ _ _ _ _

|NAME: | VAL|HLTH|CLP|WG|STR|SKL|DAM|SPR |AP|RF| C%|CDM|A|S|


U|M|T|

|=-=-=-=-=-=-=-=-=-=-|-=-=|-=-=|-=-|-=|-=-|-=-|=-=|-=-=|-=|-=|-=-|=-=|-|
=|-|=|-|

|Ballistic Fist |7800| 80|---| 6|7-9|100| 80| 0|28| 5| 1| 80|N|N|N|N|1|

|Bladed Gauntlet | 200| 60|---|10|3-5| 25| 25| 0|26| 2| 2| 40|N|N|N|N|1|

|Bladed Gauntlet: | 800| 75|---|10|3-5| 25| 28| 0|26| 2| 2| 44|N|N|Y|N|1|

|Cram Opener | | | | | | | | | | | | ||||||

|Boxing Gloves | 100| 200|---| 6| 1| 0| 1| 0|28| 5| 1| 1|N|N|N|N|1|

|Boxing Gloves: | 100| 250|---| 6| 1| 0| 1| 0|28| 5| 2| 1|N|N|Y|N|1|

|Golden Gloves | | | | | | | | | | | | ||||||

|Boxing Tape | 100| 500|---|25| 1| 0| 4| 0|28| 5| 1| 4|N|N|N|N|1|

|Brass Knuckles | 120| 200|---| 1| 2| 25| 18| 0|18| 5| 1| 18|N|N|N|N|1|

|Displacer Gauntlet |3500| 100|---| 6|2-4|100| 50| 0|28| 5| 1| 50|N|N|N|N|1|

|Displacer Gauntlet: |4200| 120|---| 6| 2|100| 60| 0|28| 5| 1| 60|N|N|Y|N|1|

|Pushy | | | | | | | | | | | | ||||||

|DogTag Fist | 50| 100|---| 3| 1| 0| 20| 0|35| 5| 1| 20|N|N|N|N|1|

|DogTag Fist: | 250| 150|---| 3| 1| 0| 25| 0|35| 5| 1| 25|N|N|Y|N|1|

|Recompense of the | | | | | | | | | | | | ||||||

|Fallen | | | | | | | | | | | | ||||||

|Mantis Gauntlet | 150| 50|---|10|2-4| 75| 30| 0|22| 2| 3| 30|N|N|N|N|1|

|Power Fist | 800| 80|---| 6|3-5| 50| 40| 0|28| 5| 1| 40|N|N|N|N|1|

|Spiked Knuckles | 500| 300|---| 1|1-3| 50| 25| 0|19| 5| 1| 25|N|N|N|N|1|


|Spiked Knuckles: | 750| 300|---| 1|1-3| 50| 30| 0|19| 5| 1| 30|N|N|Y|N|1|

|Love and Hate | | | | | | | | | | | | ||||||

|Zap Glove |5200| 100|---| 6|2-4| 75| 35| 0|28| 5| 1| 35|N|N|N|N|1|

|Zap Glove: Paladin |6800| 80|---| 6|2-4| 75| 41| 0|28| 5| 1| 41|N|N|Y|N|1|

|Toaster | | | | | | | | | | | | ||||||

| | | | | | | | | | | | | ||||||

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯ ¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯¯ ¯¯ ¯¯ ¯¯¯ ¯¯¯ ¯ ¯ ¯ ¯ ¯

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 7.2 ARMOR [INV-2] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

ARMOR

_______________________ ______________________________________________________

|NAME: |DT| VAL|HLTH|WG|WC|U|Q|SZ|BONUSES: |

|=-=-=-=-=-=-=-=-=-=-=-=|-=|-=-=|-=-=|-=|-=|-|=|-=|-=-=-=-=-=-=-=-=-
=-=-=-=-=-=|

|Advanced Radiation Suit| 6| 100| 25| 7| L|N|N|26|Rad. Resis. +40 |

|Brotherhood T-45d PA |22|4500|1000|45| H|N|N|32|STR +2, AGL -2, Rad.


Res +10|

|Brotherhood T-51b PA |25|5200|2000|40| H|N|N| 0|STR +1, Rad. Res +25


|

|Caesar's Armor | 5|1500| 450| 3| L|Y|N| 0|Survival +5, Speech + 5 |

|Chinese Stealth Armor |12| 500| 100|20| L|Y|N| 0|Sneak +5 |

|Combat Armor |15|6500| 400|25| M|N|N|27| |


|Combat Armor Reinforced|17|8000| 650|25| M|N|N| 0| |

|Combat A. Reinforced #2|20|8000| 650|25| M|N|N| 0| |

|Explorer's Gear | 8| 50| 100| 3| L|Y|N|25| |

|Gannon Family Tesla A. |26|8200| 400|45| M|Y|N|30|Melee Weap. +2, Guns


+2 |

|Gladiator Armor |19| 160| 150|15| L|N|Y| 0|AGL -1 |

|Great Khan Armored | 8| 100| 100| 7| L|N|N|23|E. Weap. +10, Rad.Res


+20 |

|Leather | | | | | ||| | |

|Great Khan Simple Armor| 5| 100| 100| 7| L|N|N| 0| |

|Great Khan Soldier A. | 5| 100| 100| 7| L|N|N| 0| |

|Great Khan Suit Armor | 5| 100| 450| 7| L|N|N| 0| |

|Legion Centurion Armor |18| 800| 450|35| M|N|N| 0| |

|Legion Explorer Armor | 4| 120| 150|10| L|N|N| 0| |

|Legion Praetorian Armor|12| 300| 150|12| L|N|N| 0| |

|Legion Prime Armor | 8| 220| 200|15| L|N|N| 0| |

|Legion Recruit Armor | 6| 200| 180|12| L|N|N|26| |

|Legion Veteran Armor |10| 300| 250|16| L|N|N| 0| |

|Legion Vexillarius A. |14| 600| 350|26| M|N|N| 0| |

|Metal Armor |12|1100| 100|30| H|N|N|25|AGL -1 |

|Metal Armor, Reinforced|16|3500| 250|30| H|N|N|25|AGL -1 |

|NCR Bandoleer Armor |10| 300| 400|26| M|N|N| 0| |

|NCR Face Wrap Armor |10| 300| 400|26| M|N|N| 0| |

|NCR Mantle |10| 300| 400|26| M|N|N| 0| |

|NCR Military Police A. |10| 300| 400|26| M|N|N| 0| |

|NCR Ranger Combat Armor|20|7500| 600|30| M|N|N| 0| |

|NCR Ranger Patrol Armor|15| 390| 500|25| M|N|N|27| |


|NCR Salvaged Power A. |20|3000|1000|40| H|N|N|31|AGL -1 |

|NCR Trooper Armor |10| 300| 400|26| M|N|N|23| |

|Powder Gang Guard Armor| 5| 100| 100| 8| L|N|N| 0| |

|Raider Badlands Armor | 4| 180| 100|15| L|N|N|24| |

|Raider Blastmaster A. | 4| 180| 100|15| L|N|N|26| |

|Raider Painspike Armor | 4| 180| 100|15| L|N|N|27| |

|Raider Psycho-Tic Armor| 1| 20| 15| 3| L|N|N|17| |

|Raider Sadist Armor | 4| 180| 100|15| L|N|N|25| |

|Recon Armor |17|7200| 400|20| M|N|N| 0|Sneak +5 |

|Remnants Power Armor |28|6500| 400|45| H|N|N|30|STR +1, Rad. Res +15
|

|Space Suit |10| 800| 100| 7| L|Y|N| 0|Rad. Res +40 |

|T-45d Power Suit |22|4500|1000|45| H|N|N| 0|STR +2, AGL -2, Rad. Res
+10|

|T-51b Power Suit |25|5200|2000|40| H|N|N|27|STR +1, Rad. Res +25


|

|Van Graff Combat Armor |16|6500| 400|25| M|Y|Y| 0| |

|Vault 34 Security Armor|16| 70| 100|15| L|N|N| 0| |

| | | | | | ||| | |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯ ¯¯ ¯ ¯ ¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

