Ain't That a Kick in the Head .................................... WK01
Back in the Saddle ............................................... WK02
By a Campfire on the Trail ....................................... WK03
They Went That-a-Way ............................................. WK04
Ring-a-Ding-Ding! ................................................ WK05
The House Always Wins I .......................................... WK1A
The House Always Wins II ......................................... WK1B
The House Always Wins III ........................................ WK1C
The House Always Wins IV ......................................... WK1D
The House Always Wins V .......................................... WK1E
The House Always Wins VI ......................................... WK1F
The House Always Wins VII ........................................ WK1G
The House Always Wins VIII ....................................... WK1H
All or Nothing ................................................... WK1I
Things That Go Boom .............................................. WK2A
Kings' Gambit .................................................... WK2B
For the Republic, Part 2 ......................................... WK2C
You'll Know It When It Happens ................................... WK2D
Eureka! .......................................................... WK2E
Wild Card: Ace in the Hole ....................................... WK4A
Wild Card: Change in Management .................................. WK4B
Wild Card: Side Bets ............................................. WK4C
Wild Card: You and What Army? .................................... WK4D
Wild Card: Finishing Touches ..................................... WK4E
You'll Know It When It Happens ................................... WK4F
No Gods, No Masters .............................................. WK4G
Dead Money ....................................................... DLC1
Honest Hearts .................................................... DLC2
Old World Blues .................................................. DLC3
Lonesome Road .................................................... DLC4
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I. CONTROLS [CNTR]
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Here's the control scheme for New Vegas. Several other things (Y Inversion,
X/Y Sensitivity, Vibration, and Action Mapping) can be tweaked in the Settings
menu.
GENERAL
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D-Pad ----- Use hotkeyed item (hold: see hotkeys) / Up: change ammo type
Start ----- Toggle main menu
Back ------ Toggle wait mode
Y-Button -- Jump (menu: maintain/repair items)
X-Button -- Ready weapon (hold: holster weapon / menu: drop item)
A-Button -- 'Select' button for menus
B-Button -- 'Back' button for menus
R Bumper -- Enter V.A.T.S. mode (menu: hotkey item)
R Trigger - Fire weapon
R Analog -- Control camera
L Bumper -- Toggle first/third person POVs (menu: modify weapons)
-- (hold + R analog) swivel camera without changing way one faces
L Trigger - Zoom in on reticle (look into scope if applicable)
L Analog -- Control movement (click: toggle sneak mode)
IN V.A.T.S.
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Start ----- Toggle main menu
Y-Button -- (hold) AP gauge stops flashing
A-Button -- Commence V.A.T.S. with selected target(s)
B-Button -- 'Cancel' selection (can close V.A.T.S.)
R Bumper -- (hold) pullback POV with applicable targets highlighted
R Trigger - Select body part to aim at (selection is stored)
R Analog -- Change between applicable V.A.T.S. targets
L Analog -- Change between applicable body parts
There are also some adjustable gameplay settings.
KILL CAM MODE: Shows a special POV when neutralizing the last foe in a group.
Cinematic, the default option, often gives longer shots, such as following a
slow-mo bullet as it travels at its target. Player View is similar but won't
change to third-person POV like Cinematic does. Finally, the feature can be
turned off entirely. If there's any glitching in the killcam, turning it off
may be wise.
HARDCORE MODE: Toggles between Normal and Hardcore modes. In the latter, one
must be attentive to hydration, nutrition and rest concerns, in addition to
other details (ammo has weight, only doctors and Doctor's Bags cure crippled
limbs, etc). The Hardcore achievement can only be gotten by having it set to
Hardcore at the beginning, then leaving it on until one completes the main
questline.
DIFFICULTY --: Changes how much damage one incurs and how much one deals. The
default is normal, and changing it higher (Hard, Very Hard) or lower (Easy,
Very Easy) is possible.
SAVE ON REST/WAIT/TRAVEL: This function is on by default, allowing the game
to autosave whenever the player fast travels, waits or sleeps. A good player
will have a (hard) backup save, so leaving this on is a good idea.
TRUE IRON SIGHTS: When using unscoped weapons, zooming in often looks down
the gun's natural sights (if any), but displays the targeting reticle anyway.
Turning this feature on removes that reticle. This is a more "badass" way to
shoot, but there are noted misalignments with iron sights, so the shot might
be a little off-target.
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II. TH' BASICS [THBS]
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ADDICTION [DDCT]
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Consuming alcohol and drugs ("chems") may augment skills or give short-term
effects, but it can also give long-term addiction. After becoming hooked and
not having that particular vice for awhile, one suffers withdrawals, lowering
certain stats. [The 'EFF' part of the Pip-Boy's status tab displays which
withdrawals and what symptoms exist.]
Some addictions (mostly chems) expire after a certain time, allowing one to
purge it from the system. Some, like most booze, has a subsisting effect.
In either case, one can visit a doctor (like Straus in Novac, Uzunagi at
the New Vegas Medical Clinic, etc.) for detox, although some drugs cannot
be cured thanks to bugs. Inveterate junkies can always consume more of that
drug, delaying the withdrawal until "next time".
______________________ ___________________________ ______________________
| CHEM | EFFECT | ST PE EN CH IN AG LC |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Absinthe | CHR +3, PER +3, INT -3 | -- -- -- -1 -- -1 -- |
| Beer | CHR +3, STR +3, INT -3 | -- -- -- -1 -- -1 -- |
| Buffout | HP +60, END +3, STR +2 | -1 -- -1 -- -- -- -- |
| Coyote Tobacco Chew | PER +1, AGL +1 | -- -1 -- -1 -- -- -- |
| Dixon's Jet | AP +10 | -- -- -- -1 -- -1 -- |
| Dixon's Whiskey | INT -6, STR +3 | -- -- -- -1 -- -1 -- |
| Hydra | Restores limb condition | -- -- -3 -- -- -- -- |
| Jake Juice | CHR +3, INT -3, STR +3 | -- -- -- -1 -- -1 -- |
| Jet | AP +15 | -- -- -- -1 -- -1 -- |
| Med-X | DAM Resistance +25% | -- -- -- -- -1 -1 -- |
| Mentats | CHR +1, PER +2, INT +2 | -- -1 -- -- -1 -- -- |
| Moonshine | CHR +1, STR +2, INT -2 | -- -- -- -1 -- -1 -- |
| Party Time Mentats | CHR +5, PER +2, INT +2 | -- -- -- -1 -- -1 -- |
| Psycho | DAM +25% | -- -1 -1 -- -- -- -- |
| Rebound | Faster AP regeneration | -- -- -- -1 -- -1 -- |
| Rocket | AP +30 | -- -- -- -1 -- -1 -- |
| Scotch | CHR +3, INT -3, STR +3 | -- -- -- -1 -- -1 -- |
| Sierra Madre Martini | HP +75, END +4, STR +2 | -- -- -- -1 -- -1 -- |
| Slasher | DAM +25%, DAM Res. +25% | -- -1 -1 -- -- -- -- |
| Steady | Reduces weapon spread | -1 -- -- -- -- -1 -- |
| Turbo | Surroundings move slower | -- -- -- -- -- -2 -- |
| Ultrajet | AP +40 | -1 -1 -- -- -- -2 -- |
| Vodka | CHR +3, INT -3, STR +3 | -- -- -- -1 -- -1 -- |
| Whiskey | CHR +3, INT -3, STR +3 | -- -- -- -1 -- -1 -- |
| Wine | CHR +2, INT -2, STR +2 | -- -- -- -1 -- -1 -- |
|______________________|___________________________|______________________|
* - values collected at Survival 100
Other things:
• Note that some addictions may not appear in the 'EFF' tab mentioned above.
This may be a glitch. I've seen it happen with Rebound and Jet, to name a
few. In this case, double-checking the S.P.E.C.I.A.L. stats can see if it
exists (don't want to forget a nagging addiction is decaying one's skill).
• Addiction rates vary wildly. For instance, Dixon's Whiskey is ridiculously
addictive, while you could consume 10 Beers and walk away scot-free. Same
goes for how quickly a withdrawal sets in. Example: Turbo withdrawal can
set in within an hour, even after taking several doses; others may take far
longer.
• Ant Nectar (including Fire Ant Nectar) used to have an addiction of -2 STR,
but after several tries, I couldn't get addicted. It also doesn't increase
the "Day Tripper" challenge like other addictive substances, so it may've
been patched. [Citation needed...]
• Drinking booze can be a good way to earn Charisma bonuses for dialogue,
when skillbooks/magazines are unavailable. It can also have a secondary
effect on that end: enabling low-INT dialogue options to become available.
Consuming separate beverages will stack the bonuses/penalties, so they're
not wholly bad.
• Those making theme builds around addicts/alcoholics may want to check up
on addiction-related perks, particularly OWB's Logan's Loophole, preventing
addiction entirely (at the expense of an reduced level cap).
HACKING [HCKN]
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This is a Science-based process by which one gains access to computers. Like
Lockpick, raising Science allows higher-level hacks. Required stats are: very
easy (under 25), easy (25+), average (50+), hard (75+), very hard (100). Any
temporary boosts given by "Programmer's Digest" magazines or INT-raising items
helps.
To hack, find a locked computer; with the requisite skill, a separate screen
appears, filled with gibberish and random words. The goal is to seek out the
password from amongst the decoys. The amount of attempts remaining is listed
at the screen's top. If one doesn't figure the password in the allotted
amount, it "locks" and can never be used again. [The exception is obtaining
the Computer Whiz perk, allowing 1 more retry in this situation.] However,
it's just better to save before trying, resetting if things go south. Also,
the password changes each time one reaccesses the PC.
The deduction part is conducted between available words. [Single characters
are NEVER the password.] With each wrong guess, something like "3/7 Correct"
will be displayed. This means that the placement of 3 characters matches the
password's order. It's often best to think of words stacked on each other, to
see similarities better. Here's an example:
|¯¯¯¯¯¯¯¯¯| Pretend these seven words are possible solutions. The goal's to
| WRITING | figure the password by order of elimination. Let's say one picks
| MIXTURE | "WRITING". If a 0/7 Correct message displayed, it would mean no
| SEASONS | character (1st letter W, 2nd letter R, etc.) is correct in the
| FEARING | guess. This would eliminate any word that shares characters in
| SEALANT | that order, so: SEASONS, FEARING, SEALANT, BOILING and CURRENT
| BOILING | wouldn't work. The only word remaining would be MIXTURE, which
| CURRENT | has no shared characters with WRITING.
|_________|
This is just a simple example, of course, but there's a simple lesson in it:
try to pick word with a common suffix (-ING usually) to eliminate candidates
en masse. If one picks an -ING word and gets a 2/7 Correct message, then it's
a good sign. [A 3/7+ Correct message doesn't necessarily mean the word has
-ING in it, though.] As one's Science increases, the number of candidates'll
decrease noticeably, however.
Of course, those who don't want to play these brain games can simply open a
hackable PC, randomly pick answers, close the PC before wasting the last try,
and do it all again! There's no downside to doing this, short of a slightly
longer PC loadup screen, plus additional bad karma (only if computer marked
as owned).
PICKPOCKETING [PCKP]
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This is the art of nicking items from NPCs' inventories. Pickpocketing can
only succeed if one is "hidden," i.e. undetected while crouching. Applicable
loot is aid and misc items, ammunition, and UNEQUIPPED weapons/armor. [Some
NPC-only items, like Lily's unique vertibird blade, cannot be obtained under
any circumstances, however.] This act is easier done with a high Sneak skill.
Certain things occur when one's caught stealing: the item is reconfiscated;
one cannot try to pickpocket that NPC again; negative karma is earned; infamy
is gained, if the NPC is associated with a certain faction. Also, the person
(and any witnesses around) may turn hostile, especially if the player was
already on thin ice with their group. Most of these outcomes are considered
"bad," and can thus be avoided by saving before trying, then reloading if it
goes awry.
"Reverse pickpocketing" also exists. This is the act of planting items in an
NPC's inventory, rather than removing something already there. Example: the
person has poor armor equipped; by giving them something vastly better, they
equip that instead, making them more durable. This also has a secondary
effect: equipping something the player gives has them unequip their default
item, allowing them to be stolen. This is very useful for getting NPCs to
part with unique weapons, like Old Lady Gibson's Big Boomer or Corporal
Sterling's La Longue Carabine.
Reverse pickpocketing can also be used to plant explosives (grenades, C-4)
in the target's inventory. This automatically arms the item, causing it to
explode (in grenades' case) several moments later -- this is a loud OHKO.
In the case of C-4, the item is armed, but requires one to detonate it with
the appropriate weapon. Certain large explosives, like time bombs, cannot be
used in this manner. [Successful deaths in this vein are considered stealth
kills, and won't gain infamy.]
Normally, NPCs only change their default equipment when something better is
offered -- this means armor with a better DT or weapons with a higher DAM/DPS.
For example, trying to get someone's Hunting Rifle by reverse pickpocketing a
wimpy 9mm Pistol ain't gonna work. Additionally, even if that 9mm Pistol were
somehow better than that rifle, it would be moot if s/he lacked 9mm Rounds.
When it comes to obtaining NPCs' equipped items, there's several ways to go
about it, most just variations on a theme.
• Steal the NPC's ammunition. Without it, the equipped weapon cannot work,
and will be unequipped once the person enters a battle situation. [Fists
will be opted for if no other weapon exists.]
• Reverse pickpocket a superior weapon and/or ammunition. [Note that some
NPCs are finicky about their weapon choices, so try to approximate their
tastes.] Upon re-entering the cell, they may have unequipped their other
weapon to favor the more powerful version.
• If hostilities commence, and the NPC uses the weapon on the player, it's
possible to disarm the NPC by targeting the weapon in V.A.T.S. (easiest).
If the disarm is successful, one can run to the object and steal it. This
method can work, but often poses risk of damaging the NPC, perhaps with
accompanying infamy, etc.
Combinations can be successful, too. I suggest stealing the NPC's ammo,
punching them once (to unequip their gun), then "holstering" one's fists to
cease hostilities. Running away and/or having good rep with the person's
faction can help this.
PIP-BOY [PPBY]
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The Pip-Boy is a machine obtained upon completion of the first quest, and
will store most functional menus. It contains several "tabs" that can be
switched between using left analog and right trigger. The following stats can
be viewed across the top bar:
WG -: Weight, i.e. carrying capacity (current and maximum load)
HP -: Health points. If these reach zero, the character dies (game over!)
DT -: Damage Threshold. The higher it is, the more damage is mitigated.
Caps: Bottle caps, the game's currency.
Here's an explanation of the tabs.
• WEAPONS
Shows a listing of anything classified as weapons. Grayed-out items have been
broken (zero condition) and cannot be equipped. Some equippable "guns" (Laser
Detonator, Big Mountain Transportalponder!) actually have no battle function.
From this screen, one can modify and maintain weapons, supposing there's
applicable mods and repair weapons, respectively. The following stats can
be seen when an item is highlighted (from left to right, top to bottom):
Skill requirement, STR value, DAM/DPS, Weight, current value, condition and
default ammo type. [If the skill icon, STR or DAM/DPS is blinking, that means
one fails to meet one of the requirements, lowering battle prowess/accuracy
with that weapon.]
• APPAREL
Hats and armor are listed here, having the following stats: Damage Threshold,
Weight, Value, Condition, classification (heavy/light/medium) and available
effects. Excluding special effects (like boosting S.P.E.C.I.A.L. skills or
giving low-light vision), all items will have these stats.
• AID
Food, medicine, chems, skillbooks and magazines are displayed here. These
items typically give beneficial health-boosting or stat-augmenting effects.
Generally, chem usage can lead to addiction while beneficial medicine (like
Stimpaks and RadAway) will not. In Normal Mode, most of those must-have meds,
chems and magazines will weigh zero; this changes in Hardcore.
• MISC
This is the odds and ends of the item list, containing: ammo casings, caravan
cards, weapon mods, craft components, most key items, and most forms of cash
(NCR, Legion, Pre-War Money, Casino chips, etc) besides bottlecaps. A keyring
collects all found keys, neatly organizing things -- it shows Bethesda's
learned much from Oblivion's key debacle, heh.
• AMMO
Any type of ammunition, from standard to explosive, appears here. All will
be grayed out, except for kinds usable with the current weapon (if equipped).
Changing ammo this way is possible, but there is a hotkey slot (up on d-pad)
reserved for cycling through applicable ammo. This is, however, the only
way to view held ammo effects.
• LOCAL MAP/WORLD MAP
Displays the current area (topographically) and entire Mojave, respectively.
In the local, only currently explored areas are displayed, with entrances
denoted. The world map displays the Mojave by default, showing destinations
located or heard about; these can be fast-travelled to if uncovered. [The
world map changes when in DLC areas.]
• QUESTS
All official quests currently started are shown here (finished quests are
grayed-out at bottom of list). Picking an active quest changes the "quest
marker" displayed on the compass, as well as displaying the direct route to
its area on the map. [If in DLC, it leads to the DLC area's entrance instead.]
Hitting x-button will jump to the nearest quest marker's location.
• MISC (2)
This other 'misc' section displays stray files and articles obtained during
missions; this includes audio logs & notes that hint at unmarked quests, too.
Available challenges can be displayed by hitting x-button repeatedly.
• RADIO
Any station picked up can be listened to. Most have little function outside
entertainment, but some have small ties to DLC.
• STATUS
(Level, HP, AP and XP are shown above all tabs in this section.)
A character's status is displayed. The condition (CND) screen shows the shape
one's limbs are in, allowing application Stimpaks and Doctor's Bags without
having to find them in the inventory. Radiation (RAD) displays the current
radiation level and poison-affected stats, if any. RadAway and Rad-X can also
be used to remedy problems here. Effects (EFF) display effects bestowed by
equipment, weapons, chems and other items; Hardcore mode H20, FOD and SLP
stats also appear here. Afflictions, like addictions and poisons, are
explained here, too, as well as changes like the Well Rested XP bonus.
• S.P.E.C.I.A.L.
Shows one's current attribute values, decided at the game's start. Any plus
(+) or minus (-) displayed shows changes to the stat done by equipment, chems,
afflictions, etc.
• SKILLS
All thirteen skill values are shown here. Like the previous section, any
temporary changes are shown here via pluses (+) and minuses (-).
• PERKS
These are permanent abilities a player has. Any normal perk is listed here,
as well as traits (decided at game's beginning or in OWB) and DLC-added ones
(like Coin Operator or DNAvenger). Once learned, these can't be removed.
• GENERAL
Displays current reputation levels with factions (only those encountered so
far will be shown). Equipping disguises will change the loadout in this part.
X-button toggles basic stats, like karma levels, people killed, times slept,
weapon mods used, etc.
RADIATION [RDTN]
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Radiation (denoted 'RAD' or 'rads') is a harmful emission found quite often
in the post-apocalyptic landscape. Typically, one will encounter rads via
exploration -- toxic waste and its seepage, plus some types of ghouls, will
give it off. Additionally, the aftermath of certain detonations (like the
mini nuke), consumption of irradiated food/water, and enemy attacks (like the
centaurs' spit) may give rads.
Rads are measured on the Pip-Boy's geiger counter (see 'Status' tab) and an
on-screen display appears whenever radiation is encountered. Every 200 rads,
one's radiation sickness increases, giving stat penalties. [Reaching 1000
rads results in death.]
000 - 200: END -1
201 - 400: END -2, AGL -1
401 - 600: END -3, AGL -2, STR -1
601 - 800: END -4, AGL -2, STR -2
Radiation can be cleansed and mitigated with RadAway and Rad-X medicine,
respectively. Some perks (Irradiated Beauty, Rad Absorption) also benefit
rad removal, while others (Atomic!, Rad Child, etc.) give special effects as
one's sickness worsens.
REPAIR [REPR]
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Armor and weapons have a condition bar ("CND") -- their health, basically.
Condition decreases as a weapon is used; for armor, incurring damage. [Not
all weapons and armor decrease, even though they have CND. Examples would be
the Rebreather and thrown weapons, like grenades.] Repairing is, thus, the
act of upkeep on items with decayable CND.
To repair items, a player needs (1) an item with damaged CND (2) another item
for the "breakdown" process, i.e. using it for parts. The latter item, once
used, is destroyed to maintain the first item's CND. Unlike Fallout 3, which
prevented repairs without requisite skill, New Vegas allows a player to get
an item to max CND without high Repair -- the difference in efficiency will
be noticeable, however.
______________
| ______ | The CND bar is bullet-shaped: the longest portion denotes
| CND |____,_| | the item's max condition (1-100%). As the CND lowers, so do
|______________| the item's DAM/DPS (for weapons), DT (for armor) and value.
Weapons in crappy condition (under 50%) can jam during the
reload animation, wasting crucial time. Broken items either cannot be used in
battle (weapons) or provide no DT (armor), although only the former will be
automatically unusable. Broken armor still gives its effects, but cannot be
reequipped while removed.
The Repair skill helps a lot with fixing weapons, but it's not the singular
factor -- the used items' CND applies, too. Example: the player wishes to
repair a Chainsaw at half CND. Repairing it with a broken (0% CND) Chainsaw
would replenish far less CND than if one used a fully-repaired one. Same thing
applies to armor, of course.
Finally, Jury-Rigging. Normally, items -- including unique variants -- can
only be repaired by using proper analogs: .44 Magnums with other .44s,
Laser Rifles with other Laser Rifles, etc. However, with Jury-Rigging, items
only have to be "roughly similar" to be usable. This means, when repairing
that .44, one can instead use a 10mm SMG, .357 Revolver, or even a unique
revolver (like Lucky) if one wanted to be wasteful.
The key to Jury Rigging's "roughly similar" approach is simple: use an item
of the same type (1- or 2-handed melee, 1-handed Guns, 1-handed Energy
Weapons, etc). The type of weapon used for repairs doesn't matter -- for
instance, using a rolling pin to repair a katana makes no sense, but works
as a game mechanic. For armor, one simply needs to find an item of the same
weight (light/medium/heavy) and voila! This means repairing that expensive
power armor just needs generic, crappy Metal Armor used by raider types.
Note that not are helped by Jury Rigging, mostly because they're in a category
to themself. A notable example is the Tesla Cannon, a shoulder-mounted energy
weapon. The game gives the player several unique variants, but without junky
stand-ins to use as repair fodder, a player is forced to find other avenues.
For weapons like this, it's recommended to use Weapon Repair Kits -- they'll
automatically restore CND to the currently equipped weapon. Those planning on
using tesla cannons, shoulder-mounted machineguns, the Holorifle, etc. will
definitely need 'em! [As a cost-saving measure, of course. Spending thousands
at repairmen is still an option...a poor, unlikeable option.]
REPUTATION [RPTT]
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Karma isn't as important in New Vegas, thanks to reputation's rise as one of
the farthest-reaching mechanics. It can be described as a faction's outlook
on the player's activities -- when one supports the faction, it rises; when
one damages the faction, it decreases. [Fame and infamy represent positive
and negative deeds, respectively.]
Here's the standard representation. Neutral is the ranks cutting diagonally
from NW to SE: Neutral, Mixed, Unpredicable, Wild Child. [Certain groups may
treat Wild Child as 'bad' anyway.] Positive is any rank "above" that line;
negative anything "below" it. Thus, Idolized is the highest positive and
Vilified the lowest.
One's current reputation can be checked in the Pip-Boy's 'General' section.
[Factions not yet encountered rep-wise do not appear initially.] With few
exceptions, reputation, once changed, never returns to its original value --
I'll use the NCR as an example.
The player's character begins at 'Neutral.' Now, let's say one starts overtly
slaying NCR soldiers; this drops the player to 'Shunned,' a negative ranking.
NCR-related people may be openly hostile to the player, and one will get a
group of NCR rangers who ask the player to improve their reputation or be
branded a terrorist. [They eventually send hit squads after the player if
no progress is made.] Next, the player helps the NCR, improving their rank
-- but it only moves to a more neutral 'Mixed,' not up to Accepted.
This goes back to damaging one's reputation -- if one acts flagrantly against
a group, it becomes that much harder to get in their good graces. Exceptions
are made, though, with the Mojave's main groups (NCR, Legion) following the
completion of "Ring-a-Ding-Ding!".
So, what does reputation actually entail player-wise?
Positive ranking (Accepted+) often unlocks discounts at related shops, and
can gain NPCs' trust, which allows certain missions to be given. Safehouses
owned by certain factions can be accessed with positive rep, and certain NPCs
(like in Freeside) may give gifts as thank-yous. However, a main bonus is
obvious: the faction simply won't attack the player on sight.
Negative standing (Shunned and below) prevents players from getting certain
quests or makes a faction shoot on sight, depending on the severity. Several
companions (Arcade, Cass, Boone, Veronica) require certain rep levels with
their related groups; failing to meet them prevents them from tagging along.
Poor standing with the NCR and Legion will have them send assassins to kill
the player -- this occurs every 3-4 days, as long as one's not in DLC or
places they can't get to. [Wilderness areas are most common.]
NOTE: Poor reputation with questline factions can severely limit how one's
able to do their tasks, if at all. In some cases, as with the NCR or
Legion, their questline can be permanently "broken," i.e. unobtainable.
One may ask "how do I lose reputation?". Certain quests and dialogue options
can lead to this, although there are more common ways, like:
- Theft (taking an owned item as your own)
- Trespassing (entering an off-limits area, often by picking the lock)
- Assaulting (initiating hostilities against a neutral/friendly party)
- Murdering (outright slaying a neutral/friendly party)
(Owned items and passages to off-limits areas are marked in red.)
Part of the rep loss is being caught in the act -- if one stealthily slays a
person, or picks their pocket, there may be no infamy gained because no one's
the wiser. [Killing certain characters gives rep loss regardless, however.]
Likewise, if one's in good with a faction, sometimes holstering a weapon'll
make the opponent forgive the player's transgression. This tactic is useless
against faction members that hate the player already, though.
Disguises -- or armor that gives a "you are now disguised as ____ faction" --
allow one to circumvent reputation a bit. Using NCR as an example again, let's
say one kills several NCR troopers, dropping one to "Vilified". Putting on an
NCR uniform will disguise the player, giving neutral NCR reputation instead.
This tactic can fool most footsoldiers, allowing one to slip through their
ranks unnoticed, but major players (and hounds) can see through it, turning
everyone hostile if they spot one.
NOTE: Be careful equipping disguises, as some factions are mortal enemies
and will be "fooled" into thinking you're their enemy. An example would
be wearing a Legion outfit into the NCR's Camp McCarran -- they'll be
gunning for a player, even if it's taken off. [Becoming "hidden" makes
it wear off.]
Equipping disguises masks one's real reputation (positive or negative) as
stated, but it also applies to rep gains/losses earned while it's worn. For
instance, let's say one has a positive Legion reputation and wants to kill
everyone at Cottonwood Cove for giggles. Equipping an NCR disguise turns 'em
all hostile, and any infamy gained is removed when the disguise is taken off.
Note, however, that it doesn't work for the faction's own disguise (i.e.
killing legionaries while wearing a Legion disguise).
Here's a list of the factions available in the game. It's separated into
two groups: major factions and towns. The latter is made up of tiny hamlets
and minor factions typically found in one area -- they have no disguises,
making it harder to repair their reputation once they're slighted.
GROUP: NCR, Legion, Brotherhood of Steel, Great Khans, Powder Gangers
TOWNS: Goodsprings, Novac, Freeside, The Strip, Boomers, Followers
Gang groups (Fiends, Jackals, Scorpions, Vipers) are not considered factions
and don't have their reputation tracked...which is fine, since 99.9% of the
time, they'll be hostile to the player.
SAFE STORAGE [SFST]
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"Safe storage" is a term used to denote containers whose contents don't
respawn, and thus are safe to use as long-term storage. General places with
safe storage are safehouses provided by factions (NCR, Legion, Followers,
Brotherhood of Steel) and casino suites (The Tops, Ultra-Luxe, Lucky 38).
Smaller rooms can also be obtained at Freeside's Atomic Wrangler and Novac,
by completing "Debt Collector" and for 100g, respectively.
One of the main things to look for in safe storage is the ease of access.
For instance, Ultra-Luxe's Bon Vivant suite may sound awesome, but it's still
several screens away from a fast travel point -- not exactly convenient, even
if it's "free". On the other hand, something like Novac is a great bet: right
near the fast-travel location, one screen away, easy to obtain, no enemies'll
spawn nearby. Many abandoned buildings can be used as well (my personal
favorite is Wolfhorn Ranch). Some people use containers in Goodsprings, like
Victor's Shack, to name another.
A secondary principle is finding several "safe" containers in one area. Why
not just load everything into one? As any well-travelled vet will note, with
all the content one can horde, it eventually becomes a hassle trudging through
hundreds of items for a select few. A wise player will categorize items,
putting groups (food, armor, weapons, miscellanea) into separate containers
to find easier. This idea is good in Hardcore mode, too, since weightless
items like Stimpaks and ammo -- items one typically can go without storing
the entire game -- are now cumbersome in large quantities.
So how does one test if a container is "unsafe"? Take its contents, replace
it with an item one'll remember (DLC-specific ammo is usually fine) then
move to another cell. Items typically respawn after 72 hours (3 days), so
after waiting that amount, return to the container and check. If the planted
item has "despawned" -- been deleted -- then the container is not safe. If
it remains, then it probably is. If one's still not sure, repeat the process
and keep a backup save. Luckily, most containers ARE safe, so it's not as
fatiguing as it'd seem.
Note that items left sitting out, such as food, may be stolen by companions
or random NPCs, especially if the "safe" container is nearby. Although not a
major problem, places away from urban centers might be more preferable for
some players.
S.P.E.C.I.A.L. [SPCL]
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This acronym represents several major stats chosen at the game's beginning.
Why are they "major" stats? Because they govern other skills -- increasing
them will increase normal skills, permanently or temporarily (depending on
the boost).
This section will list the bonuses from each stat, plus related stats with
the applicable value noted (for full requirements, see Perks section). The
[<] symbol means the value required must be less than 10.