CLOTHING

_______________________ ______________________________________________________

|NAME: |DT| VAL|HLTH|WG|WC|U|Q|SZ|BONUSES: |

|=-=-=-=-=-=-=-=-=-=-=-=|-=|-=-=|-=-=|-=|-=|-|=|-=|-=-=-=-=-=-=-=-=-
=-=-=-=-=-=|

|Ambassador's Crocker S.| 1| 6| 100| 1| L|Y|N| 0| |

|Benny's Suit | 1| 390| 100| 3| L|Y|N| 0|Barter +5, Speech +5 |


|Boomer Flightsuit | 4| 6| 100| 1| L|N|N| 0| |

|Boomer Jumpsuit | 4| 6| 100| 1| L|N|N| 0| |

|Bounty Hunter Duster | 6| 70| 150| 3| L|N|N|26|CHR +1, Guns +5 |

|Brahmin Skin Outfit |--| 6| 100| 2| L|N|N|26|AGL +1, END +1 |

|Bright Brotherhood Robe| 2| 6| 100| 2| L|N|N| 0| |

|Brotherhood's Elder R. | 1| 8| 100| 2| L|Y|N| 0| |

|Brotherhood Scribe Robe| 2| 6| 100| 2| L|N|N|25| |

|Caravaneer Outfit | 2| 180| 100|15| L|N|N|75| |

|Chained Prostitute O. |--| 390| 400| 2| L|N|N| 0| |

|Civilian Engineer Jump |--| 6| 100| 1| L|N|N| 0|Repair +5 |

|suit | | | | | ||| | |

|Dapper Gambler Suit |--| 6| 100| 1| L|N|N| 0| |

|Dirty Pre-War Bussiness|--| 8| 100| 2| L|N|N|25|Speech +5 |

|wear | | | | | ||| | |

|Dirty Pre-War Casual |--| 6| 100| 2| L|N|N|25|AGL +1 |

|wear | | | | | | |N|23|AGL +1 |

|Dirty Pre-War Relaxed |--| 5| 100|10| L|N|N|25|AGL +1 |

|wear | | | | | ||| | |

|Dirty Pre-War Spring O.|--| 6| 100| 5| L|N|N|23|AGL +1 |

|Exposed Prostitue Suit |--| 5| 400| 2| L|N|N| 0| |

|Fancy Gambler Suit |--| 390| 100| 2| L|N|N| 0| |

|Field Hand Outfit | 2| 6| 100| 1| L|N|N| 0| |

|Followers Doctor Coat |--| 180| 100|15| L|N|N| 0|Science +5 |

|Followers Lab Coat |--| 8| 95| 2| L|Y|N| 0|Med. +10, Science +10 |

|Formal Wear |--| 16| 25| 2| L|N|N| 0| |

|General Oliver's Unif. |--| 120| 100| 1| L|Y|N|26|CHR +2, AP +20 |


|Grimy Pre-War Bussiness|--| 0| 100| 1| L|N|N|25|Speech +5 |

|wear | | | | | ||| | |

|Handyman Jumpsuit |--| 6| 100| 2| L|N|N|26|Repair +5 |

|Jailhouse Rocker | 2| 6| 100| 1| L|N|N| 0| |

|Kings Outfit | 1| 50| 100| 1| L|N|N| 0| |

|Lab Tehnician Outfit |--| 6| 100| 1| L|N|N|27|Science +5 |

|Leather Armor | 6| 8| 150| 2| L|N|N|26| |

|L. Armor Reinforced |10| 160| 250|15| L|N|N| 0| |

|Memphis Kid Outfit |--|1200| 100|15| L|N|N| 0| |

|Merc Adventurer Outfit | 1| 6| 100| 1| L|N|N|24|Melee Weap. +2, Guns +2


|

|Merc Adventurer Outfit | 3| 50| 100| 8| L|N|N|24|Melee Weap. +2, Guns +2


|

|Merc Charmer Outfit | 1| 50| 100| 8| L|N|N|25|Melee Weap. +2, Guns +2


|

|Merc Charmer Outfit | 3| 50| 100| 8| L|N|N|25|Melee Weap. +2, Guns +2


|

|Merc Grunt Outfit | 1| 50| 100| 8| L|N|N|28|Melee Weap. +2, Guns +2 |

|Merc Grunt Outfit | 3| 50| 100| 8| L|N|N|28|Melee Weap. +2, Guns +2 |

|Merc Troublemaker O. | 1| 50| 100| 8| L|N|N|25|Melee Weap. +2, Guns +2


|

|Merc Troublemaker O. | 3| 50| 100| 8| L|N|N|25|Melee Weap. +2, Guns +2


|

|Merc Veteran Outfit | 1| 50| 100| 8| L|N|N|24|Melee Weap. +2, Guns +2


|

|NCR Engineer Jumpsuit |--| 6| 100| 1| L|N|N|26|Repair +5 |

|NCR Trooper Fatigues | 2| 300| 400|26| L|N|N| 0| |

|Naughty Nightwear |--| 200| 100| 1| L|Y|N|22|Speech +10, LCK +1 |

|Powder Gang Plain O. |--| 15| 100| 3| L|N|N|23| |


|Powder Gang Simple O. |--| 15| 100| 3| L|N|N| 0| |

|Powder Gang Soldier O. |--| 15| 100| 3| L|N|N| 0| |

|Pre-War Casualwear |--| 8| 100| 2| L|N|N|25| |

|Pre-War Parkstroller O.|--| 6| 100| 2| L|N|N|23|AGL +1 |

|Pre-War Relaxedwear |--| 8| 100| 2| L|N|N|25|AGL +1 |

|Pre-War Spring Outfit |--| 8| 100| 2| L|N|N|23|AGL +1 |

|President Kimball's S. |--| 6| 100| 2| L|Y|N|25|Speech +5 |

|Prospector Outfit | 2| 180| 100|15| L|N|N| 0| |

|Prostitute Outfit |--| 390| 400| 2| L|N|N| 0| |

|Radiation Suit | 4| 60| 15| 5| L|N|N|26|Rad. Res +30 |

|Ranger Casual Outfit |--| 6| 100| 1| L|N|N| 0| |

|Ranger Red Scarf Outfit|--| 6| 100| 1| L|N|N| 0| |

|Ranger Vest Outfit |--| 6| 100| 1| L|N|N| 0| |

|Regular Duster |--| 70| 150| 3| L|Y|N|26|CHR +1, Guns +5 |

|RobCo Jumpsuit |--| 6| 100| 1| L|N|N|26|Repair +5 |

|Roving Trader Outfit |--| 6| 100| 2| L|N|N|24|Barter +5 |

|Scientist Outfit | 3| 8| 100| 2| L|N|N|27|Science +5 |

|Settler Outfit | 2| 180| 100|15| L|N|N| 0| |

|Sexy Sleepwear |--| 6| 100| 1| L|N|N|22|CHR +1 |

|Shabby Gambler Suit |--| 6| 100| 1| L|N|N| 0| |

|Sheriff's Duster |--| 35| 150| 3| L|N|N| 0|CHR +1, Guns +5 |

|Slave Rags |--| 6| 100| 1| L|N|N| 0| |

|Sleepwear |--| 10| 100| 1| L|N|N|22|CHR +1 |

|Vault 11 Jumpsuit | 1| 6| 100| 1| L|N|N|33|Melee Weap. +2 Speech +2 |

|Vault 19 Jumpsuit |--| 6| 100| 1| L|N|N| 0|Melee Weap. +2 Speech +2 |

|Vault 21 Jumpsuit |--| 6| 100| 1| L|N|N|33|Melee Weap. +2 Speech +2 |


|Vault 22 Jumpsuit |--| 6| 100| 1| L|N|N| 0|Melee Weap. +2 Speech +2 |

|Vault 24 Jumpsuit |--| 6| 100| 1| L|N|N| 0|Melee Weap. +2 Speech +2 |

|Vault 3 Jumpsuit |--| 6| 100| 1| L|N|N| 0|Melee Weap. +2 Speech +2 |

|Vault 3 Utility JS. |--| 10| 100| 1| L|N|N| 0|Lockpick +5, Repair +5 |

|Vault 34 Jumpsuit |--| 6| 100| 1| L|N|N| 0|Melee Weap. +2 Speech +2 |

|Vault Lab Uniform |--| 6| 100| 1| L|N|N|29|Science +5 |

|Viva Las Vegas | 5| 6| 100| 1| L|Y|N| 0| |

|Wasteland Docter F. |--| 6| 100| 2| L|N|N|28|Med. +5 |

|Wasteland Settler O. | 2| 6| 100| 2| L|N|N|23|AGL +1, END +1 |

|Wasteland Surgeon O. |--| 6| 100| 2| L|N|N|28|Med. +5 |

|Wasteland Wanderer O. | 2| 6| 100| 2| L|N|N|34|AGL +1, END +1 |

|Well-Heeled Gambler S. |--| 6| 100| 1| L|N|N| 0| |

|White Glove Society A. |--| 120| 25| 1| L|N|N| 0| |

| | | | | | ||| | |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯ ¯¯ ¯ ¯ ¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 7.3 RECIPES [INV-3] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

FOOD ETC

___________________ ________________________________ _________________________

|RECIPE: |INGREDIENTS: |SURV|EFFECTS: |

|=-=-=-=-=-=-=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|=-=-|=-=-=-
=-=-=-=-=-=-=-|
|Antivenom (x2) |Night Stalker Blood (x1), | 40 |Cures Animal Poison |

| |Radscorpion Poison Gland (x4) | | |

|Bleak Venom (x3) |Bark Scorpion PG (x3), | 50 |HP -15(10s) |

| |Cazador PG (1x) | | |

| |White Horsenettle (5x) | | |

|Mass Purified Water|Dirty Water (30x) Glass Pitcher | 50 |HP +7(5s) |

|(30x) |(3x), Pressure Cooker (1x), | | |

| |RadAway (1x), Surgical Tubing(3x| | |

|Mother Darkness(3x)|Bark Scorpion PG (3x) | 75 |AGL -3(1m)PER


-3(1m)|

| |Cazador PG (1x), | |HP -8(10s) |

| |White Horsenettle (5x) | | |

|Rocket |Box of Detergent (1x), Jet (1x) | 50 |AP +30 |

| |Nuka-Cola (1x) | | |

|Silver Sting (3x) |Bark Scorpion PG (3x) | 30 |STR -2(1m),HP-8(10s)|

| |Cazador PG (1x) | | |

| |White Horsenettle (5x) | | |

|Tremble |Bark Scorpion PG (3x) | 90 |Guns -50(20s), |

| |Cazador PG (1x) | |Explos. -50(20s), |

| |White Horsenettle (5x) | |Melee Weap. -50(20s)|

| | | |Ener. Weap. -50(20s)|

| | | |HP -2(20s) |

|Atomic Cocktail(4x)|Mentats (1x), Nuka-Cola Victory | 25 |Ener. Resis +75,


|

| |(2x), Vodka (2x), Wine (1x) | |Fire Resis +75, Rads|

| | | |+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.|

| |Blood (3x), Radscorpion PG (2x) | |(60s) |

|Party Time Mentats |Honey Mesquite Pod (1x), Mentats| 50 |CHR +5, PER +2,
INT |

| |(1x), Whiskey (1x), | |+2 |

|Slasher |Banana Yucca Fruit (2x) Psycho | 50 |Damage +25%, |

| |(1x), Stimpak (2x) | |Dam. Res +25 |

|Bighorner Steak |Bighorner Meat (1x) | 50 |STR +3, Rads +1, HP |

| | | |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) |

|Cactus Water |Empty Soda Bottle (1x), Prickly | 30 |HP +7(5s) |

| |Pear Fruit (3x) | | |

|Caravan Lunch |Cram (1x), InstaMash (1x), | 30 |HP +3(15s), Rads -4 |

| |Lunchbox (1x), Pork N’ Beans (1x| |(10s) |

| |RadAway (1x) | | |

|Coyote Steak |Coyote Meat (1x) | 50 |Rads +1(3s),HP+7(15s|

|Desert Salad |Barrel Cactus Fruit (2x) | 55 |HP +25(15s) |

| |Brahmin Steak (1x) Pinyon Nuts | | |

|Dog Steak |Dog Meat (1x) | 40 |Rads +1, HP +7(10s) |

|Fire Ant Fricassée |Cazador Egg (1x), Cram (1x), | 75 |HP +3(1m) |

| |Fire Ant Meat (2x), Flour (1x) | | |

|Gecko Kebab (2x) |Banana Yucca Fruit (1x), Gecko M| 60 |Rads +1, HP
+3(40s) |

| |Jalapeño Pepper (1x), Buffalo GS| | |

|Gecko Steak |Gecko Meat (1x) | 25 |Rads +1, HP +7(10s) |

|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) |

| |Maize (1x), Mole Rat Meat (1x) | | |

| |Pinto Bean Pod (1x) | | |

|Mushroom Cloud |Gum Drops (1x), Night Stalker E.| 35 |AP +9, HP
+10(20s) |

| |(2x), Sugar Bombs (1x) | | |

|Trail Mix |Fresh Apple (1x), Fresh Pear (1x| 25 |Rads +1, AP +15, HP |

| |Pinyon Nuts (5x) Sugar Bombs | |+18(15s) |

|Tanned Fire Gecko |Fire Gecko Hide (1x) Turpentine | 50 | ------------------ |

|Hide |White Horsenettle (7x) | | |

|Tanned Gecko Hide |Gecko Hide (1x), Turpentine (1x)| 25 | ------------------ |

| |White Horsenettle (5x) | | |

|Tanned Golden Gecko|Golden Gecko Hide (1x) RadAway(1| 65 | ------------------


|

|Hide |Turpentine (1x), White Horsen. | | |

| |(10x) | | |

|Brahmin Wellington |Ant Egg (2x), Blamo Mac & Cheese| 80 |Rads +1, HP
+3(15s) |

| |(1x) Brahmin Meat (1x), Flour (1| | |

|Cook-Cook's Fiend |Beer (2x), Brahmin Meat (2x), | 75 |HP +3(5s) |

|Stew |Fresh Carrot (1x), Fresh Potato | | |

| |(2x), Jalapeño Pepper (2x) | | |

|Rose's Wasteland |Blamo Mac & Cheese (2x), Tin Can| 65 |HP +14(1m)
|

| |Cruncy Mutfruit (1x) Deathclaw | | |

| |Egg (1x), Lakelurk Meat (2x) | | |

|Ice Cold Nuka-Cola |Nuka-Cola (3x) | 90 |Rads +1, HP +4(20s) |

|Nuka-Cola Quartz |Nuka-Cola (3x) | 90 |Low-Light Vision, |

| | | |DT +6, HP +10(20s) |

| | | |Rads +2 |

|Nuka-Cola Victory |Nuka-Cole (3x) | 90 |HP +10(20s), AP +30 |

| | | |PER -3, Rads +2 |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

AMMUNITION

__________________________ ___________________________________ _______ _______

|RECIPE: |INGREDIENTS: |REPAIR:|VALUE: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|=-
=-=-=|=-=-=-=|