This stat mainly governs a character's physical nature -- increasing it
allows more weight to be carried, plus gives extra proficiency in melee
situations. Related perks increase throwing distance (Heave, Ho!), empower
melee attacks (Super Slam, Unstoppable Force) and mitigate carrying capacity
issues (Strong Back, Heavyweight).
[5] Heave, Ho!
[6] Stonewall
[6] Strong Back
[6] Super Slam
[6] Burden to Bear (Lonesome Road)
[7] Heavyweight
[7] Unstoppable Force
[<] Weapons Handling
• PERCEPTION [PER]
- Energy Weapons/Explosives/Lockpick: +2/per
As its name suggests, this skill applies to detection. The higher the skill
is, the easier targets appear on the compass -- basically, see the enemy
before he sees oneself. Each rank also gives a bonus to skills requiring a
bit o' technical finesse.
Most related perks are supplementary. A few increase V.A.T.S. accuracy
(Sniper, Hobbler) while others grant passive bonuses (Friend of the Night,
Alertness). Infiltrator, a perk that allows one to repick broken locks, is
a throwaway selection, though.
[6] Alertness (Lonesome Road)
[6] Better Criticals
[6] Friend of the Night
[6] Light Step
[6] Sniper
[7] Hobbler (Dead Money)
[7] Infiltrator
• ENDURANCE [END]
- Base Health -----: 100 + (20 per rank)
- Survival/Unarmed : +02/per
- Poison Resistance: +02%/per
- Rad Resistance --: +02%/per
This stat represents one's fortitude, the ability to traverse dangerous
terrain and come out no worse for the wear. Each rank gives +20 HP to the
base (100), plus additional rad/poison resistances. Poison resistance isn't
displayed anywhere, but the other is -- see the Pip-Boy's "Status" tab.
One of the most-used prerequisites, Endurance has several great perks. Some
increase carrying capacity (Strong Back, Burden to Bear), add extra health
(Life Giver), benefits to radiation sickness (Atomic!) and its removal
(Rad Absorption, Irradiated Beauty) and DT bonuses (Toughness).
[5] Lead Belly
[5] Rad Resistance
[5] Strong Back
[5] Toughness
[6] Atomic! (Old World Blues)
[6] Burden to Bear (Lonesome Road)
[6] Life Giver
[6] Long Haul
[6] Old World Gourmet
[6] Stonewall
[7] Rad Absorption
[7] Solar Powered
[8] Implant GRX (Old World Blues)
[8] Irradiated Beauty (Lonesome Road)
Players proficient in Charisma have a higher Barter/Speech stat, plus get
bonuses to "Nerve," a stat that gives a percentage-based boost to allies'
damage and armor. Nerve may not be too useful on Normal Mode, but it
certainly can be in Hardcore, where it's possible for companions to truly
perish.
Only two perks use CHA as a base. Animal Friend has two ranks: one makes
animals docile around the player; two has them come to one's aid during a
fight. Ferocious Loyalty increases companions' damage resistance when one's
own HP drops low. Naturally, this meshes with their Nerve bonuses, so it's
awesome in Hardcore.
Intelligence governs smarty-pants skills (Repair, Science, Medicine), and
gives extra skill points usable on level-ups. Only whole skillpoints are
usable in this manner, but the remainder isn't rounded off -- it gets added
to the next level-up instead. Having a low INT can also affect certain NPC
conversations, providing humorous banter or surprisingly nice results (like
guessing the password at REPCONN Headquarters, which would require high LCK
instead).
Standout perks include Comprehension (boosted effect from magazines and
skillbooks), Pack Rat (reduces weight of items 2lbs or less), Swift Learner
and Lessons Learned (XP bonus). Computer Whiz is pretty useless though --
that's what reloading saves is for!
This skill determines one's dexterity, basically. The higher it is, the
more AP is usable in battle, and there's a nice bonus to Guns and Sneak,
skills often requiring a lot of running around.
Notable perks boost AP (Action Boy/Action Girl), reload speed (Rapid Reload)
and crouch-walking speed (Tunnel Runner). Sniper and Slayer are great for
gun and melee builds, too.
• LUCK [LCK]
- All skills : +1/per 2 ranks
- Crit Chance: +1%/per
- Gambling wins come easier
Luck isn't a necessary stat, but does affect many things, most notably its
influence in gambling. As someone who "broke the bank" at casinos with a
pitiful LCK 2, it was not pretty...but try with ridiculously high LCK and
you'll be rolling in chips lightning quick. [Blackjack works best; stuff
like roulette doesn't give as high a return as fast.]
Related perks play on the serendipitous nature of the stat, allowing one to
find more caps (Fortune Finder), ammunition (Scrounger) or just receive
extra help in V.A.T.S. (Mysterious Stranger, Miss Fortune). Junk Rounds is
the least worthwhile of the bunch, but isn't completely useless.
[5] Fortune Finder
[5] Scrounger
[6] Better Criticals
[6] Miss Fortune
[6] Mysterious Stranger
[6] Junk Rounds
TERMS [TRMS]
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Occasionally for gigantic games, I like to assemble a miscellaneous terms
section, just to shed some light on terms the walkthrough or game mentions
often. I'll keep it germane, though.
• ABOMINATION: One of the game's creature classifications, this category's
reserved for creepy things that shouldn't exist in nature. Common types
are deathclaws, nightstalkers, and centaurs. Ghost people and tunnelers --
from Dead Money and Lonesome Road, respectively -- count as well. [Super
mutants and nightkin are not considered abominations, however. Same goes
for feral ghoul types, despite what the description states.] Creepers in
this category count towards certain perks (Abominable, Purifier) and
challenges (Abominable again, GRA's "You Don't Belong in This World!").
• ANIMAL: This category is set aside from "mutated animal," designating a
normal, mutation-free creature. The easiest way to tell the distinction is
to kill an animal with the Fat Man: if the death counts towards the GRA
"Overkill" achievement, then it (dog, coyote, etc.) applies. The difference
isn't always that useful outside that, though, given that many perks (like
Animal Friend) and challenges (Animal Control) count for both. Abominations,
humanoids (including super mutants) and insects (including scorpion types)
don't count.
• CELL: This is the general term for a particular area on the map, how the
game treats locations, basically. For instance, Wolfhorn Ranch's farmhouse
is in a cell, and its immediate outdoor area is also a cell. Info like
this also comes into play when waiting for respawning items or despawning
corpses. Applicable items/bodies usually require 48-72 hours before the
game "despawns" (deletes them), but one needs to have this period outside
the cell the item/body is found in. Basically, killing someone and waiting
on the spot for 72 hours won't cut it.
Note that only items in containers respawn, and some NPCs are unique, so
they won't respawn either. Examples are major (named) characters, those
who provide special functions (like casino cashiers), etc. People with
generic names (like "Mercenary" or "Prospector") will probably reappear.
• CONDITION: This usually refers to the "health" of equipment. Weapons will
degrade naturally from use, and this can be expedited by firing rough or
shoddy ammunition types (Surplus, Junk, Plinking, etc.) Equipment decays
simply by incurring damage, although some types (like shades) won't lose
condition this way. Weapons in poor condition will jam frequently, causing
a source of anxiety in hostile situations. If an item's condition reaches
zero, it's considered "broken" and cannot be reequipped/used until it's
been repaired.
• COURIER: In line with the Fallout tradition, the main character doesn't
have a real name, so a nickname or generic title is given. Here, the player
worked in the delivery business, so s/he is often referred to as "Courier,"
both in New Vegas and this guide.
• DLC: a.k.a. Downloadable Content, expansions or add-ons that augment the</pre><pre id="faqspan-2">
vanilla (original) content. For 360 players, these will come from the Xbox
Marketplace, requiring an internet connection and 400-800 MSP, depending on
the season. [Of course, all DLC comes on the Ultimate Edition's 2nd disc.]
There's four main add-ons (in release order): Dead Money, Honest Hearts,
Old World Blues, Lonesome Road.
• FAME/INFAMY: This is the general term for raising and lowering reputation,
respectively. Reputation has various effects; see that particular section
for more info.
• HIGHWAY 95: A major highway in the Mojave, running north-south from the
Camp Searchlight area (far SE) to the Brooks Tumbleweed Ranch area (far
NW). It's easy to visually trace its route on the map. The walkthrough
often refers to it as a eastern landmark, since most notable stops (188
Trading Post, HELIOS One, Novac) are a hairbreadth away. Camp Golf, Hoover
Dam and Cottonwood Cove are also in spitting distance, down tiny eastern
offshoots.
• HOLDOUT WEAPON: These are small guns, melee/unarmed and explosive weapons
that can be smuggled through confiscation checkpoints, such as those at
Strip casinos and Caesar's Fort. A few can be brought in initially; if one
has Sneak 50+, certain others can apply, too. [Those who can't sneak items
through can simply kill the door greeter who takes items, preventing future
ordeals. Those with high Lockpick can also break into the cash room where
confiscated items are kept, reobtaining 'em that way.]
• HOTKEY: Allows a player to quickly switch to an item "saved" to a spot on
the d-pad (except 'up' which is reserved for ammo switching). Hotkeying is
in general, but especially so during battles. Maximum hotkeys is 7.
• KARMA: The game keeps track of one's good/bad deeds in the form of karma,
although it has a drastically diminished effect from FO3. Perhaps most
notably, it affects Cass' companionship, and she may leave one's side if
playing an evil character. Otherwise, it's not that important. Those who
want to raise karma can do simply kill Fiends and feral ghouls; for lower
karma, stealing, murdering and the old favorite "access a hacked computer
repeatedly" trick apply.
• LIMITED EDITION: This special release gave extra goodies to complement the
original game. They are (1) a deck of New Vegas-themed playing cards (2) a
"making of" DVD (3) a Platinum Chip replica (4) 7 poker chips displaying
Mojave casino insignia.
• LONG 15: This is the north-south interstate near Goodsprings. It extends
from the SW corner (Mojave Outpost) toward the Vegas area, although since
its overpasses broke, that's effectively the end of its route. "The Long 15"
is also an area added in the Lonesome Road DLC, by committing a heinous act
against the NCR. [See for more details.]
• MUTATED ANIMAL: This classification deals with animals that have noticeably
"evolved" from their mild-mannered counterparts. This includes most of
the common foes: brahmin, bighorners, geckos, mole rats, lakelurks, Honest
Hearts' yao guai, etc. Humanoid enemies (like super mutants), abominations
(deathclaws, for instance) do not apply. Normal animals, like coyotes, do
not apply either, but may share some of the same perks/challenges anyway,
as the distinction is small.
• POISON: This is a craftable 'aid' item that can be applied to certain
weapons (generally melee/unarmed). As its name suggests, this is meant to
inflict additional hurt -- this often comes in the form of gradual HP loss,
but can also cripple certain skills/base stats. Tremble is a good example
of a powerful poison. Some enemies, like scorpion types and cazadors, can
poison the character to much the same effect. [One's own affliction can be
viewed in the Pip-Boy Status tab.] Antivenom and Snakebite Tourniquets are
used to alleviate the damage.
• SPREAD: This stat contributes to the accuracy of guns and similar ranged
weapons. The baseline (x1.00) is decreased as one's related skill (Guns,
Explosives, etc.) rises; crouching and certain ammo types, like slugs, will
have similar effects. Crippled arms and poor related skill negatively
impact spread. The chem Steady reduces weapons spread, ensuring perfect
aiming -- unsurprisingly, it's very addicting (literally and figuratively).
V.A.T.S. [VTSS]
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A.K.A. the Vault-Tec Assisted Targeting System, is a battle aid activated
by pressing R1 (default) when an applicable target is in view. This pauses
the game, bringing up a menu with several parts:
• PINPOINT SHOOTING: A typical enemy will have 6 small healthbars, letting a
player aim for a specific area. These areas are the head, torso, both legs
and both arms. The displayed healthbar decreases on successful hit(s), and
the accuracy listed below it denotes the player's chance of hitting it with
the equipped weapon. Having a high proficiency with one's weapon (having a
high base skill) and being close to the target are two ways to raise that
accuracy. Note that explosives and melee weapons allow V.A.T.S. but not
pinpoint shots -- they just have one big target to hit.
Weapons can also be targeted in V.A.T.S., allowing one to disarm the target
(if held) through damage, or disable projectiles (if thrown) -- the latter
is a nasty surprise for grenade-using enemies, if one can pull the trick
shots off.
When a healthbar decreases, it's possible to "cripple" that target, which
gives a lingering negative effect. [The same can happen to the player's
own body parts, too, for reference.] Crippling almost always precedes a
short "stun" period. Repeated crippling can earn the "Tough Guy" perk,
reducing damage to one's limbs. The negative effects are:
Head -- PER -4 (on oneself, the screen brightens/darkens with concussion)
Torso - Increased chance of flinching
Arms -- Reduces accuracy; enemy may disarm if wielding a 2-handed weapon
Legs -- Reduces movement speed; quick foes (cazadors, etc.) can lose attacks
Crippling can be solved (in Normal mode) by sleeping in a bed, using a
Doctor's bag, or having a medical practitioner (or auto-doc) do the deed.
In Hardcore, only doctors and their bags apply.
• AP GAUGE: This gauge in the lower right lists the player's Action Points,
a "currency" that determines the number of attacks usable in V.A.T.S. Each
weapon has a particular (hidden) AP cost. For instance, if one has 100 AP
and wants to use a Brush Gun, only 3 shots can be used per V.A.T.S. strike.
If one doesn't have 3 rounds in the magazine, reloading will occur during
the V.A.T.S. strike -- this has no AP cost but can waste precious time.
The number of Action Points one has in the gauge decreases incrementally
upon selecting the attack. Weapons cannot be changed during V.A.T.S., but
most melee weapons will have a special attack (used with Y-button) enabled
at Melee Weapons 50 or 75+. These can inflict more/less damage, have a
lower AP cost, do knockback, etc. Different melee weapons have different
special attacks; some (like Nuka-Breaker) have completely unique ones.
AP itself can be increased by boosting Agility (+3 for each AGL point), or
through certain chems (Jet, Dixon's Jet, Ultrajet). Of course, this also
means that AGL-lowering effects will reduce AP, too. Many perks (Kamikaze,
Action Boy/Action Girl) can permanently increase AP amounts, while others
like Plasma Spaz reduce costs by a percent. The menu's Stats tab shows the
current AP value -- note that it will "break" the screen a bit once one
hits 122.
• ENEMY HEALTH GAUGE: This displays the foe's current health in a generic
bar (no numbers). When one selects a body part to shoot at, the healthbar
will decrease slightly, a blinking part representing the estimated health
lost on a successful hit(s). This isn't set in stone -- shots can miss and
do nothing, or criticals can occur, doing extra damage.
_________________________
___________________________________________________/ III. WALKTHROUGH [WLKT] |_
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MAIN QUEST [MNQS]
_______________________________________________________________________________
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This FAQ is written for default settings (Normal difficulty, Normal mode).
____________________________________
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[WK01] AIN'T THAT A KICK IN THE HEAD
____________________________________
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Client -: Doc Mitchell [Goodsprings]
Prereq -: n/a
Precedes: Back in the Saddle
Optional: no
Missable: no
Reward -: Vault 21 Jumpsuit, Pip-Boy, 18 caps, 6 Bobby Pins
Quite a humdinger, that opening scene -- following a dance with the grim
reaper, one wakes up in a tiny village's clinic. Doc Mitchell has seen to the
patching up, but there's still a few things to do first. Basically, this is an
introductory "mission".