|.308 Round |Case.308, Lead(0/17), Powder Rifle | 25| 3|

| |(5x), Primer, Large Rifle (1x) | | |

|.308 JSP Hand Load |Case.308, Lead (19x), Powder Rifle | 50| 6|

| |(6x), Primer, Large Rifle | | |

|.357 Magnum Round |Case.357 Magnum, Lead (16), Powder | 25|


1|

| |Pistol (8x), Primer Small Pistol | | |

|.357 Magnum, JFP Hand Load|Case.357, Lead (20),Powder Pistol | 50|


2|

| |(10x), Primer Small Pistol | | |

|.44 Magnum Round |Case.44, Lead (30), Powder Pistol | 50| 2|


| |(10x), Primer Large Pistol | | |

|,45-70 Gov't Round |Case.45-70, Lead (30), Powder R. (4| 65| 3|

| |Primer Large Rifle | | |

|.45-70 Gov't SWC Hand Load|Case.45-70, Lead (40), Powder R. (5| 90|
7|

| |Primer Large Rifle | | |

|.50 MG Round |Case.50, Lead (70), Powder R. (22x)| 75| 6|

| |Primer, .50 MG | | |

|.50 MG Match Hand Load |Case.50, Lead (75), Powder R. (25x)| 100|
8|

| |Primer, .50 MG | | |

|10mm Round |Case.10, Lead (17), Powder P. (9x) | 25| 1|

| |Primer Large Pistol | | |

|10mm JHP Hand Load |Case.10, Lead (21), Powder P. (12x)| 50| 1|

| |Primer Large Pistol | | |

|12 Ga. Buckshot |Hull 12 Gauge, Lead (40), Powder P.| 10| 1|

| |(30x), Primer Shotshell | | |

|12 Ga. Buckshot, Magnum |Hull 12 Gauge, Lead (40), Powder P.| 25|
3|

| |(40x), Primer Shotshell | | |

|12 Ga. Coinshot |Hull 12 Gauge, Legion Denarius (8x)| 25| 40|

| |Powder Pistol (30x), Primer Shots. | | |

|12 Ga. Slug |Hull 12 Gauge, Lead (45), Powder P.| 25| 2|

| |(30x), Primer Shotshell | | |

|20 Ga. Buckshot |Hull 12 Gauge, Lead (30), Powder P.| 10| 1|

| |(20x), Primer Shotshell | | |

|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|

| |(20x), Primer Shotshell | | |

|5.56mm Round |Case.5.56, Lead (12), Powder Rifle | 25| 1|

| |(4x), Primer Small Rifle | | |

|5mm Round |Case .5, Lead (13), Powder Rifle (5| 25| 1|

| |Primer Small Rifle | | |

|9mm Round |Case .9, Lead (13), Powder Pistol | 25| 1|

| |Primer Small Pistol | | |

|Breakdown .22 LR (3x) |Lead (2), Powder Pistol (3x) | 10| -|

|Breakdown .308 |Case.308, Lead (15), Powder R. (4x)| 25| -|

| |Primer Large Rifle | | |

|Breakdown .357 Magnum |Case.357, Lead (15), Powder P. (6x)| 25| -|

| |Primer Small Pistol | | |

|Breakdown .44 Magnum |Case.44, Lead (27), Powder P. (8x) | 50| -|

| |Primer Large Pistol | | |

|Breakdown .45-70 Gov't |Case.45-70, Lead (27), Powder R. (3| 65| -|

| |Primer Large Rifle | | |

|Breakdown .50 MG (20x) |Case.50, Lead (64), Powder R. (20x)| 75| -|

| |Primer .50 MG | | |

|Breakdown 10mm |Case.10, Lead (15), Powder P. (7x) | 25| -|

| |Primer Large Pistol | | |

|Breakdown 12 Ga. |Hull, 12 Gauge, Lead (37), Powder P| 10| -|

| |(26x), Primer Shotshell | | |

|Breakdown 20 Ga. |Hull, 20 Gauge, Lead (26), Powder P| 10| -|

| |(18x), Primer Shotshell | | |


|Breakdown 5.56mm |Case.5.56, Lead (10), Powder R. (3x| 25| -|

| |Primer Small Rifle | | |

|Breakdown 5mm |Case.5, Lead (11), Powder R. (4x) | 25| -|

| |Primer Small RIfle | | |

|Breakdown 9mm Round |Case.9, Lead (11), Powder P. (5x), | 25| -|

| |Primer Small Rifle | | |

|Breakdown Scrap Metal to |Scrap Metal (1x) | 10| -|

|Lead (200) | | | |

|Bottlecap Mine |Bottle Cap (1x), Cherry Bomb (5x) | | |

| |Lunchbox (1x), Sensor Module (1x) | | |

|Time Bomb |Duct Tape (1x), Dynamite (1x), | | |

| |Egg Timer (1x), Scrap Electronic | | |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯

ENERGY AMMUNITION

__________________________ ___________________________________ ________ ______

|RECIPE: |INGREDIENTS: |SCIENCE:|VALUE:|

|=-=-=-=-=-=-=-=-=-=-=-=-=-|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|=-
=-=-=-|=-=-=-|

|Conversion, EPC to MFC |Electron Charge Pack (3x) | 45 | 3|

|Conversion, ECP to SEC |Electron Charge Pack (2x) | 25 | 2|

|Conversion, MFC to ECP(3x)|Microfusion Cell (1x) | 40 | 1|

|Conversion, MFC to SEC(3x)|Microfusion Cell (2x) | 20 | 2|

|Conversion, SEC to ECP(2x)|Energy Cell (1x) | 50 | 1|

|Conversion, SEC to MFC(2x)|Energy Cell (3x) | 30 | 3|

|Efficient Recycling, |Drained Electron Charge Pack (3x) | 65 | 1|

|Electron Charge Pack | | | |


|Efficient Recycling, |Drained Small Energy Cell (3x) | 35 | 2|

|Energy Cell | | | |

|Efficient Recycling, |Drained Flamer Fuel Tank (3x) | 40 | 1|

|Flamer Fuel | | | |

|Efficient Recycling, |Drained Microfusion Cell (3x) | 50 | 3|

|Microfusion Cell | | | |

|Electron Charge Pack, MC |Electron Charge Pack (5x) | 85 | 1|

|Electron Charge Pack, OC |Electron Charge Pack (3x) | 55 | 1|

|Energy Cell, MC |Energy Cell (5x) | 70 | 3|

|Energy Cell, OC |Energy Cell (3x) | 30 | 2|

|Flamer Fuel, Homemade (20x|Box of Detergent (1x), Maize (2x) | 50 |


0|

| |Sugar Bombs (1x) | | |

|Microfusion Cell, MC |Microfusion Cell (5x) | 75 | 8|

|Microfusion Cell, OC |Microfusion Cell (3x) | 45 | 5|

| | | | |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯

MEDICINE

___________________ ________________________________ _________________________

|RECIPE: |INGREDIENTS: |MED:|EFFECTS: |

|=-=-=-=-=-=-=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|=-=-|=-=-=-
=-=-=-=-=-=-=-|

|Doctor's Bag |Forceps (1x), Medical Brace (1x)| 40 |Restore body parts |

| |Scalpel (1x), Surgical Tubing (1| | |

|Stimpak |Broc Flower (1x), Empty Syringe | 70 |HP +129 |

| |Xander Root (1x) | | |


|Super Stimpak |Leather Belt (1x), Mutfruit (1x)| 90 |Super Stimpak Debuff|

| |Nuka-Cola (1x), Stimpak (1x) | |HP + 259 |

|Weapon Repair Kit |Duct Tape (1x), Scrap Electronic| 50 |Restores currently
|

| |(3x), Scrap metal (3x), Wrench | |equipped weapon |

| |(2x), Wonderglue (2x) | | |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 7.4 FOOD [INV-4] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

______________________________ ____ ___ _ _____ ______________________________

|NAME: | WGT|VAL|H|CRAFT|EFFECTS: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|-=-=|=-=|-|=-=-=|-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=|