NOTE: If one downloaded the Courier's Stash add-on, those items are obtained
right off the bat. See the DLC section for details.
1) Create character
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After picking a name, one can design the character (male/female), hairstyles,
facial features, and so on. Don't worry too much over messing up, as there'll
be a secondary prompt to redesign before one enters the wilderness.
2) Pick S.P.E.C.I.A.L. attributes
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Mitchell suggests using the vigor testin' machine against the far wall, just
to see if one's faculties are back. See the [SPCL] section for a fuller
explanation of these attributes.
S - Strength
P - Perception
E - Endurance
C - Charisma
I - Intelligence
A - Agility
L - Luck
There's 5 points put into the categories by default with 5 left over, making
a total of 40 points to allocate (one can lower the presets if required). The
selections one makes here affects the perks one learns, plus speech options.
There's a ton of different builds a player can do, so there's no wrong way to
do anything. However, since there's only a few ways to permanently increase
the stats once locked in (Small Frame trait, Intense Training perks, implants,
Lonesome Road DLC completion bonus), it's not a bad idea to plan ahead. A
good suggestion, though, is not to max out any stats off the bat: that's what
implants are for!
3) Word Association/Rorschach Test
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Finally, Doc'll want to make sure the player's noggin is working fine, and
commences some tests. The answers actually affect the character's base stats,
although one can't see the results until all 13 are finished.
Part 2 is the mental profile -- this too affects the stat build. The player
will be asked a question, to which one replies no opinion, dis/agree or
strongly dis/agree. Neutrality earns no stat points; strongly dis/agreeing
earns 2 points, whereas normally agreeing earns one. [Thanks to the wiki for
this info.]
1) Conflict just ain't in my nature.
[A] Barter, Speech, Sneak
[D] Guns, Energy Weapons, Explosives
2) I ain't given to relying on others for support.
[A] Medicine, Repair, Survival
[D] Barter, Speech, Science
3) I'm always fixin' to be the center of attention.
[A] Speech, Explosives
[D] Guns, Melee, Sneak
4) I'm slow to embrace new ideas.
[A] Melee, Unarmed, Survival
[D] Energy Weapons, Science
5) I charge in to deal with my problems head-on.
[A] Melee, Unarmed
[D] Guns, Energy Weapons, Explosives
Part three is the ink blot (rorschach) test, and final test.
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 1 | Broken chain | Repair |
| | Chemical reaction | Science |
| | Shadow in doorframe | Sneak |
| | Oozing wound | Medicine |
| | Angry 2-headed ant | Survival |
|---+------------------------+----------------|
| 2 | Priceless work of art | Barter |
| | Space-age technology | Energy Weapons |
| | Ship at sea | Survival |
| | Too embarrassed to say | Speech |
|---+------------------------+----------------|
| 3 | Light in the darkness | Science |
| | Bearded man | Survival |
| | Mushroom cloud | Explosives |
| | Head on a pillow | Sneak |
|___|________________________|________________|
Doc will show the complete stat spread from his questions at this point. One
can't change anything but the "Tag!" skills -- the ones with little squares
next to 'em. One can move them around to one's choosing, giving +15 to the
chosen stat.
The last step is choosing a trait (permanent-ish perk), similar to one's
inborn tendencies. Like the S.P.E.C.I.A.L. stats, there's no wrong decision
here, although many pick Skilled or Good Natured. Those trying to max out
the S.P.E.C.I.A.L. stats may pick Small Frame for its +1 AGL, and for general
fun, the Wild Wasteland perk enables special, gonzo events. Picking no trait
is fine, too. [See the Traits section for full details.]
The doc will walk the player to the door, and give the player back his/her
possessions, plus a bonus if one tagged a certain skill. Note that not all
bonuses can be obtained at once -- for instance, tagging both Explosives and
Guns will only give the latter's bonus.
________________ __________________________________________________________
| TAGGED SKILL | BONUS REWARD |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Energy Weapons | Laser Pistol |
| Explosives | Dynamite (x8) |
| Guns | 9mm Pistol, 9mm Rounds (x45-48) |
| Lockpick | 12 Bobby Pins instead of the usual 6 |
| Melee | Straight Razor |
| Unarmed | Boxing Gloves |
|________________|__________________________________________________________|
At conversation's end, one can choose to put the game on Hardcore difficulty.
There's a special achievement for playing the game start to finish on that
mode, although as the game suggests, it's not recommended (especially for
novice players). The quest ends when one decides.
Doc suggested visiting Sunny Smiles over at the saloon, although this is
entirely optional. Also optional is finding the goodies in Doc's house, none
of which are marked as owned. [Clinic has some Med-X, a Doctor's Bag, Rad-X,
an Antivenom and Stimpaks on the shelf; a laser pistol and ammo can be found
on that same shelf. Near the patient bed is a broken 9mm SMG, which can be
fixed and taken with Repair 25+. The south hallway also contains some meds
and ammo.] Also, passing a [Speech 30] check with Doc'll earn three extra
Stimpaks -- this can only be done before exiting the house, note.
Once outside, the installed DLC notifications will come up, adding the quests
that start them, and increasing the level cap by 5 each. Gun Runners' Arsenal
is loaded, too. Not all DLC alerts will load at the same time, probably, so
wait a minute first. [Lonesome Road's Canyon Reckage, Old World Blues' Mojave
Drive-In, Honest Hearts' Northern Passage, and Dead Money's Abandoned BoS
Bunker are marked on the map at this time.]
The two optional missions to follow are helpful in several ways, and probably
worth doing for new players. Those who want to skip straight to the main
questline can check [WK04].
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[WK02] BACK IN THE SADDLE
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Client -: Doc Mitchell [Goodsprings]
Prereq -: Ain't That a Kick in the Head
Precedes: By a Campfire on the Trail
Optional: Yes
Missable: Yes [Sunny Smiles slain]
Reward -: 50 XP, 50 caps
Sunny and her dog Cheyenne can be found at the town saloon, and if one asks
about wasteland survival, she'll offer her assistance. [She'll mark Primm and
Sloan when one presses for information; and, inquiring about cap troubles
gives a tip about the schoolhouse's safe. A Locksmith's Reader and 3 Bobby
Pins are received at this time.]
Follow the huntress behind the saloon to find a small shooting gallery. She'll
give a free Varmint Rifle and 30 5.56mm Rounds, asking the player to shoot the
fence bottles. Since there's no VATS targeting for inanimate objects, use the
peep sights. [True iron sights are on by default and can be turned off in the
config menu.] One can also shoot at close range, but that defeats the purpose
of Sunny's teachings!
When she's convinced of the player's prowess, she invites the player on her
little gecko-hunting trip -- agreeing has everyone set forth. [Declining
prevents one from getting another crack at the mission, which locks one out
of the subsequent tutorial quest, too.]
A ways south of the town is the Goodsprings Source, i.e. the water supply.
Supposing one hasn't ran ahead and spooked the prey, Sunny will suggest
stealthily approaching (crouch-walking) to perhaps get a better shot. One can
use VATS to take these buggers out, or do it normally...they've got such tiny
constitutions, it matters little. Note that one gets free critical hits by
attacking an enemy if crouching while undetected ('hidden' is displayed).
Return to Sunny. She'll have two more wells to clear out, and offers to pay
for the help. [The declining option above appears again.] Agreeing earns 60
5.56mm rounds for the job. In the final encounter, one will find a citizen
fighting off some reptilian attackers. Saving her is optional, but being a
good Samaritan can earn 3 Purified Waters from her, plus Goodsprings fame.
Return to Sunny for the reward (50 caps), finishing the quest. Taking her up
on the survivalism offer starts the next mission, although, as before, one
can just decline to cut everything short.
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[WK03] BY A CAMPFIRE ON THE TRAIL
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Client -: Sunny Smiles [Goodsprings Source]
Prereq -: Back in the Saddle
Precedes: n/a
Optional: Yes
Missable: Yes [Sunny Smiles slain]
Reward -: 50 XP
Sunny offers to teach one about living off the land, making useful things for
oneself -- an affirmative answer will start this mission. She requires two
ingredients for her concoction, and after telling what they are, sends the
player off while she waits at the southernmost well. [These are found all
over the wasteland, but for simplicity's sake, the walkthrough will use her
directives.]
1) Xander Root: Near the town schoolhouse, a red-brick building with an old
chain-link fence around it. And mantises...can't forget those. They look
like pale turnips and have a green taproot -- try looking near the stump.
2) Broc Flower: Up near the cemetery, easily spotted since the iconic water
tower can be seen for miles. Appears as a elongate, green weed with fern-
-like offshoots -- there's one near the Courier's empty gave, for one.
Return to the Goodsprings Source and Sunny will show how to craft items at
the campfire. The recipes here range from worthless to amazing, and typically
depend on one's Survival skill, so raise that if y'plan on using the mixtures
here. [If one has already made Healing Powder at a campfire before taking
this quest, Sunny may skip straight to the next paragraph.]
Sunny, her part done, suggests talking to Trudy, the saloon's bartender. She
will be having an altercation with a Powder Ganger named Joe Cobb, who'll
leave after one approaches. [He won't be immediately hostile if one's PG rep
is terrible.] Talking to her ends this quest, and inquiring about her
predicament leads toward the "Ghost Town Gunfight" sidequest.
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[WK04] THEY WENT THAT-A-WAY
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Client -: n/a
Prereq -: Ain't That a Kick in the Head
Precedes: Ring-a-Ding-Ding!
Optional: no
Missable: no
Reward -: 1000 XP
This quest to track down the player's would-be assassin is the foremost main
mission after obtaining Doc's Pip-Boy. The walkthrough will follow the trail
as the quest describes it, although jumping straight to the destination will
cut out all the time wasted being a gumshoe.
The main goal is visiting Primm's Mojave Express chapter, but one has the
optional assignment of speaking with Victor, Goodsprings' friendly robot.
The quest marker pinpoints his location, usually at the hilltop cemetery or
around his shack in town. He'll clarify what happened that night, but doesn't
have any specifics...darn.
• When leaving Goodsprings' area for the first time, there'll be a system
prompt for one last chance at customizing the character and their traits.
There's actually a trick one can do here, if "Skilled" was chosen as a
trait before. When the prompt comes up, choose to rebuild the traits, go
through the processes (the previous choices are kept), and pick "Skilled"
again. The bonuses from previous incarnations of "Skilled" are kept, but
the -10% EXP penalty doesn't stack! One can repeat this process as long as
one wants, boosting base stats as high as one wishes.
So, off to Primm! Following the highway south of Goodsprings leads right to
town -- it's got a huge rollercoaster that's hard to miss. Luckily, the walk
there will probably be uneventful. Once there, locate Johnson Nash, either at
the Mojave Outpost building or the casino across the street. Speak to him
about the lost package and how one could reclaim it to learn about Deputy
Beagle, a note-taker who got captured by Primm's convicts. [This begins the
"My Kind of Town" mission.] The convicts are holed up at the Bison Steve
Motel across the way.
Now, one doesn't have to complete that new quest or anything -- simply enter
the main (ground-floor) doors, then the elevator lobby. There'll be a few
guys around, but they're manageable. Beagle is in the kitchen, and one can
sneak in by picking the Very Easy maintenance door; the alternative is going
through the enemy-laden dining room.
With Beagle located, ask about the suit-wearing fella with the Great Khans --
he won't say unless he's freed from his restraints, or a [Speech 40] check is
passed. [It's easiest to have him escape for this quest's purposes.] Stealing
his journal to uncover the group's destination works, too. After exiting Bison
Steve, Beagle finally admits his reconnaisance paid off, and the traveling
party was headed toward Nipton and Novac. Both are marked on the map, too.
• If both Johnson Nash and Deputy Beagle died, then the only way to learn
where the culprits went is by taking Beagle's journal. ["My Kind of Town"
will have already failed if Nash died, too.]
Each is a highway town, so one can simply follow Primm's south road to reach
Nipton, the closest area. There's nothing to do here quest-wise, though; it's
only a pitstop before the quest marker goes to Novac. [Basically, if one
wanted to skip coming here in favor of Novac, that'd be fine.]
That crossroads town is a dead end until one questions its citizens. Asking
Cliff Briscoe (Dino-Bite gift shop), Jeannie May Crawford (hotel) and No-Bark
Noonan (his shack) all direct the player to Manny Vargas, the daytime sniper
in the dinosaur's mouth. At night, he can be found in his motel room.
Vargas will suggest a trade: his information on Benny, the checkered coat
guy, in exchange for clearing the ghouls out of the nearby factory. Without
that place's salvage to fuel the town economy, things're going to hell in a
handbasket. Agreeing starts the "Come Fly with Me" quest which, when finished
correctly, fulfills one's part of the bargain. [Other shortcuts: the PC in
Manny's room reveals the group's destination, and the Confirmed Bachelor perk
will charm the info out of the sniper.]
In any case, Benny headed for Boulder City, putting the player back on the
northerly course. It's possible to cut across a bit, but the hills may be
infested with cazadors, so low-level players may want to avoid 'em. Anyway,
Boulder City, like Nipton, is a shell of its former self, and there's little
to see since it got razed. Part of the city is walled-in by rubble, and can
be accessed on the east end. A ranger will stop the player from entering and
the dialogue here starts the "Boulder City Showdown" sidequest. [See that for
more details.]
During the course of that quest, one learns that Benny took the Platinum Chip
back to Vegas -- this tidbit finishes the quest. [One can also get Benny's
Cigarette Lighter in the course of that sidequest, although whether it's
mandatory or optional depends on the amount of bloodshed.] Resolving the
Khans' problem in "Boulder City Showdown" has no further bearing on the
quest, although settling things amicably has the Khans return to Red Rock
Canyon.
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[WK05] RING-A-DING-DING!
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Client -: n/a
Prereq -: They Went That-a-Way -or- visiting the Strip prior to quest
Precedes: Render Unto Caesar
Optional: no
Missable: no
Reward -: 1000 XP
Completing "They Went That-a-Way" automatically adds this quest, directing
the player to seek out Benny on the Vegas Strip. Returning to the 188 Trading
Post (along highway north of Boulder City), and following the road north, is
a safe, surefire way to reach Freeside, the next stop in the chain.
Freeside is a slum town run by the Kings gang, and serves as the Strip's
doorstep, the entrance to which is guarded by securitrons in the southern
sector. Approaching the checkpoint typically gives a warning from Old Ben (an
NPC), mentioning that trying to bust through will lead to a painful end.
• Flash a passport
• Carry 2000+ caps on one's person
• [Science 80] reprogram bot to let one through
A 'hidden' fourth option is to kill the gatekeeper, steal his key and enter
that way. Approaching the gate while the other securitrons are alive turns
them hostile, though, and if one's witnessed killing the securitrons, the
ones inside the Strip will turn aggressive, too. Not an enterprising result
for clumsy non-stealth characters, but silent slayin' is just fine for ninja
masters (Strip securitrons will be docile).