|Ant Egg | 1| 4|Y| --- |Rads +1, HP +3(5s) |

|Ant Meat | 1| 4|Y| --- |Rads +1, HP +3(5s) |

|Atomic Cocktail | 1| 25|N| REC |Ener. Res. +75, Fire Res. +75,|

| | | || |Rads +2 |

|Banana Yucca Fruit | 0.5| 6|Y| ING |HP +3(7s) |

|Barrel Cactus Fruit | 0.2| 5|Y| ING |END -3, HP +3(5s) |

|Bighorner Meat | 1| 5|N| ING |Rads +1, HP +3(15s) |

|Bighorner Steak | 0.8| 5|N| REC |STR +3, Rads +1, HP +7(10s) |

|Blamco Mac & Cheese | 1| 5|N| --- |Rads +1, HP +3(5s) |


|Bloatfly Meat |0.25| 4|Y| ING |Rads +1, HP +3(5s) |

|Bloatfly Slider | 0.5| 4|N| REC |Rads +1, HP +10(15s) |

|Blood Pack | 1| 5|N| --- |HP +5(5s) |

|Brahmin Meat | 1| 5|Y| --- |Rads +1, HP +3(15s) |

|Brahmin Steak | 0.8| 5|N| REC |STR +3, Rads +1, HP +7(15s) |

|Brahmin Wellington | 0.8| 5|N| --- |HP +18(10s) |

|Broc Flower |0.01| 3|Y| ING |HP +3(4s) |

|Bubblegum | 1| 1|N| --- |Rads +1, HP +1 |

|Buffalo Gourd Seed |0.02| 2|Y| ING |HP +3(2s) |

|Cactus Water | 1| 3|N| REC |HP +7(5s) |

|Caravan Lunch | 2.5| 5|N| REC |Rads -2(10s) HP +10(15s) |

|Cave Fungus | 1| 50|Y| ING |Rads -5, HP+3(4s) |

|Cazador Egg | 1| 4|Y| ING |Rads +1, HP +3(4s) |

|Cook-Cook's Fiend Stew | 1| 25|N| --- |STR +3, HP+7(1m) |

|Coyote Meat | 1| 4|Y| ING |Rads +1(3s) HP +3(8s) |

|Coyote Steak | 1| 4|N| REC |Rads +1(3s) HP +7(12s) |

|Cram | 1| 5|N| ING |Rads +1, HP +3(5s) |

|Dandy Boy Apples | 1| 5|N| --- |Rads +1, HP +3(5s) |

|Desert Salad | 0.2| 5|N| REC |HP +25(15s) |

|Dog Meat | 1| 4|Y| ING |Rads +1, HP +3(8s) |

|Dog Slack | 1| 4|N| REC |Rads +1, HP +7(10s) |

|Fancy Lads Snack | 1| 5|N| --- |Rads +1, HP +3(5s) |

|Fire Ant Eggs | 1| 4|Y| --- |Rads +1, HP +3(5s) |

|Fire Ant Fricassée | 1| 30|N| REC |HP +3(1m) |

|Fire Ant Meat | 1| 6|Y| ING |Rads +1, HP +3(5s) |

|Fresh Apple | 1| 5|N| ING |HP +3(7s) |


|Fresh Carrot | 1| 5|N| --- |HP +3(7s) |

|Fresh Pear | 1| 5|N| ING |HP +3(7s) |

|Fresh Potato | 1| 5|N| --- |HP +3(9s) |

|Gecko Kabob |0.25| 4|N| REC |Rads +1, HP +3(40s) |

|Gecko Meat | 1| 4|Y| ING |STR -3, Rads +1, HP +3(5s) |

|Gecko Steak | 1| 5|N| ING |Rads +1, HP +7(15s) |

|Giant Rat Meat | 1| 4|Y| --- |Rads +1, HP +3(5s) |

|Grilled Mantis Leg | 1| 8|N| REC |Rads +1, HP +3(30s) |

|Gum Drops | 1| 2|N| ING |Rads +1, HP +3 |

|Honey Mesquite Pod | 0.1| 5|Y| ING |HP +3(4s) |

|Human Flesh | 1| 1|N| --- |Rads +2, HP +3(5s) |

|Iguana Bits | 1| 5|N| --- |Rads +1, HP +3(5s) |

|Iguana on a Stick | 1| 5|N| --- |Rads +1, HP +3(12s) |

|InstaMash | 1| 5|N| ING |Rads +1, HP +3(5s) |

|Irradiated Banana Yucca | 1| 3|N| --- |Rads +2, HP +3(7s) |

|Irradiated Barrel Cactus | 1| 2|N| --- |END 03, Rads +2, HP +3(5s) |

|Irradiated Cram | 1| 2|N| --- |Rads +2, HP +3(5s) |

|Irradiated Cruncy Mutfruit | 1| 2|N| --- |Rads +2, HP +3(5s) |

|Irradiated Dandy Boy Apples | 1| 2|N| --- |Rads +1, HP +3(5s) |

|Irradiated Fancy Lads | 1| 2|N| --- |Rads +2, HP +3(5s) |

|Irradiated Gecko Meat | 1| 2|N| --- |Rads +1, HP +3(5s) |

|Irradiated InstaMash | 1| 2|N| --- |Rads +2, HP +3(5s) |

|Irradiated Mac & Cheese | 1| 2|N| --- |Rads +1, HP +3(5s) |

|Irradiated Mutfruit | 1| 2|N| --- |Rads +2, HP +3(5s) |

|Irradiated Pork N’ Beans | 1| 2|N| --- |Rads +1, HP +3(5s) |

|Irradiated Potato | 1| 2|N| --- |Rads +2, HP +7(5s) |


|Irradiated Potato Crisps | 1| 2|N| --- |Rads +1, HP +3(5s) |

|Irradiated Salisbury Steak | 1| 2|N| --- |Rads +2, HP +3(5s) |

|Irradiated Sunset Sarsaparilla| 1| 0|N| --- |HP +2(25s), Rads +4 |

|Irradiated Sugar Bombs | 1| 2|N| --- |AP +15, Rads +2, HP +3(7s) |

|Irradiated Water | 1| 5|N| --- |H20-171, Rads +3, HP +7(5s) |

|Irradiated YumYum Devil Eggs | 1| 2|N| --- |Rads +2, HP +3(5s) |

|Jalapeño Pepper | 0.2| 5|Y| ING |HP +3(5s) |

|Junk Food | 1| 5|N| --- |Rads +2, HP +3(5s) |

|Lakelurk Egg | 1| 4|Y| --- |Rads +1, HP +3(5s) |

|Lakelurk Meat | 1| 12|N| --- |Rads +1, HP +7(10s) |

|Maize |0.25| 5|Y| ING |HP +3(9s) |

|Mole Rat Meat | 1| 4|Y| ING |Rads +2, HP +3(5s) |

|Mole Rat Stew | 1| 25|N| REC |STR +3, HP +7(30s) |

|Mole Rat Wonder Meat | 1| 20|N| --- |Rads +1, HP +7(10s) |

|Mushroom Cloud | 1| 50|N| REC |AP +9, HP +10(20s) |

|Mutfruit | 1| 5|N| ING |Rads +2, HP +3(5s) |

|Crunchy Mutfruit | 1| 5|N| --- |Rads +1, HP +3(5s) |

|Nevada Agave Fruit | 0.2| 3|Y| --- |HP +3(8s) |

|Nightstalker Tail | 1| 18|Y| --- |Rads +2, HP +3(5s) |

|Noodles | 1| 5|N| --- |Rads +1, HP +3(5s) |

|Nuka-Cola | 1| 20|N| ING |Rads +1, HP +2(20s) |

|Nuka-Cola (Ice Cold) | 1| 20|N| --- |Rads +1, HP +4(20s) |

|Nuka-Cola Quartz | 1| 40|N| --- |Low-Light Vision, DT +6, |

| | | || |HP +10(20s), Rads +2 |

|Nuka-Cola Victory | 1| 75|N| ING |HP +10(20s), AP +30, PER -3 |

| | | || |Rads +2 |
|Pinto Bean Pod |0.05| 0|Y| ING |HP +3(3s) |

|Pinyon Nuts |0.03| 5|N| ING |HP +3(5s) |

|Pork N’ Beans | 1| 5|N| ING |Rads +1, HP +3(5s) |

|Potato Crisps | 1| 5|N| --- |Rads +1, HP +3(5s) |

|Prickly Pear Fruit |0.07| 1|Y| ING |HP +3(10s) |

|Ruby's Casserole | 1| 5|N| --- |Rads +1, HP +3(30s) |

|Radroach Meat | 1| 2|Y| --- |Rads +2, HP +3(5s) |

|Radroach Meat | 1| 4|Y| --- |Rads +3, HP +3(5s) |

|Rat Meat | 1| 2|Y| --- |Rads +1, HP +3(5s) |

|Rum & Nuka | 1| 20|N| --- |STR +1, Rads +1 |

|Salisbury Steak | 1| 5|N| --- |Rads +1, HP +3(5s) |

|Spore Plants Pod | 1| 0|Y| --- |Pois. Res. +75, HP +14(6s) |

|Crispy Squirrel Bits | 1| 5|N| --- |Rads +1, HP +3(5s) |

|Squirrel Stew | 1| 5|N| --- |Rads +1, HP +3(5s) |

|Squirrel on a Stick | 1| 5|N| --- |Rads +1, HP +3(5s) |

|Strange Meat | 1| 2|N| --- |Rads +1, HP +3(5s) |

|Strange Meat Pie | 1| 2|N| --- |Rads +1, HP +1(5s) |

|Strange Meat Pie (Imitation) | 1| 2|N| --- |Rads +1, HP +1(5s) |

|Sugar Bombs | 1| 5|N| ING |AP +15, Rads +1, HP +3(7s) |

|Sunset Sarsaparilla | 1| 0|N| --- |HP +2(25s) |

|Trail Mix | 3| 5|N| REC |Rads +1, AP +15, HP +18(15s) |

|Purified Water | 1| 20|N| REC |HP +7(5s) |

|Dirty Water | 1| 10|N| ING |Rads +1, HP +7(5s) |

|Wasteland Omelet | 1|100|N| --- |HP +14(1m) |

|White Horsenettle |0.02| 2|Y| ING |END -3, HP +3(5s), AGL -3 |

|Xander Root |0.02| 0|Y| ING |HP +3(4s) |


|YumYum Deviled Eggs | 1| 5|N| --- |Rads +1, HP +3(5s) |

| | | || | |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯ ¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

__ _____ ___ ___ _ ___ ___ ___ _ _ ___ _____ __

\ \ / /_ _|_ _|_ _| /_\ | _ \ _ \ __| \| | \_ _\ \/ /

\ V / | | | | | | _ / _ \| _/ _/ _|| .` | |) | | > <

\_/ |___|___|___(_) /_/ \_\_| |_| |___|_|\_|___/___/_/\_\

_______________________________________________________[APX]

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 8.1 Xbox 360 Achievements [APX-1] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_______________________________ ______ _______________________________________

|ACHIEVEMENT NAME: |VALUE:|HOW TO UNLOCK: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-|

|Ain't That a Kick in the Head | 10 |Complete this quest |

|They Went That-a-Way | 25 |Complete this quest |

|Ring-a-Ding-Ding | 25 |Complete this quest |

|The House Always Wins | 30 |Complete this quest |

|For the Republic | 30 |Complete this quest |

|Render Unto Caesar | 30 |Complete this quest |

|Wild Card | 30 |Complete this quest |

|All or Nothing | 15 |Complete this quest |


|Veni, Vidi, Vici | 15 |Complete this quest |

|Eureka! | 15 |Complete this quest |

|No Gods, No Masters | 15 |Complete this quest |

|Come Fly With Me | 20 |Complete this quest |

|Talent Pool | 20 |Complete this quest |

|Return to Sender | 20 |Complete this quest |

|Arizona Killer | 20 |Complete this quest |

|You'll Know It When It Happens | 20 |Complete this quest |

|G.I. Blues | 20 |Complete this quest |

|That Lucky Old Sun | 20 |Complete this quest |

|Volare! | 20 |Complete this quest |

|The Legend of the Star | 20 |Complete this quest |

|New Kid | 10 |Reach 10th level. |

|Up and Comer | 20 |Reach 20th level. |

|The Boss | 30 |Reach 30th level. |

|Ol' Buddy Ol' Pal | 10 |Recruit any companion. |

|The Whole gang's Here | 20 |Recruit all companions. |

|Crafty | 15 |Craft 20 items. |

|Mod Machine | 15 |Install 20 weapon mods. |

|Walker of the Mojave | 10 |Discover 50 locations. |

|Master of the Mojave | 25 |Discover 125 locations. |

|Globe Trotter | 25 |Discover all snow globes. |

|You Run Barter Town | 15 |Sell 10,000 caps worth of goods |

|Blast Mastery | 15 |Cause 10,000 damage with Energy Weapons|

|Love the Bomb | 15 |Cause 10,000 damage with Explosives. |

|Lead Dealer | 15 |Cause 10,000 damage with Guns. |


|No Tumbler Fumbler | 15 |Pick 25 locks. |

|Stim-ply Amazing | 15 |Heal 10,000 points of damage w/Stimpaks|

|New Vegas Samurai | 15 |Cause 10,000 damage with Melee


Weapons.|

|Jury Rigger | 15 |Repair 30 items. |

|Hack the Mojave | 15 |Hack 25 terminals. |

|Artful Pocketer | 15 |Pick 50 pockets. |

|Outstanding Orator | 15 |Make 50 Speech challenges. |

|Desert Survivalist | 15 |Heal 10,000 points of damage with food.|

|Old-Tyme Brawler | 15 |Cause 10,000 damage w/ Unarmed


Weapons.|

|Know When to Fold Them | 10 |Win 3 games of Caravan. |

|One Armed Bandit | 10 |Play 10 spins of Slots. |

|Little Wheel | 10 |Play 10 spins of Roulette. |

|Double Down | 10 |Play 10 hands of Blackjack. |

|Caravan Master | 30 |Win 30 games of Caravan. |

|The Courier Who Broke the Bank | 30 |Get banned from all the Strip's
casinos|

|Hardcore | 100 |Play the game from start to finish in |

| | |Hardcore Mode. |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 8.2 Playstation 3 Trophies [APX-2] |

|_____________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_______________________________ ______ _______________________________________

|TROPHY NAME: |TYPE: |HOW TO UNLOCK: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-|

|Ain't That a Kick in the Head |Bronze|Complete this quest |

|They Went That-a way |Silver|Complete this quest |

|Ring-a-Ding-Ding |Silver|Complete this quest |

|The House Always Wins |Silver|Complete this quest |

|For the Republic |Silver|Complete this quest |

|Render Unto Caesar |Silver|Complete this quest |

|Wild Card |Silver|Complete this quest |

|All or Nothing |Bronze|Complete this quest |

|Veni, Vidi, Vici |Bronze|Complete this quest |

|Eureka! |Bronze|Complete this quest |

|No Gods, No Masters |Bronze|Complete this quest |

|Come Fly With Me |Bronze|Complete this quest |

|Talent Pool |Bronze|Complete this quest |

|Return to Sender |Bronze|Complete this quest |

|Arizona Killer |Bronze|Complete this quest |

|You'll Know It When It Happens |Bronze|Complete this quest |

|G.I. Blues |Bronze|Complete this quest |

|That Lucky Old Sun |Bronze|Complete this quest |

|Volare! |Bronze|Complete this quest |

|The Legend of the Star |Bronze|Complete this quest |

|New Kid |Bronze|Reach 10th level. |

|Up and Comer |Silver|Reach 20th level. |


|The Boss |Silver|Reach 30th level. |

|Ol' Buddy Ol' Pal |Bronze|Recruit any companion. |

|The Whole gang's Here |Silver|Recruit all companions. |

|Crafty |Bronze|Craft 20 items. |

|Mod Machine |Bronze|Install 20 weapon mods. |

|Walker of the Mojave |Bronze|Discover 50 locations. |

|Master of the Mojave |Silver|Discover 125 locations. |

|Globe Trotter |Silver|Discover all snow globes. |

|You Run Barter Town |Bronze|Sell 10,000 caps worth of goods |

|Blast Mastery |Bronze|Cause 10,000 damage with Energy


Weapons|

|Love the Bomb |Bronze|Cause 10,000 damage with Explosives. |

|Lead Dealer |Bronze|Cause 10,000 damage with Guns. |

|No Tumbler Fumbler |Bronze|Pick 25 locks. |

|Stim-ply Amazing |Bronze|Heal 10,000 points of damage


w/Stimpaks|

|New Vegas Samurai |Bronze|Cause 10,000 damage with Melee


Weapons.|

|Jury Rigger |Bronze|Repair 30 items. |

|Hack the Mojave |Bronze|Hack 25 terminals. |

|Artful Pocketer |Bronze|Pick 50 pockets. |

|Outstanding Orator |Bronze|Make 50 Speech challenges. |

|Desert Survivalist |Bronze|Heal 10,000 points of damage with food.|

|Old-Tyme Brawler |Bronze|Cause 10,000 damage w/ Unarmed


Weapons.|

|Know When to Fold Them |Bronze|Win 3 games of Caravan. |

|One Armed Bandit |Bronze|Play 10 spins of Slots. |

|Little Wheel |Bronze|Play 10 spins of Roulette. |


|Double Down |Bronze|Play 10 hands of Blackjack. |

|Caravan Master |Silver|Win 30 games of Caravan. |

|The Courier Who Broke the Bank |Silver|Get banned from all the Strip's
casinos|

|Hardcore | Gold |Play the game from start to finish in |

| | |Hardcore Mode. |

|Platinum Trophy | |Collect all other 50 trophies. |

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 8.3 Snow Globe Locations [APX-3] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