Regarding the passport option: Ralph of "Mick & Ralph's" pawn shop (near
east entrance) provides a counterfeiting service for 500 caps, or 375 by
passing a [Barter 50] check. Passing a [Speech 50] option is required to
make him spill about his side business. Alternately, redeeming the King's
favor from "G.I. Blues" can make Ralph give the passport free.
Armed with this knowledge, a player should be Strip-capable! There'll be a
mandatory conversation with Victor (unless the robots are hostile) which
automatically begins "The House Always Wins I," Mr. House's questline. This
doesn't have to be started now, but will overlap with this mission somewhat.
Mister Holdout, an NPC near the Gomorrah casino, may also stop the player
and recommend his services, namely holdout weapons. All casinos (except Lucky
38) will confiscate a player's arsenal, but with Sneak 50+, holdout weapons
like small firearms can be smuggled in.
Benny is located at The Tops casino, in the middle of the Strip's 3 areas.
Regardless of whether one's doing "The House Always Wins I" -- see that
section for slightly more specifics -- one'll have to enter the Tops and
confront Benny. Since the door greeter will confiscate the player's weapons,
this can make things slightly harder.
1) KILL BENNY
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Benny actually keeps the Platinum Chip on his person; here's how to get it.
• Sneakily kill him with a holdout weapon from across the room, or from a
nearby position, such as the balcony stairway near his usual position in
the Tops casino.
• Swank, the cat at the reception desk, can be convinced that Benny's gone
crooked, and will make Benny go to his suite (the only place he's got no
bodyguards, remember). To do this, one must first pass consecutive [Speech
15], [Speech 30] and [Speech 45] checks; or, provide evidence of Benny's
wrongdoings. There's three items that tie him to the crime scene.
- "Distinctive Cigarette Butts" around Courier's Goodsprings grave
- [Novac] Manny Vargas' note, both on his PC or his person
- Benny's lighter, obtained during the course of "Boulder City Showdown"
One piece of evidence does nothing, but two has Swank use his pull to let
the player pack heat inside. Getting all 3 pieces acts like one passed the
speech checks. In any case, convincing Swank with the overwhelming proof
earns Benny's room key, and a suggestion to search it. Up there, locate
Yes Man (and get his related quests), then report back -- Swank's lure has
Benny move upstairs, and if one suggests taking him out, the confiscated
weapons are returned.
• With the Black Widow perk, one can seduce Benny on the casino floor -- he
initially resists such weird advances, but if one sticks with it, he'll go
up to his suite after giving one the room key. Once there, one can either
attack him immediately or have sex with him. If one picks the latter (and
doesn't die from his ridiculous pillow talk), a prompt to kill him in his
sleep appears.
• By confronting Benny on the casino floor and passing a [Speech 60] check,
he'll go up to the presidential suite with the player. This serves as a
perfect opportunity to sneakily slay him, regardless of further dialogue.
If one is completely devoid of weapons, it's recommended to first pick the
Average wall safe near the bar, which contains a 10mm Submachine Gun and
Grenade Rifle. [Unarmed specialists can also find a forboding 'Pugilism
Illustrated' copy in the main lobby.]
Killing Benny without first searching his suite begins the "Wild Card: Ace
in the Hole" quest automatically, which has one doing exactly that.
2) BENNY ESCAPES
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Trying to obtain Benny's chip through diplomacy presents options to go awry.
• Using the Black Widow perk to seduce Benny (as described above) gives one
the option to kill him before or after sex. If one hits the hay instead,
Benny leaves to Fortification Hill -- this starts the "Ace in the Hole"
Wild Card mission. "Ring-a-Ding-Ding!" doesn't finish until one learns from
Yes Man that Benny escaped using his elevator.
• After approaching Benny out in the open and attempting to talk, he'll comp
the player the Tops' presidential suite, agreeing to meet moments later --
this earns the suite key. The same thing occurs if one passes the small
[Speech 35] check, although it earns 500 caps and 250 Tops chips as well.
Passing the [Speech 60] gets Benny to come up with the Courier sans goons.
Going up without Benny starts "Ace in the Hole" if Yes Man hasn't been
spoken with, and unless a player passes successive [Speech 35] & [Speech 60]
checks, a hit squad follows soon after. Benny will have vacated regardless,
though. Similarly, if one conned Benny into a private chat and allows him
to leave (by forgiving him, agreeing to work with him for 250 caps, etc.)
the hit squad appears as well. It's impossible to pickpocket the chip from
him in these circumstances, note.
Obtaining the Platinum Chip automatically completes "Ring-a-Ding-Ding!", but
if one lets Benny escape, that finishes only after learning his destination
from Yes Man. "Ace in the Hole" always begins if one hasn't spoken to Yes Man
before killing Benny or letting him leave. The presidential suite -- comped by
Benny or accessed via the key on his corpse -- is also the player's to use as
s/he sees fit.
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_____________________________________________________/ MR. HOUSE PATH [PTH1] |_
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Mr. House is the ruler of New Vegas, an enigmatic, reclusive person residing
at the Strip's iconic Lucky 38 casino. His path can be started immediately
upon entering the Strip, as Victor will inform one he's waiting. This can be
considered a "default" path, since House is rooted in many of the Courier's
dealings as of late.
BREAKING POINTS
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• Refusal to give House the chip after reclaiming it from Benny or Caesar
• Destroying House's securitron army in "The House Always Wins II"
• Telling House you're going to kill him (at any point in the questline)
• Trying to break into House's secret area (such as in "Render Unto Caesar")
Telling House one wants to discontinue working with him (usually occurs at
mission's end) will pause the questline, not end it -- the Vegas boss gives
time for reconsidering.
Client -: Mr. House [Lucky 38 Casino on Vegas Strip]
Prereq -: n/a
Precedes: The House Always Wins II
Optional: no
Missable: Yes [House questline broken]
Reward -: 500 or 600 XP, 1000 or 1250 caps
After making it onto the Vegas strip, speak with Victor nearby to learn Mr.
House is awaiting one's presence in his casino, the monolithic Lucky 38. The
robo cowboy will wait by the door afterwards, allowing one inside through a
speech option. [This is the only way to get inside, note.] The quest is added
officially after dialogue.
Since it's not open the general public, one can explore at leisure. Above the
lootable cash room, one can find the Golden Gloves (unique boxing gloves) by
a framed issue of Boxing Times. There's some assorted junk around, too, but
nothing that spectacular. When ready, talk with Victor for suites access,
and locate Mr. House at his main terminal (all communications with him will
operate this way).
• OPTIONAL: Bump off Mr. House from the get-go. This option remains available
at any time in the questline. Near his main comm terminal, hack the Hard
computer to open a false wall. Choosing to open the antechamber (1) fails
the current quest and all House quests by extension, although only THAW1
gets a notification (2) turns present securitrons hostile; Strip securitrons
remain normal (3) prevents further communication with Mr. House through his
terminal. Through the false wall, hack another Hard computer to open the
control room's elevator. Once there, use the PC's only option, then talk
with House. Afterwards, pick any option on the PC to start and fail "The
House Has Gone Bust!" quest -- although it's more of a death knell alarm
than a proper mission. One can still use the presidential suite and all its
upgrade functions.
As it turns out, Mr. House has a job for the player -- more specifically, a
continuation of the Courier's initial hire: recover the Platinum Chip that
Benny, his associate, willfully stole. House is prepared to pay four times
the original delivery fee (total 1000 caps), and will unless one completes a
[Barter 50] check, raising it to 1250.
Now, the task is tracking down Benny at his casino, The Tops -- it's located
in the Strip's central portion. Like all gambling establishments, the greeter
will confiscate the player's weapons; if one has Sneak 50+, it's possible to
keep small firearms (revolvers, pistols, etc.). If one lacks holdout weapons,
they can be bought from the appropriately named Mister Holdout, a merchant
standing outside the Gomorrah casino.
• This part of the quest overlaps with the ongoing "Ring-a-Ding-Ding!" quest,
in section [WK05] right above this one. Continue that quest now and check
back here when it's completed.
Regardless of outcome, the next stop should be visiting Mr. House. [If one
let Benny escape, that report can technically be put off in lieu of visiting
Caesar's fort during "Render Unto Caesar".] Reporting a failure to House'll
begin "The House Always Wins II," though.
Mr. House will gladly take the chip off the player's hands if one has it. The
default payment for the return is 1000 caps, although if one didn't do the
initial bargaining earlier in the quest, the [Barter 50] option to earn 250
extra caps appears. Continuous refusal to hand over the chip will turn the
securitrons hostile and fail House's questline.
Supposing one did hand over the chip, there's an automatic basement scene
where House sets up a demonstration. Basically, the latest delivery unlocks
all securitrons' main weapons: missile and grenade launchers. This is fine
and dandy if one's planning on helping House, but should one cross him later,
those mechs can deliver a whole lotta hurt... [There's also a 9mm Pistol and
Submachine Gun on the observation table, but one must take them before the
demonstration ends; this place can't be revisited.]
After returning upstairs (automatically), the quest will complete once House
finishes talking, with the 600 XP reward for prompt completion. If Benny flew
the coop, this quest will finish near the end of "The House Always Wins II."
Client -: Mr. House [Lucky 38 on the Strip]
Prereq -: Let Benny escape the Tops during "The House Always Wins I"
Precedes: The House Always Wins III
Optional: No
Missable: No
Reward -: 500 XP
This quest begins by:
• Talking to Mr. House after Benny gets away
• Takling to Mr. House after killing Benny for the chip
• Automatically added during "Render Unto Caesar" quest
House will express exasperation at the player for allowing Benny to leave,
or appreciation for one's work ethic if the Chip was recovered (especially
if one snubbed his invitation to do this). In either case, the next stop is
Fortification Hill, Caesar's Mojave stronghold -- Benny will have gone here
if he flew the coop, and House will send the player here even if he died. The
only difference, really, is whether one starts with the Platinum Chip.
• Victor will notify the player that House has comped one the presidential
suite, essentially a free permanent residence, and one large enough to fit
all companions. Companions that are dismissed from this point on return to
the Lucky 38, not their original out-of-the-way area. Note that companions
have to be dismissed before talking to House -- a small stipulation.
The mission is to infiltrate the derelict weather station at Caesar's fort,
and task that overlaps with a great deal of "Render Unto Caesar," which will
have started earlier. The Mark of Caesar item will allow safe passage through
the Legion-controlled camp where Cursor Lucullus waits by a raft, able to
ferry one to the Fort. [Note that further wrongdoing against the Legion will
break the unsteady truce, failing "Render Unto Caesar" and all the questline.
It's still possible to visit the Fort for Mr. House's current quest, although
the Legion will be hostile once there, probably forcing one to kill everyone,
especially if Caesar got the chip from Benny.]
Make for Cottonwood Cove on the Colorado River's west bank -- it's in the far
southeast corner of the map, a little east of irradiated Camp Searchlight (or
south of Camp Forlorn Hope, if one's found that). The Mark of Caesar item'll
allow safe passage through the camp, and Cursor Lucullus will use his raft to
ferry one upriver. [Note that further wrongdoing against the Legion will break
the unsteady truce, failing "Render Unto Caesar" and Caesar's questline in
whole. It's still possible to visit the fort in this case by inspecting the
raft, although the Legion will be hostile once there, probably forcing one to
kill everyone, especially if Caesar got Benny's Chip. Equipping a Legionary
disguise can help fool normal soldiers but not praetorians or dogs.]
Once one arrives, the casino-like disarming policy is carried out by a gate
guard. It's possible to keep holdout weapons (Sneak 50+) and also stims by
passing a [Speech 35] check. If one has the Platinum Chip with, it's removed
at this time also. The destination is Caesar's tent, located on the hilltop.
Caesar will rattle off the player's wrongdoings against his Legion. (Asking
"how may I serve your Legion, Caesar?" earns Legion fame.) The bigwig tells
the player he's inspected the Chip and wants the player to visit the weather
building, enter it and destroy whatever House is planning. This recovers the
Chip and, when one visits that building, the confiscated weapons as well. One
can operate the main panel with that tiny platinum token, allowing access to
the centuries-sealed securitron vault.
This place is mildly radioactive (1r/s). Near the first terminal, Mr. House
will ask the player to find the far panel, upgrading the securitrons hidden
within. One can comment on Caesar's intentions and say one's going to do 'em,
although this doesn't break the questline unless one follows through. Enemies
inside are turrets and protectrons, pretty wimpy in general -- they can be
shut off via two security panels (Average and Hard) down the first stairway.
[One can also break into the securitron room by hacking the junction with 60+
Repair, although this isn't necessary.]
Said panel is a western dead-end room guarded by three turrets. Upgrading the
software with the chip is all one needs to do for "The House Always Wins II,"
and this outcome doesn't break "Render Unto Caesar" either. The inverse is
the opposite, though: fouling up House's plans by following Caesar's wishes
(destroying three power regulators in room prior to upgrade panel) WILL nix
House's entire questline. Oddly enough, if one already killed House, this
quest doesn't fail until the machines are scrapped.
The next step is progressing "Render Unto Caesar" -- carrying out Caesar's
will makes the next step killing Mr. House. [Note that one must first take
care of Benny to reach this point, i.e. pick his method of execution.] One
isn't allowed to leave the Fort, including fast-travel, until this point's
reached.
With the chip recovered, return to House at his casino. Victor will notify
one that House is comping the player the presidential suite, where one and
all the player's friends can stay. This means, when dismissing companions,
they will instead reside at the Lucky 38, not wherever they normally go to.
The "give the chip" scenario listed in the previous mission's walkthrough is
identical, the only difference being "The House Always Wins I" finishes with
500 XP for the pointless delay the player caused.
Client -: Mr. House [Lucky 38 on the Strip]
Prereq -: The House Always Wins II
Precedes: The House Always Wins IV
Optional: no
Missable: Yes [House questline broken]
Reward -: 250 XP
At last, House has the Platinum Chip and can begin his preparations that will
hedge things in his favor before the upcoming battle at Hoover Dam. Like most
major Mojave leaders, his thoughts immediately turn to the Boomers, the
reclusive group inhabiting Nellis AFB (in the mountains NE of Vegas). House
also mentions that his surveillance spotted a man on the road toward there
who was apparently studying infiltration. The quest begins officially after
agreeing to assist in the Boomer situation.
To reach AFB safely, one must get through the howitzers' blasting field,
namely the approach from the SW road. Said road is where George appears, and
for 300 caps -- or 200 with [Barter 40] -- he gives instructions on how to
navigate the danger zone. The shelling concludes once one gets close enough
to the perimeter fence, at which time all that's left is talking to the gate
guard, then Raquel. Speaking with Mother Pearl afterwards and agreeing to
help starts the Boomers' main quest "Volare!" also.
That gets the perfunctory part out of the way. House's orders are to recruit
the Boomers into his flock, or destroy them. This really only gives two main
ways of proceeding:
• RECRUIT: Pearl will gladly give her assistance to the player...supposing
one has completed the Boomers' main quest "Volare!". It's a very fun quest,
although unfortunately long where Mr. House is concerned, and it can't be
completed through reputation alone (otherwise selling scrap metal to Jack
or missiles to Raquel would be all it took!). If one already did "Volare!"
prior to House's quest, it doesn't change anything; it only saves time.
• DESTROY: Choosing to destroy the leaders neutralizes the Boomers' activity
in the upcoming Hoover Dam battle. Mother Pearl can always be found in her
barracks, while Loyal can typically be found in the hangar. It's possible
to sneak kill either without incurring faction loss, although the Boomers
will be immediately hostile if they see the player. Also, killing either
person automatically fails "Volare!". Supposing one began the slaughter at
Idolized rank, doing this action may drop one to Dark Hero.
Report the tidings to complete the mission.
• NOTE: Recruiting the Boomers' to House's aid triggers both the Legion and
NCR's "point of no return" quests, "Beware the Wrath of Caesar!" and "Don't
Tread on the Bear!" respectively. This means that the next time one aids
House, the noted factions' questlines automatically fail, since it'll be
clear where one's allegiances lie.
Client -: Mr. House [Lucky 38 on the Strip]
Prereq -: The House Always Wins III
Precedes: The House Always Wins V
Optional: no
Missable: Yes [House questline broken]
Reward -: n/a
A player's done well serving House to this point, and now it's time to clean</pre><pre id="faqspan-3">
a little on the Strip. The Omertas who run the Gomorrah casino, and Mr.
House suggests using the "degenerate" receptionist as the in.
Like some of House's other quests, this one is really just a frame around
a different quest, in this case "How Little We Know," which will have already
started via House's previous dialogue. See section [MQ38] for details.
• NOTE: If one already thwarted the Omertas during "How Little We Know," this
quest will automatically complete with House praising one's proactivity.
Unfortunately, since this is revealed in the same dialogue as "The House
Always Wins III"'s conclusion, it means the NCR and Legion questlines fail
and the player can't do anything about it.
Once "How Little We Know" ends, report the findings to House. It'll complete
no matter how one's allegiances went, although supporting the bosses makes
revealing their intentions optional -- a [Speech 50] check convinces the
magnate one earned their confidences. [This also allows one to advise House
on his course of action against them.] If one can't pass that check, though,
revealing their plan is the only remaining option.
Client -: Mr. House [Lucky 38 on the Strip]
Prereq -: The House Always Wins IV
Precedes: The House Always Wins VI
Optional: no
Missable: Yes [House questline broken]
Reward -: 100 XP
With the Omertas' troubles dealt with, House wants one's attentions turned to
the Mojave's Brotherhood of Steel (BOS) chapter, which has apparently managed
to survive despite a heavy defeat at HELIOS One. Vegas' benefactor suggests
searching at Hidden Valley, the site where his securitrons have gone missing
over the years; one can report the BOS' location if they've been visited.
This conversation starts the quest officially.
To locate the Brotherhood, one must first find Hidden Valley, a fenced-in
area east of Goodsprings, NE of NCR Correctional Facility and south of the
looming Black Mountain. At night a giant sandstorm rages, greatly hindering
visibility, so try tackling this place in the day. Of the three bunkers here,
it's the one nearest the western fence that's of major interest.
Once inside, there is a Very Hard door to lockpick, which gives access to
the Brotherhood's bunker. Alternatively, if one recruited Veronica from the
188 Trading Post (along Highway 95, north of Novac), her presence will have
a special effect.
• This mission overlaps with the main BOS quest "Still in the Dark," which
one should look at for more info on the faction quests. One doesn't have
to fully complete it, only gain access to the facility.
It's recommended to bring Veronica since it skips the "preamble" where one
has to prove loyalty. House's main objective can begin after gaining the
ability to walk around freely. [Unlike the NCR questline, there is no option
to broker peace here.]
House noted that most BOS bases on record have had a self-destruct ability,
and suspects this one does too -- and he's right! The terminal to blow the
bunker up is on LV2 (where the elder and most scribes are), more specifically
the SE lab. Inspecting the terminal reveals that the base cannot be destroyed
unless one has keycards held by Elder McNamara, Head Scribe Taggart and Head
Paladin Hardin. [If one has Science 100, the self-destruct terminal can be
hacked in lieu of robbery.] If the player completed the BOS questline earlier,
then the Hardin may be the new elder; this doesn't change anything though.
[Note that one can simply kill everyone in lieu of self-destruction. One may
choose to do this, or be forced to by failing the pickpocketing and getting
caught killing for the keys. Slaying the elder makes everyone irrevocably
hostile, also.]
Once all keycards are nicked, return to said terminal and generate the
password -- this unlocks the Very Hard computer next to it. Initiating the
sequence turns the Brotherhood hostile immediately, and drops one's faction
rep to Vilified [or Soft-Hearted Devil if one had that much]. All that's left
is to sneak or blast one's way out.
The bunker won't explode until the player reaches the surface, at which point
all BOS quests fail (including Veronica's "I Could Make You Care" companion
quest), the player gets negative karma, and it's impossible to revisit the
downstairs bunker again. Note that Veronica can still be used as a helper if
one has Soft-Hearted Devil status.
But hey, that's the price of workin' with House! Report to him to finish.
Client -: Mr. House [Lucky 38 on the Strip]
Prereq -: The House Always Wins V
Precedes: The House Always Wins VII
Optional: no
Missable: Yes [Ranger Grant slain or House questline broken]
Reward -: n/a
House notes that the Brotherhood's destruction comes on the threshold of a
much bigger event: Aaron Kimball coming to give a speech at Hoover Dam, only
to have a sniper blow his head off. This is a disaster House wants one to
prevent, since the NCR is one of his biggest clients. Asking how one can help
-- namely going to the dam and offering one's services to Grant -- adds the
quest officially.
• House's sixth quest is really just a shell built around the NCR-related
"You'll Know It When It Happens," which is added at the same time even
though that questline failed earlier. Success here is contingent on Kimball
surviving. For in-depth coverage, see section [WK2D].
The crib notes for this mission:
After finding Grant in the dam's visitor center, then talking to him on the
outdoor observation platform, one can cue the president's arrival. There's
three assassination attempts to thwart:
- Sniper: he kills the real sniper in the watchtower (behind the speaking
platform) right after Kimball takes the stage. If left to his own devices,
he assassinates Kimball a ways into his speech. Intervening before he kills
the real ranger usually has the impostor die; regardless, he turns hostile
via speech when one asks him to radio in the real ranger's death.
- Bomb: placed on vertibird after it lands. One can disarm it with Repair
or Explosives 50+, or report it to Grant who'll have his men disarm it.
If the assassin who planted the bomb is killed, it can't detonate, also.
- Assassin: this is more of a minor thing since the attempt always fails, and
can start with a few scenarios. Outing the assassin (by showing Grant his
detonator, etc.) or forcing him to act (radioing in false sniper, etc.)
makes him bumrush the stage or attack his would-be captors. He dies in
all these scenarios, but manages to take one guard with him.
If Kimball dies, one engages in meaningless hostilities (like killing Grant
or the president), or leaves the dam site while the event is in action, the
quest fails -- and by providence, so does Mr. House's quest. THIS DOES NOT
FAIL THE QUESTLINE, however; it just causes one's benefactor to be angry.
Completing the mission is as simple as having Kimball survive, even if his
speech is cut short thanks to security concerns.
Client -: Mr. House [Lucky 38 on the Strip]
Prereq -: The House Always Wins VI
Precedes: The House Always Wins VIII
Optional: no
Missable: Yes [House questline broken]
Reward -: n/a
After saving Kimball's bacon, or letting him burn in the Legion's sights, Mr.
House reveals the seventh part of his quest: installing an Override Chip in
the NCR-controlled El Dorado Substation. This is a reasonably small area
along the mountains north of HELIOS One; it's also SW of 188 Trading Post,
north of Novac.
Regardless of NCR reputation, entering here is always considered trespassing,
so approaching at the most opportune time helps. The place is rarely empty,
so entering around 9 AM when the squad leaves for patrol is as crackerjack a
time as y'can get. Stealthy characters can infiltrate anytime as the interior
is quite shadowed.
Installing the Override Chip on the far terminal gives NCR infamy, but if
all goes well, there should be no hostilities.
Client -: Mr. House [Lucky 38 on the Strip]
Prereq -: The House Always Wins VII
Precedes: All or Nothing
Optional: no
Missable: Yes [House questline broken]
Reward -: n/a
Restoring power to House's backup reactor reveals the fated hour is here: the
Legion forces are about to march on Hoover Dam. House wants the player to be
there to assist -- just not in the way the NCR is hoping. About halfway down
the dam is a control room where one is to install an override module, not
dissimilar from the substation's. The quest is added once one learns House's
plan, although committing immediately isn't necessary (although the only
questline remaining will be Yes Man's, so it may not matter to a player).
This is the "point of no return," however, and the game reminds one of such.
Agreeing to go automatically sends one into the event, finishing the quest
and adding...
Client -: Mr. House [Lucky 38 on the Strip]
Prereq -: The House Always Wins VIII
Precedes: n/a
Optional: no
Missable: Yes [House questline broken]
Reward -: 4100 XP
House has sent the player into the lion's den with naught but one securitron
helper (plus a companion if they were brought). The dam seems vacant at first
blush, but the battle begins in stride once one nears the sandbags. Centurion
forces are basically souped-up legionaries and carry better weaponry, like
marksman carbines and grenade rifles. Killing them gives Legion fame, natch,
but it's mostly irrelevant at this stage. What one SHOULD care about is
harming the NCR allies, as any misfires (typically with explosives) will turn
them hostile, making one fight on two sides -- bad move!
But don't get too attached to the allies, as they're few and the Legion is
many -- they'll typically die by the end. Strategically, the watchtower acts
as a great staging area for missile- and grenade-using bombers, given the
dam road's clutter. The third battle takes place at road's end, and Centurions
will come from that blocked door and the NW outbuilding entrance. It can get
hectic, so don't be afraid to retreat to the watchtower for some bombin'.
With the upper dam's hostilities temporarily at an end, use the quest-marked
side door to enter the dam office block. The goal is to enter the eastern
control room, actively guarded by two heavy troopers. Unless one can pass a
[Speech 75] check to make them think Colonel Moore's imperiled, the only
option is to kill them -- doing it stealthily, like with a missile, avoids
any rep repercussions. A few Prime Legionaries will attack from the east,
too, but they're not likely to draw the heavies away, note.
Once in the control room, simply install the override chip. House flickers
onto the monitor saying his securitron army's rarin' to go; all one must do
now is flip the switch in the eastern power room. [The "Order of Withdrawal"
is also received here, setting the terms for the unconditional NCR surrender.]
The offices' eastmost corridor will lead into the power plant, and House's
switch is on the balcony. With that bidding done, return topside to find the
dam's Legion side being bombarded. Continue the eastern trek, and keep an
eye out for the northern walkway that spits out centurions. [They may carry
things like anti-materiel rifles and chainsaws, so good lootin'!]
Further east, the Securitron MK IIs will be out in force, usually sending
the centurions running for their mama. There's just something beautiful about
seeing combat specialists with chainsaws and super sledges get walloped back
to the Stone Age... In any case, the fight will take the player right up to
the Legate's Camp's doorstep. The securitrons won't go aid any further for
some reason, so one has to do the final battle alone...
As one expected, Lanius' soldiers are praetorians, hand-to-hand specialists
that usually have ballistic fists and such. A Rambo-style break-in will get
everyone's attention and while it may be tempting, sniping stragglers makes
the inevitable showdown at least six bodies fewer.
Lanius' tent is prominently featured in the east, and the man himself will
actually appear on the obscured road in-between (probably to reduce chance of
one sniping him from afar in a pitiful anticlimax) with two praetorians. He
can be spoken to before fighting, and talked out of his pursuits by passing
successive speech "trees". [300 XP bonus to ending hostilities this way.]
DISSUADE LEGATE FROM TAKING DAM SHOW THE WEST ISN'T WORTH TAKING
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• [Speech 55] • [Barter 55]
• [Speech 65] • [Barter 75]
• [Speech 75] • [Barter 90]
• [Speech 85] • [Barter 75] or [Barter 100]
• [Speech 100] • [Barter 100] or [Speech 100]
• [Speech 100] TOTAL: 395 or 420 XP
• [Speech 100]
• [Speech 100]
TOTAL: 680 XP
Near the end of the "dissuade" dialogue, asking if Lanius is going to retreat
will have him rethink his exit. During this, two different [Speech 80] checks
-- one karma-dependent, the other a bluff -- will initiate battle, with the
Legate calling off his lackeys. Telling him there's victory in wisdom, or
that one doesn't think s/he's seen the last of him, offers the [Speech 100]
clincher to finish without bloodshed.
Fighting the Legate is more than a lengthy pursuit. His only weapon is his
massive bumper sword "Blade of the East" (starts off poisoned!) although if
one destroys its durability, he'll forage for other nearby guns. Lanius also
has a stock of grenades he'll throw as distractions while he runs away, and
when his health gets low, he'll certainly do that (regardless of crippled
limbs). If one has the shotgun-related "And Stay Back" perk, Lanius can be
knocked down and relentlessly filled with buckshot, and the knockdowns will
keep stacking. Coupled with chems like Psycho (damage +25%), even the Legate
will fall quickly.
Regarding his lackeys, he'll start out with two. As said above, passing the
lengthy speech check tree can bait the Legate into attacking solo -- this'll
also prevent any reinforcements from helping (what an honest guy!). However,
if one can't pull a mano e mano fight, there's a nice supply of helpers,
usually legionary vets who either attack while the Legate retreats, or sit
on out-of-the-way cliffs to plink away. [They spawn even after clearing out
the camp earlier, note.] These guys will remain even with the Legate lyin'
dead, so having some explosives to clear 'em out helps a lot, especially if
they've spawned clipping through a rock (known to happen).
One way or another, after handling Lanius, it's time to exit. Make for the
camp gate and the NCR will make a "timely" entrance. General Oliver will
show wonder at the player's carnage, then restrained anger when one hands
him House's surrender terms. There's one large [Speech 100] check at the end
to settle things completely in House's favor, although it's possible to throw
the NCR a bone, too. A [Barter 75] and subsequent [Barter 100] check convinces
Oliver on an economic level, and if one agrees to sharing the dam's power,
a [Science 75] check makes the general come 'round.
If one wants to fight Oliver and his veteran squad, that's fine too -- in
fact, in some ways, it may be preferred! The securitron army will make short
work of the guys, allowing one to collect multiple copies of the NCR Ranger
Combat Armor everyone likes, plus Oliver's special cap and outfit.
Afterwards, Mr. House's securitron will congratulate the player on helping
him, and reveals this is just the beginning of a great partnership. The
ending shows segments based on the player's actions. Unrecruited companions
don't get an ending overview, and some companions who were recruited but
didn't have their quest done (Boone, for one) may not get one either.
_____________________________________
_______________________________________/ NEW CALIFORNIA REPUBLIC PATH [PTH2] |_
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The many, the proud, the...NCR! Perhaps the biggest faction in the Mojave,
these soldier boys are looking to snuff the Legion and maintain control of
Hoover Dam. Many see them as usurpers trying to expand their territory, but
there are many honest people in their ranks...it's up to the player to decide
their merit.