___ _________________________ _______________________________________________

| # |LOCATION: |DESCRIPTION: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 | Goodsprings Cemetery | "Goodsprings" - North end of the cemetery


atop|

| | | a grave. |

|---|-------------------------|-----------------------------------------------|

| 2 | Hoover Dam | "Hoover Dam" - Visitor Center - Large curved |

| | | desk near the terminal. |

|---|-------------------------|-----------------------------------------------|

| 3 | Jacobstown | "Mt. Charleston" - Reception Lobby - Atop the |


| | | large curved desk near the terminals. |

|---|-------------------------|-----------------------------------------------|

| 4 | Lucky 38 Casino | "Test Site" - Cocktail Lounge - Behind a cash |

| | | register opposite the entrance. |

|---|-------------------------|-----------------------------------------------|

| 5 | Nellis Air Force Base | "Nellis AFB" - Pete's Museum - Corner table |

| | | underneath the mural. |

|---|-------------------------|-----------------------------------------------|

| 6 | Old Mormon Fort | "Mormon Fort" - Julie Farkas Office - Atop a |

| | | wooden bookcase. |

|---|-------------------------|-----------------------------------------------|

| 7 | Vault 21 | "The Strip" - Sarah's Room - On a vault table |

| | | between the two beds. |

¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________________________________________________________

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|

| 8.4 Skill Book Locations [APX-4] |

|_____________________________________________________________________|

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Tales of a Junktown Jerky Vendor [BARTER]

___ _________________________ _______________________________________________

| # |LOCATION: |DESCRIPTION: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 | Allied Tech. Office | Entrance Room - Southwest corner of the room |


| | | on the western side from the entrance. It is |

| | | next to a Nuka Cola Bottle in front of the |

| | | soda machine. |

|---|-------------------------|-----------------------------------------------|

| 2 | Cap Counterfeiting Shack| Cellar Room - Head to the cellar of the shack |

| | | and enter the southern room to find the book |

| | | on a pile of suitcases at the end of a bed. |

|---|-------------------------|-----------------------------------------------|

| 3 | Primm | Bison Steve Casino - Head east to reach the |

| | | Gift Shop where you will find the book behind |

| | | the counter on the floor near the Floor Safe. |

|---|-------------------------|-----------------------------------------------|

| 4 | Vault 22 | Pest Control Area - Take the elevator to this |

| | | area and go north at the intersection up the |

| | | steps to reach a lab. Turn left and search the|

| | | nearby lab table for the book. |

|---|-------------------------|-----------------------------------------------|

¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Nikola Tesla and You [ENERGY WEAPONS]

___ _________________________ _______________________________________________

| # |LOCATION: |DESCRIPTION: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 | Hidden Valley | Bunker L1 - Head in to the Bunker located on |

| | | west and pick the Very Hard lock (or use the |

| | | key) to enter. Head south then west to find |


| | | Senior Scribe Schuler's Room where you will |

| | | find the book in a trash can next to her desk.|

|---|-------------------------|-----------------------------------------------|

| 2 | Old Nuclear Test Site | Nuclear Test Shack - On the small table on the|

| | | bed on the opposite side of the entrance. |

|---|-------------------------|-----------------------------------------------|

| 3 | REPCONN Headquarters | Locked Shipping Room - This room is the top


|

| | | left room that you can only enter via a Very |

| | | Hard Lockpick or Hack. The book is on the safe|

| | | in the back corner. |

|---|-------------------------|-----------------------------------------------|

| 4 | REPCONN Headquarters | Second Floor Northeast Server Room - On the


|

| | | table with the terminal in the northeast |

| | | corner. |

¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Duck and Cover! [EXPLOSIVES]

___ _________________________ _______________________________________________

| # |LOCATION: |DESCRIPTION: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 | Mojave Outpost | Bar and Barracks - The book can be found on |

| | | bottom center shelf below the bar counter in |

| | | the back when facing southwest. |

|---|-------------------------|-----------------------------------------------|
| 2 | Nellis Air Force Base | Mother Pearl's Barracks - Check the bookcase |

| | | on the right side (it's a hanging shelf) to |

| | | find the book mixed in with some others. |

|---|-------------------------|-----------------------------------------------|

| 3 | Ranger Station Foxtrot | In the tent next to the communications center |

| | | where Communications Officer Lenk sits. |

|---|-------------------------|-----------------------------------------------|

| 4 | Sloan | Small Barracks Shack next to the trailer. The |

| | | book is on the left locker shelf near the beds|

| | | 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

also occasionally bugs out and is there twice.

Guns and Bullets [GUNS]

___ _________________________ _______________________________________________

| # |LOCATION: |DESCRIPTION: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 | Gomorrah | Zoara Club: Big Sal's Office - The book can be|

| | | found on the first low bookshelf (same as the |

| | | wall safe) in the back left corner of the room|

|---|-------------------------|-----------------------------------------------|

| 2 | Nevada Highway Patrol | On the desk without a computer near the


open- |

| | | plan office room's entrance. |

|---|-------------------------|-----------------------------------------------|

| 3 | Raul's Shack | In the wooden crate on the floor to the left |

| | | of the entrance. |

|---|-------------------------|-----------------------------------------------|

| 4 | Vault 34 | Armory Commons - The book is found on the |

| | | metal table between the sofas near the pool |

| | | table. This room is the northeastern room. |

¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Tumblers Today [LOCKPICK]

___ _________________________ _______________________________________________

| # |LOCATION: |DESCRIPTION: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 | Bitter Spring Recreation| Office Shack to the west - On the office desk |

| | | in the smaller room; the left of the entrance.|

|---|-------------------------|-----------------------------------------------|

| 2 | Silver Peak Mine | Inside the shack lying in an open locker to |

| | | the right of the entrance. |

|---|-------------------------|-----------------------------------------------|

| 3 | The Prospector's Den | Inside the caves and Den - Far right corner of|

| | | the large barracks room by some mattresses. |

| | | Search the northeast corner. |

|---|-------------------------|-----------------------------------------------|

| 4 | Wolfhorn Ranch | Farmhouse - Under the refrigerator without a |

| | | door near the oven. |


¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

D.C. Journal of Internal Medicine [MEDICINE]

___ _________________________ _______________________________________________

| # |LOCATION: |DESCRIPTION: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 | Followers Safehouse | Second Room - The book is on the bedside


table|

| | | shelf of the bed in the back right corner of |

| | | this room. |

|---|-------------------------|-----------------------------------------------|

| 2 | HELIOS One | Power Plant - Top Floor where the Holotape |

| | | Password is found. Lying on the bed with a |

| | | pillow to left of the room's entrance. |

|---|-------------------------|-----------------------------------------------|

| 3 | Mesquite Mountain Crater| Hell's Motel - Below the globe with a hat on |

| | | top; right of the entrance Repair Kit is where|

| | | you will find the book on a bookshelf. |

|---|-------------------------|-----------------------------------------------|

| 4 | Novac | Ranger Andy's Bungalow - Look in the middle of|

| | | the queen-sized bed to find this book lying |

| | | there. |

¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Grognak the Barbarian [MELEE WEAPONS]

___ _________________________ _______________________________________________

| # |LOCATION: |DESCRIPTION: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 | Cannibal Johnson's Cave | Look on top of the sleeping mattress near the |

| | | campfire to find this book. |

|---|-------------------------|-----------------------------------------------|

| 2 | Cottonwood Cove | Headquarters Upper Floor - Shelf of the bed- |

| | | side table in the Office of Aurelius of |

| | | Phoenix in the top right corner of the room. |

|---|-------------------------|-----------------------------------------------|

| 3 | Hidden Supply Cave | Lying on the first metal crate in the back |

| | | right hand side of the cave. |

|---|-------------------------|-----------------------------------------------|

| 4 | Jacobstown | Eastern Bungalow by the pond - Lying near the |

| | | cooker on the floor. |

¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Dean's Electronics [REPAIR]