BREAKING POINTS
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• Complete "The House Always Wins III"
• In "Render Unto Caesar," finish the White Gloves' recruitment portion
• Colonel Moore (Hoover Dam) dies
Working against NCR interests in these ways means one can't support the NCR
in the main quest only. If Crocker forged an uneasy alliance with the player
and "forgave" infamy, then things go back to normal -- that is, nothing at
all happens (good standing) or the ranger hit squads return (bad standing).
|¯\ |¯|¯¯¯¯¯|¯¯¯¯\_________________________________________
| \) | |¯¯¯| |¯) )¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | | | ¯ / WK2A | THINGS THAT GO BOOM |
| |\ | |___| |\ \______|__________________________________|
|_| )_|_____|_| \_)¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Client -: Ambassador Dennis Crocker [NCR Embassy on the Strip]
Prereq -: Ring-a-Ding-Ding!
Precedes: Kings' Gambit
Optional: no
Missable: Yes [Ambassador Crocker slain or NCR questline broken]
Reward -: 300 XP, NCR fame
After certain events -- reclaim Platinum Chip in "The House Always Wins I,"
killing House before that occurs, returning to the Strip during "Render Unto
Caesar"'s assassination portion -- the next time one visits the Strip's main
street, an NCR envoy gives a message: Ambassador Crocker wants an audience.
[Taking this message earns Strip fame, too.] The NCR embassy is located in
the strip's farthest end, across the street from the Vault 21 Motel.
• If one's on the NCR's bad side (negative rep), then the envoy may not show
after completing "Ring-a-Ding-Ding!". He will appear outside the Lucky 38
if House dies, but won't initiate conversation or mention anything besides
generic comments.
The ambassador admits that the NCR's in a tight spot, and could use one's
help to secure their place in the Mojave. In particular, enlisting the help
of the Boomers faction to the NE, since they've stockpiled a huge amount of
munitions. [Hearing Crocker out adds the quest officially.] The objective is
to make for Nellis AFB in the NE -- this occurs regardless if one's already
on good terms with the Boomers, since one still needs them to as NCR allies.
Assuming one's never visited Nellis AFB, the route is a bit NE of Vegas, near
Fields' Shack. The entry road is patrolled by George, a friendly NPC who notes
the Boomers' xenophobia makes them shell any trespassers, so getting through
their bombing zone is hard. He'll sell a tip on progressing for 300 caps, or
200 with a [Speech 40] check. In any case, a healthy supply of stimpaks will
help -- getting crippled in the unending rain of death ain't very nice. When
one nears the base boundary, the shelling will stop, though.
At the gate, speak with the guard, then Raquel -- she'll take the player to
Mother Pearl, the Boomers' leader. After a conversation, their main quest
(Volare!) will begin, and must be completed to secure their support in the
upcoming dam skirmish. [For more information, see the appropriate quest
section.] If one already completed the Boomers' quest earlier, though, one
need only ask Pearl to receive her pledge.
Relay the info to Crocker to finish. If one had poor NCR reputation up to
this point, completion of the quest will return it to default (neutral). This
can only happen once, note.
Client -: Ambassador Crocker [NCR Embassy on the Strip]
Prereq -: Things That Go Boom
Precedes: For the Republic, Part 2
Optional: no
Missable: yes [Ambassador Crocker slain or NCR questline broken]
Reward -: 1200 XP, 600 caps, NCR fame (called in favor)
: 1200 XP, NCR fame (resolved Hsu's way)
: 300 caps, NCR infamy (King killed, quest fails)
With the Boomers' help secured, the next time one speaks to Crocker, he'll
have another request: look into the NCR-directed violence in Freeside, which
is allegedly perpetrated by the local Kings gang. The ambassador says there's
been two plans devised: eliminate Pacer, who's been doing most of the attacks,
or try diplomacy with his boss, the King. Finishing the conversation adds the
quest officially.
The Kings' hangout is also in Freeside, at the School of Impersonation a
stone's throw from the north Vegas gate. If one hasn't been here yet, Pacer
will only let the player in by passing a [Speech 60] option or paying up some
caps. Don't worry about the latter -- the King reimburses the player.
Finally, the plan can begin.
• ELIMINATE PACER: There's plenty of ways to get the right-hand man into a
pine box, actually. This may be the preferred method for those who don't
want to waste extra time on the King's mission. [Part of this method
requires examining Pacer's stash under his bed, which can only be spawned by
learning of his heart condition. To do this, get the skinny from Rotface, a
ghoul near the east gate, or look through Julie Farkas' file cabinet at the
Old Mormon Fort.]
- Just kill him outright. This makes the Kings hostile and, without any
third party to blame, fails the mission when one next speaks to Crocker.
[If one kills Pacer with energy weapons, though, the VGs will be blamed.]
- During the course of the Van Graffs' "Birds of a Feather" quest, Pacer
will approach and start a conversation. It's possible to bait him into
a showdown, leading to his death. This won't trigger Freeside infamy or
gang hostilities, although it will fail "G.I. Blues" if not done earlier.
- [After spawning his stash] Try to take his Jet to get a prompt saying it
would instead be better to find someone to blame, preferably a person
he hates. Ralph (of Mick & Ralph's) can be asked to forge a handwritten
note at this point, making Pacer think Jean-Baptiste Cutting took his
stash. Return to the gangster's room and take his Jet; the next time he
comes 'round, he'll sprint to the Silver Rush west of there, getting
himself slain in the process. If the Van Graffs were slain (and they may
be if one completed "Heartache by the Number" or "Tend to Your Business")
then one must off Pacer personally.
- [After spawning his stash] Similar to the above method, using the Van
Graffs' specialized weaponry -- laser/plasma-based guns -- to kill Pacer
will implicate them, too. Ambassador Crocker will suggest this method if
one informs him of the bad blood (the 1st segment in "Birds of a Feather"
may help in this area). Killing Pacer with a normal gun isn't enough,
even if one lures him to the VG establishment, note.
- [After spawning his stash] Spike his Jet with a Psycho from one's own
inventory -- this requires Medicine 60+. When Pacer comes upstairs to get
his fix, around 7:30 PM, he instantly perishes. No one will suspect NCR
involvement of a junkie doing bad chems, so the Bear's in the clear.
• BOSS' INTERVENTION: If one already completed the Kings-related "G.I. Blues"
quest earlier, the King himself allows one favor. If the player hasn't used
it yet, cashing it to stop the NCR attacks finishes it immediately. [If the
favor hasn't been earned, he'll proposition the player to assist with said
quest above.]
• NCR ASSISTANCE: Supposing a player's favor was wasted earlier, the King
won't intervene in his gang's doings, forcing the player to return to the
ambassador empty-handed. Crocker will suggest contacting Colonel Moore at
Hoover Dam, although if one mentions the probable violence, he'll mention
seeing the level-headed Colonel Hsu (Camp McCarran) instead. Each colonel
offers his/her own brand of aid.
- Moore: The colonel is located in the interior offices, adjacent to Power
Plant 01. She orders one to deliver an ultimatum to King, and if he
doesn't agree, her armed contingent will let the bullets do the talkin'.
Return to the School of Impersonation to do Moore's bidding, and as
expected, the independence-pursuing King will start a firefight. Most of
the Kings will die, although the King himself may survive if Rex ravages
his competition, a very likely possibility. [Note that Rex's death means
he can't be used as a companion, though.] No Freeside infamy is obtained
for stealthily killing Kings, or letting the NCR do the mop-up, and the
Kings shouldn't be hostile to the player as long as s/he keeps out of it.
- Hsu: The soft-spoken commander can be found in the main McCarran terminal,
ground floor. After a small convo, he'll agree to give Freeside extra aid
if the violence ceases. Relay this to the King to make a broker peace.
(although the bottom-most reply can goad him into fighting). Pacer doesn't
like the bargain, though, and commences an attack with some of his thugs,
all of which die in the process.
Note that Pacer's death fails "G.I. Blues," so try completing it before the
standoff, if possible. When the outcome is finished, or the King dies in
the process of any portion, it's time to revisit the ambassador.
As for rewards, the best outcome is using the favor earned during "G.I.
Blues" to quell the hostilities, or eliminating Pacer without implicating
the NCR. This earns the standard reward (1200 XP, NCR fame) plus 600 caps,
which one can boost up to 800 with a [Barter 60] check. The next-best solution
is Hsu's path, during which Pacer can't control his anger and dies -- this
outcome earns the standard reward, but no caps, even though Crocker makes it
sound like there's some coming (no barter check either).
If the King dies in the process of this mission, or Pacer's demise occurs
without a patsy to blame, the quest fails (NCR infamy) when turned in to
Crocker. If one apologizes, he'll give 300 caps, though. The next quest can
start regardless.
Client -: Ambassador Crocker [NCR Embassy on the Strip]
Prereq -: Kings' Gambit [complete or fail]
Precedes: You'll Know It When It Happens
Optional: no
Missable: Yes [Ranger Grant slain or NCR questline broken]
Reward -: 1500 XP, NCR fame
Settling the score with the Kings will start this quest automatically after
speaking to Crocker again, where he mentions Colonel Moore over at the dam
could use one's expertise. Visit Cassandra in the dam offices (through Power
Plant 01) to start the NCR questline's main "deal with opposition" tasks. The
reward for each completed segment is NCR fame.
1) GREAT KHANS
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The Khans are a gang who've been kicked around the Mojave for years, and the
massacre at Bitter Springs instilled a deep-seated hatred for the NCR. Moore
sends the player to Red Rock Canyon (marked on map) to see if they're aiding
the Legion. She wants one to wipe them out, although another option exists.
The canyon is far west of Vegas, and can only be entered from the south or
north. The former is recommended; the latter is far lengthier and encounters
tons of cazadors. Once there, ascend the cliffs and find the main longhouse
where Papa Khan and his advisors sit.
• This quest overlaps with somewhat with "Oh My Papa" at this point. The
special option to assassinate Papa Khan and have Regis become the leader
is only available during this questline.
2) OMERTAS
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Next up is the Omertas clan, a ruthless gang who runs the Strip's Gomorrah
casino (right across from Lucky 38). There's been whispers of clandestine
meetings, and Moore wants the player to uncover what's going on.
• This starts "How Little We Know," which encompasses the rest of the
quest. Completing this segment will break the Caesar questline, failing
"Render Unto Caesar" and all related quests, however.
When the Omertas problem is settled, report to Moore. If one helped Big Sal
and Nero with their Vegas takeover, there'll be a [Speech 70] check for a
convincing lie about New Reno. However, if the check isn't passable, killing
the bosses (failing the quest) will move onto the next portion.
3) MR. HOUSE
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With some of the smaller factions dealt with, Moore needs one to eliminate
Mr. House, who is apparently up to something with his securitron amassment.
This requires one to visit the Strip, enter the Lucky 38's penthouse, and
operate the side terminal near House's main monitor -- this unlocks a secret
back room. [Doing this also breaks House's questline and turns his robots
hostile. The Science 50+ hacking requirement is lifted, however.] Use the
console in the back room to reach the control tower. Here, finish the quest
by operating the PC, talking with House, then picking any option remaining
on the PC. Or shoot him...kinda anticlimactic, but it suffices.
4) BROTHERHOOD OF STEEL
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Before Moore's last request, she wants the player to search Hidden Valley,
west of the HELIOS One power plant, for remnants of the technology-hording
enemies. Several scouts have gone missing there lately, and the colonel's
hunch is it's the BOS' doing.
Hidden Valley is an empty zone by day, and obscured by a whirling sandstorm
at night. Of the several bunkers around here, the one nearest the westmost
fence is the place to start. Once inside, the Very Hard door one usually must
lockpick will be unlocked, giving access to the inner bunker. Alternatively,
if one recruited Veronica from the 188 Trading Post (along Highway 95, north
of Novac), her presence will have a special effect.
• This portion overlaps with the main BOS quest "Still in the Dark," which
one should look at for more info on the faction quests. One doesn't have
to fully complete it, only gain access to the facility.
Bringing Veronica is recommended since it excuses the need to prove one's
loyalty to the Brotherhood, allowing one to roam around immediately. There's
two ways one can complete the objective:
[1] DESTROY
Moore has no intel on this place, but the quest marker will lead one to a
self-destruct terminal in the bunker's lowest level. It's requires Science
100 to hack, though, so one usually has to use the secondary option: opening
access via the adjacent console. To do this, one must first pickpocket the
cardkeys carried by Elder McNamara, Head Scribe Taggart and Head Paladin
Hardin. [Even if one finished the BOS questline in favor of a new elder, the
same people apply.] If one fails at pickpocketing, then one generally has to
slay all Brothers instead, which also completes Caesar's will. Killing the
elder makes everyone irrevocably hostile also, note.
After unlocking the self-destruct terminal, the bunker is put into a state
of hostility, dropping one's reputation considerably (if one started at
Liked, which is typical for those who haven't done DLC, then it'll probably
drop to Soft-Hearted Devil).
The bunker won't explode until the player reaches the surface, at which point
all BOS quests fail (including Veronica's "I Could Make You Care" companion
quest), the player gets negative karma, and it's impossible to revisit the
downstairs bunker again. Note that Veronica can still be used as a helper if
one has Soft-Hearted Devil status.
[2] COMPROMISE
Although Moore said in no uncertain terms a peace agreement would fail, only
on the NCR questline can one avoid destroying the Brotherhood. Doing this
requires having completed "Still in the Dark" and having maintained a good
reputation with the faction. Additionally, one CANNOT have ousted McNamara
in favor of Hardin, or this option is bust from the get-go
Inform Elder McNamara of the NCR's grisly intention and he'll extend an olive
branch to Moore, saying the Brotherhood has no stake in Hoover Dam and would
even be willing to aid the NCR in the upcoming fight. [Informing Moore of
this option will make her cross, giving faction infamy instead of the usual
rep+]
5) PROTECT THE PRESIDENT
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The NCR leader, Aaron Kimball, is scheduled to arrive at Hoover Dam for a
quick speech, and Moore fears the Legion will try to assassinate him during
that small window. The colonel wants one to assist Ranger Grant in the center
above.
• This quest overlaps with "You'll Know It When It Happens," a major quest
found in most questlines (shown below). The only difference here is Moore
will personally meet the president on the helipad, escort him, and announce
him at the podium.
After the Kimball event is concluded (NCR fame or infamy given depending on
result), Moore notifies the player that General Oliver wants to meet. This is
the point of no return before the final battle -- agreeing to assist
automatically takes the player to him, completing this quest in the meantime.
Client -: Mr. House or Yes Man [Lucky 38 on the Strip]
: Colonel Moore [Hoover Dam]
Prereq -: The House Always Wins V
Precedes: Eureka! [NCR]
: No Gods, No Masters [Yes Man]
: The House Always Wins VII [Mr. House]
Optional: No [Mr. House and NCR questlines], Yes [Yes Man questline]
Missable: Yes [Kimball/Moore/Grant slain or NCR turned hostile]
Reward -: 1000 XP
Aaron Kimball is coming to the nearby dam to give a morale-boosting speech,
and many big players (Mr. House, Yes Man, Colonel Moore) have stakes in his
survival. Only on the Legion path does his death bring good spirits, but that
is contained in the special "Arizona Killer" quest. [Since this quest is
optional during Yes Man's path, one can end up failing it by simply ignoring
the imposing danger to Kimball, i.e. doing El Dorado Substation stuff first.]