___ _________________________ _______________________________________________

| # |LOCATION: |DESCRIPTION: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 | Abandoned BoS Bunker | Office Area - Atop the metal sill opposite the|

| | | Reloading Bench to the right of the rooms |

| | | entrance. |

|---|-------------------------|-----------------------------------------------|

| 2 | Nellis Air Force Base | Loyal's Workshop House - Long metal counter |

| | | next to the ruined terminal. |

|---|-------------------------|-----------------------------------------------|

| 3 | Sloan | Barracks - Shelf between a Dino Toy and Radio |


| | | above the corner bed to the left of the |

| | | entrance. |

|---|-------------------------|-----------------------------------------------|

| 4 | South Nevada Wind Farm | Shack - On the table in the middle of the
room|

| | | search the corner. |

¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Big Book of Science [SCIENCE]

___ _________________________ _______________________________________________

| # |LOCATION: |DESCRIPTION: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 | Brewer's Beer Bootleggin| Shack - In the basement on a table with the |

| | | vial experiment. |

|---|-------------------------|-----------------------------------------------|

| 2 | Camp Forlorn Hope | Command Center - The book is in the right |

| | | corner of the tent on a desk with a computer. |

|---|-------------------------|-----------------------------------------------|

| 3 | Nipton | Town Hall Top Floor - Mayor's Desk. |

|---|-------------------------|-----------------------------------------------|

| 4 | REPCONN Headquarters | Gift Shop Storage - Left of the Rocket |

| | | Souvenirs on the lower shelf on the side of |

| | | room. Requires ability to open a Hard Lock. |

¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Chinese Army: Spec. Ops. Training Manual [SNEAK]

___ _________________________ _______________________________________________

| # |LOCATION: |DESCRIPTION: |
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 | Camp Searchlight | East Chapel - Basement, at the foor of the |

| | | metal shelves. |

|---|-------------------------|-----------------------------------------------|

| 2 | Goodsprings | Ranch House east of the Schoolhouse - Under a |

| | | book in the lower bookcase against the back |

| | | wall opposite the entrance. |

|---|-------------------------|-----------------------------------------------|

| 3 | NCR Sharecropper Farms | Sharecropper Barracks - This building is best


|

| | | identified by the four ferilizer hoppers near |

| | | it. The book is on the floor near a desk in |

| | | the back. |

|---|-------------------------|-----------------------------------------------|

| 4 | Vault 3 | Living Quarters - Go through the locked door |

| | | across from the entrance to this area and turn|

| | | right to find the book on a low bookcase. |

¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Lying, Congressional Style [SPEECH]

___ _________________________ _______________________________________________

| # |LOCATION: |DESCRIPTION: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 | Brooks Tumbleweed Ranch | Tumbleweed Ranch House - Upstairs room


with a |

| | | chess board lying on the top shelf of an open |

| | | locker. |
|---|-------------------------|-----------------------------------------------|

| 2 | Cerulean Robotics | Among the office desks inside the building. |

|---|-------------------------|-----------------------------------------------|

| 3 | Lucky Jim Mine | Shack - On the lower metal shelf to the right |

| | | of the empty refrigerators. |

|---|-------------------------|-----------------------------------------------|

| 4 | NCR Correctional Fac. | Administration Building - Desk in the darkest |

| | | room opposite Eddie's. |

¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Wasteland Survival Guide [SURVIVAL]

___ _________________________ _______________________________________________

| # |LOCATION: |DESCRIPTION: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 | Lone Wolf Radio | Radio Trailer - Near the Scrap Electronics in |

| | | the back of the RV. |

|---|-------------------------|-----------------------------------------------|

| 2 | Matthews Animal Farm | Northern Barn - Top balcony near the barrel |

| | | pile and a metal crate. |

|---|-------------------------|-----------------------------------------------|

| 3 | Mesquite Mtn. Camp Site | Western Tent - Between the two rolled-up
beds |

| | | and behind a toolbox. |

|---|-------------------------|-----------------------------------------------|

| 4 | Scavenger Platform | Northeastern platform amongst the books in


the|

| | | fallen bookshelf. |
¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Pugilism Illustrated [UNARMED]

___ _________________________ _______________________________________________

| # |LOCATION: |DESCRIPTION: |

|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-|

| 1 | Fisherman's Pride Shack | Shack - Bedside table near the lamp and mat
in|

| | | the corner of the room. |

|---|-------------------------|-----------------------------------------------|

| 2 | Nipton Road Reststop | Store marked "Lester" - On a bookcase shelf |

| | | near the cash register. |

|---|-------------------------|-----------------------------------------------|

| 3 | The Tops Casino | Presidential Suite - Small table near the pool|

| | | tables. |

|---|-------------------------|-----------------------------------------------|

| 4 | Vault 11 | Living Quarters - Second room on the right |

| | | side in the female dorms. Search near the |

| | | fallen dresser at the rooms entrance. |

¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____ __ __ _____ ___ ___ ___ _ _ _ _ ___ ___ _____ ___ _____ __

|_ _\ \/ / \ \ / /_ _| _ \/ __|_ _| \| | | || |_ _/ __|_ _/ _ \| _ \ \ / /

| | > < _ \ V / | || / (_ || || .` | | __ || |\__ \ | || (_) | /\ V /

|___/_/\_(_) \_/ |___|_|_\\___|___|_|\_| |_||_|___|___/ |_| \___/|_|_\ |_|

_________________________________________________________________________[VIR]
• 0.69 [19 October 2010]

====== =================

o The first virgin has been released publicly.

Handle with care!

• 0.80 [25 October 2010]

====== =================

o Lost it's virginity by several hundred thousand people already.

o Added side quests, map, and skill magazines, snow globes, and weapons.

• 0.85 [05 November 2010]

====== ==================

o Various side quests have been added.

o Changed ToC location.

o Armor has been updated.

o Level up chart added.

o Several corrections have been made.

• 0.87 [09 November 2010]

====== ==================

o Recipes completed.

o Food list completed.

• 1.00 [22 November 2010]


====== ==================

o Main quest complete (Mr. House path).

o Bestairy begun.

__ __ ___ ___ ___ ___ ___ _____ ___ _ _ ___ ___ ___

\ \/ / / __| _ \ __| \_ _|_ _| / __| || |_ _| _ \/ __|

> < _ | (__| / _|| |) | | | | | (__| __ || || _/\__ \

/_/\_(_) \___|_|_\___|___/___| |_| \___|_||_|___|_| |___/

__________________________________________________________[CRD]

This document is written by Stephan Huijboom 2010. All Rights Reserved.

Credits:

¯¯¯¯¯¯¯¯

• Richard: You're one of the administrators of Supercheats.com, and

this guide wouldn't have existed without your support!

• SBAllen: You're the administrator of GameFAQs.

• noz3ro: A great author with various guides on his name, noz3ro has

been a valuable contributor to this guide.

• Absolute Daniel: Thank you very much, little brother. You've been a great

help with various sections. Be sure to check out his guides

when he starts to publish his own work!

• All readers: Thank you very much for reading this, sending donations,

enjoyable thankyous and for even reading the boring sections.


__ _____ ___ ___ ___ _ _ _____ ___ ___ _____ __

\ \/ /_ _| | _ \_ _/ __| || |_ _/ __/ _ \| _ \ \ / /

> < | | _ | /| | (_ | __ | | || (_| (_) | _/\ V /

/_/\_\___(_) |_|_\___\___|_||_| |_| \___\___/|_| |_|

__________________________________________________[COPS]

I merely created a copy of a great copyright notice, but to get away with it I

swapped the phrase copyright for rightcopy. An other reason is so people do


not

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,

this document can only be found at GameFAQs.com and Supercheats.com.


Offline,

this document can only be found at my laptop, which is at all times at a


secret

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,

rightcopy was not at all inspired by 1984.

[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

website or otherwise distributed publicly without advance written


permission.

Use of this guide on any other website or as a part of any public display is

strictly prohibited.]

______________________________________________________________________________
__

. . . . .-. .

/\ | | _|_ ( )_|_

/___\ |.-. .--. .-. | . . | .-. `-. | .-.. ._.-.

/ \ | )`--.( )| | | | (.-' ( ) | (.-' \ / (.-'

' `'`-' `--' `-' `-`--`-`-'`--' `-' `-'`--' `' `--'

© Stephan Huijboom [Absolute Steve] 2010. Contact: faq@shillatime.org

facebook.com/absolutesteve

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

______________________________________________________________________________
__

Writing a thank-you takes a minute, the pleasure of reading it lasts all day.

"Something is happening. Guide writing is evolving."

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