Hoover Dam, the focal point of all questlines, is naturally spanning the
Colorado River, east of Boulder City and the 188 Trading Post, and south of
Lake Mead itself. Even if one hasn't explored the eastern reaches, the dam
is easily noted on the world map, so it shouldn't be a problem.
Once inside, find Ranger Grant; he'll want to start the timetable ASAP. 'Fore
doing that, questioning him can earn full access (if one asks; this may be
dependant on NCR reputation) and the president's itinerary. Grant doesn't have
a specific task for one, so it's really just doing whatever's available. Begin
the event when ready. [Waiting and fast-traveling can't be done while this
is ongoing.]
The 'security sweep' phase will end once one finds Grant on the observation
deck and tells him it's time -- this cues the president's arrival, and locks
down the rest of the dam, including the visitor center. There's actually three
assassination attempts to foil here. I'll list 'em in order of importance.
1) SNIPER: A little into Kimball's speech, one may witness someone toss the
NCR sniper out of the watchtower directly behind the speaking platform.
Inspecting the corpse before talking with the fake ranger allows one to
bait him into hostility by asking to radio in the death. Once the guy's
dead, radioing him in will make Grant cancel the speech, and Kimball will
get to safety...assuming one foils the vertibird bomb below. [There's a
small window to get there before the rangers come to escort Kimball away.]
The sniper watchman being tossed from his tower is a scripted event. If
one gets up there before the impostor arrives (right as Kimball takes the
podium), the real ranger will likely kill him, preventing the catastrophe
in full. Without the player's intervention, though, the sniper WILL pick
off Kimball about halfway through the speech.
2) EXPLOSIVES: This will take place on the landing pad. After the president's
vertibird has landed, a fake engineer will plant a device on it and go
down to the crowd. One can manually disarm the explosives with Repair or
Explosives 50+, or pickpocket the man's redundant failsafe detonator.
Reporting either of these findings to Grant will cut the speech short, but
save Kimball's life. [The engy is scripted to put the bomb on the bird a
little after Kimball exits, but if one detains him -- as by continuously
engaging him in speech -- he may miss his window, not planting it at all!]
If one cancels the speech, the rangers who escort Kimball may wind up
staying atop the visitor center, carrying out the engy attack event after
awhile.] To reach the rooftop, one must either have gotten full access
from Grant earlier, pass Jensen's [Speech 50] check, or be dressed as an
NCR engineer.
Defusing the bomb prevents the vertibird from exploding during Kimball's
egress. Pickpocketing just the detonator isn't good enough on its own, but
informing Grant about it will defuse it in his security sweep.
3) ENGINEER ASSASSIN: Hacking the 'average' computer in the visitor center
and reading the duty roster reveals unauthorized access. This suggests a
fake NCR among everyone, and is hinted at by two other clues (Allison
Valentine in the visitor center mentioning her friend Ben hasn't shown;
and a pool of blood in the visitor center supply closet, which can be
inspected with INT 6+). Basically, putting two and two together equals
an impostor engineer.
This guy (who planted bomb) only attacks if his hand is forced. This is
usually done by reporting threats to Grant, which requires having dealt
with the threat (bomb, sniper) or providing proof (detonator).
- Informing Grant about fake sniper
- Informing Grant about detonator after pickpocketing it
- Informing Grant of bomb after disabling it (w/o dealing with sniper)
The assassin dies in all of these outcomes, and his demise means he can't
detonate the vertibird bomb (since he has the detonator usually). If Grant
sends rangers to detail him specifically, he'll end up killing one before
the other slays him. If one calls in the sniper plot after foiling it, he
bumrushes the stage to the same end. I've heard people mentions the engy
will kill a veteran ranger, letting one get his NCR Ranger Combat Armor,
but every time I've staged his attack, he always kills the normal ranger
to Kimball's right.
Note that getting too close to the stage (without NCR disguise), or causing
a raucous disturbance which turns the NCR hostile, fails the mission. Also,
leaving Hoover Dam after cuing the president's arrival will fail, too, and
Kimball dies regardless of precautions one took. Sometimes when one disrupts
the speech by nixing the attacking assassin, Grant refuses to (or, rather,
can't) talk to the player from that time on. He'll be stuck in his angry
"teeth-clenched face"!
To hear the entire speech (with a funny microphone gaffe at the end), one
must resolve the sniper and bomb situations without reporting to Grant. This
doesn't affect the reward, however. Also, the president's vertibird can be
destroyed. Shooting it on the helipad doesn't work; it has to be airborne
to explode. When the vehicle flies off at the quest's conclusion, one can
still spy it in the air over Boulder City. It's possible to snipe it out of
the skies (watchtower's best), although this mostly a funny occurance, not
a canon death sequence.
Note that Kimball's death doesn't break any questlines. When the event's over,
report back to Mr. House, Yes Man or Colonel Moore -- depending on the current
questline.
Client -: General Oliver [Hoover Dam]
Prereq -: For the Republic, Part 2
Precedes: n/a
Optional: no
Missable: Yes [Moore killed or NCR questline broken]
Reward -: 4000 XP
Oliver will reveal his almighty strategy...right before its blown to pieces
with a sudden intrusion of legionaries. The general tasks the player with
reaching the Legate's camp before swiftly kicking one out the door. Outside,
Mike Lawson (the dam's main engineer) will note that the intake pipes the
enemy is using can be flooded, although a manual override from an upper tower
may be necessary.
Oliver's compound is in the southern most area of the power plant, so one
must fight through the other three levels to surface. If one recruited the
Brotherhood of Steel, they'll be assisting the fight in Plant 04 (starting
point) and will follow the player somewhat, along with the normal troopers.
[As usual, be careful about using explosives, as friendly fire will turn the
helpers into enemies, and that can be dangerous in an extreme firefight! As
the BOS is considerably heartier than the troopers, don't incur their wrath!]
The opposition favors melee weapons, shotguns and assault rifle types (like
marksman carbines).
• OPTIONAL: Flood intake. To quell the insurgency by giving 'em a bloody,
watery grind...err, grave, visit Plant 03. On the second floor's southern
console, one can operate the overflow function (Science 65+)...but there's
still blockage that must be manually cleared. Exit onto the dam's exterior
(via Plant 04) and operate a tiny valve alongside the water -- this stops
any further Legion platoons from spawning in the power plant area! [Don't
forget to look in the water itself...looks like jambalaya :p] This entire
optional part can be done even if one doesn't learn the method from Lawson.
Each plant area contains major firefights with the Legion. However, if one
did the optional portion, that cuts off reinforcements -- instead of several
platoons in Plants 02 and 01 (including respawnables), there should only be
1-2 fights per each. Speaking of Plant 01, access to Moore's office block is
cut off, meaning one must go topside via the empty visitor center, a welcome
respite.
On the dam's main road, though, the heat starts again. [The Great Khans will
assist here if one convinced them to aid.] Each intake tower branching north
acts as a Legion spawnpoint, spitting out more centurions to bother with. The
low sandbag walls are in place in case one wants to have an old-fashioned
shootout, although infiltrating the watchtowers (or any far-off point in
general) can work for snipers and missile launchers.
At road's end is a small checkpoint, normally inaccessible until the final
mission. On the dam's east side, an NCR vet will ask how his team can assist
the player -- sniping from a distance, follow as one advances, or retreat
(no help). Passing a steep [Speech 85] check has them clear the street for
the player. In any event, there's only two main conflicts on the east road --
one near Intake Tower 03, one near the roadblock. A final enemy or two will
be near the Legate's Camp gate. [The NCR vets won't come through, note.]
As one expected, Lanius employs only the best -- his praetorian contingent
is full of hand-to-hand specialists, typically using ballistic fists. Going
in guns blazing can work, but carefully picking enemies off can work well,
too. There's typically about 6-8 enemies to fight in this way [2 gate guards,
1 camp guard, two watchtower guards, two "kitchen" guards, 1 Legate hill
guard. Time of day may change things slightly.]
Lanius' tent is prominently featured in the east, and the man himself will
actually appear on the obscured road in-between (probably to reduce chance of
one sniping him from afar in a pitiful anticlimax) with two praetorians. Only
on this path does he kill two NCR Rangers before one meets him. The Legate
can be spoken to before fighting, and talked out of his pursuits by passing
successive speech "trees". [300 XP bonus to ending hostilities this way.]
DISSUADE LEGATE FROM TAKING DAM SHOW THE WEST ISN'T WORTH TAKING
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• [Speech 55] • [Barter 55]
• [Speech 65] • [Barter 75]
• [Speech 75] • [Barter 90]
• [Speech 85] • [Barter 75] or [Barter 100]
• [Speech 100] • [Barter 100] or [Speech 100]
• [Speech 100] TOTAL: 395 or 420 XP
• [Speech 100]
• [Speech 100]
TOTAL: 680 XP
Asking if Lanius is going to retreat (at end of "dissuade" path) causes him
to rethink his strategy. Doing this opens up two different [Speech 80]
checks -- a bluff and karma-dependent choice -- to initiate battle, only
this time he won't use his praetorians. The other top options move toward a
[Speech 100] clincher, finishing without bloodshed.
Fighting the Legate is more than a lengthy pursuit. His only weapon is his
massive bumper sword "Blade of the East" (starts off poisoned!) although if
one destroys its durability, he'll forage for other nearby guns. Lanius also
has a stock of grenades he'll throw as distractions while he runs away, and
when his health gets low, he'll certainly do that (regardless of crippled
limbs). If one has the shotgun-related "And Stay Back" perk, Lanius can be
knocked down and relentlessly filled with buckshot, and the knockdowns will
keep stacking. Coupled with chems like Psycho (damage +25%), even the Legate
will fall quickly.
Regarding his lackeys, he'll start out with two. As said above, passing the
lengthy speech check tree can bait the Legate into attacking solo -- this'll
also prevent any reinforcements from helping (what an honest guy!). However,
if one can't pull a mano e mano fight, there's a nice supply of helpers,
usually legionary vets who either attack while the Legate retreats, or sit
on out-of-the-way cliffs to plink away. [They spawn even after clearing out
the camp earlier, note.] These guys will remain even with the Legate lyin'
dead, so having some explosives to clear 'em out helps a lot, especially if
they've spawned clipping through a rock (known to happen).
One way or another, after handling Lanius, it's time to exit. Trek to the
gate and Oliver will bust in. [The "Hardcore" achievement is obtained at
this time, if applicable.] Unlike the other questlines' closing, there's no
surprise in store for the general, only a bit of talking before credits roll.
_____________________________
_______________________________________________/ CAESAR'S LEGION PATH [PTH3] |_
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Poster children for brutal efficiency, Caesar and his legionaries are the
warlike tribe directly opposing the NCR for Hoover Dam's control. They lost
the last fight there years prior, and now slowly lick their wounds across
the river, waiting for another stab (literally!). However, they have very few</pre><pre id="faqspan-4">
friends in the Mojave, their tactics winning the disdain of all normal folk
who know their habit of enslaving others...
BREAKING POINTS
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• Incur enough faction infamy after receiving Caesar's mark
• Complete "The House Always Wins IV" (Mr. House)
• Complete the Omertas segment of "For the Republic, Part 2" (NCR)
When one breaks the Caesar questline, the faction reputation plummets to
Vilified, and the legionary assassins will start showing up (again, if one
was only saved from his anger by the Mark of Caesar).
Client -: Vulpes Inculta or Alerio
Prereq -: Complete "Ring-a-Ding-Ding!"
Precedes: Et Tumor, Brute?
Optional: no
Missable: Yes [Legion questline broken]
Reward -: 1000 XP, Legion fame
Caesar's questline has very few quests, but the first one is a doozy, as it
basically combines several minor tasks into one gigantic mission.
Once "Ring-a-Ding-Ding!" is over, exit the Tops to find Vulpes Inculta (or,
if one slew him at Nelson, his stand-in Alerio). He will convey that Caesar
wishes to speak to the Courier, and gives the Mark of Caesar, an item that
allows safe passage to Legion-controlled areas. This act also resets the
player's Legion reputation to Neutral (a one-time occurance), essentially
allowing the player to do Caesar's questline in full without being damned by
previous transgressions.
To reach Fortification Hill, the location where Caesar's compound is, visit
Cottonwood Cove in the southeast, along the Colorado River's west bank. Here,
speak to Cursor Lucullus near the raft to get the trip underway. [If the
cursor dies, one can inspect the ferry to get there.]
Once at Caesar's stronghold, a gate guard will force the player to disarm,
not entirely unlike the casinos' policy. Keeping holdout weapons is still
possible (Sneak 50+), and inquiring about banned items allows one to keep
stims by passing the [Speech 35] check. The Platinum Chip will always be
confiscated, regardless of progress on the House questline (or even if he's
alive). Note that stealing the guard's key and opening the confiscated
weapons lockers may fail the quest and turn everyone hostile.
Caesar's tent can be found on the hilltop, watched over by praetorian guards.
[Followers cannot accompany one inside, though.] Inside, Vulpes, Lucius and
Caesar can be found; if Benny escaped here, he'll be kept as a hostage off to
the side. The main man will rattle off the ways one fouled up his plans
(dissolving the Great Khan alliance, finding the mole at McCarran, staging a
coup against the Omertas, etc.). Yet, Caesar likes a person who gets results.
Asking how one may serve the Legion (earns Legion fame) lets one know Caesar
is eager for Mr. House to be nixed. An old building predating the encampment
has doors that bear the Lucky 38's insignia, and Caesar's figured out that
Platinum Chip opens those doors. He orders the player to do his bidding, and
that's the end of that conversation! [Platinum Chip and access codes received
at this time.]
PART 1: Destroy Bunker
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The old building Caesar spoke of is the camp's western stretch, near an old
comm tower. Inside, one's weapons are returned, and by inserting the chip in
the lit-up console, a special door retracts. Proceed into the Securitron Vault
(slightly radioactive) and speak with Mr. House. This may very well be the
first time one speaks to him, in which case he'll comment on spurning his
exclusive invitation. Whereas Caesar wants this place destroyed, House wants
one to upload security data. [This officially adds "The House Always Wins II"
if not attained previously, and also has the Barter 50 reward-increasing
option found normally.]
Down the hall, a small security station has computers (average and hard)
that can cancel the turrets and protectrons' functionality, respectively. A
plasma rifle and ammo, plus recon armor, can be found here as well. One must
pick a master to follow to complete this mission; both options give 250 XP.
• If Caesar: destroy the three power regulators found in antechambers across
from one another. Doing this starts the vault's destruction, bumps rad
levels up to 3-4/sec and fails both "The House Always Wins I" and "The House
Always Wins II," or just the latter if one killed Benny at the Tops. The
jammed door leading to sentrybots near the entrance also opens, and they'll
be hostile!
• If House: The farthest passageway leads to a room overlooking the vault.
Uploading the Chip's data upgrades the securitrons to Mk. II. Note that
this doesn't complete "The House Always Wins II" automatically, so if one
destroys the power regulators, it can still fail. Otherwise, 1/s radiation
remains constant, and the player can speak to House via the front terminal
to be called back to Vegas (if one blew up his secret army, House can't be
spoken to).
After exiting, the weapons are reconfiscated before another talk with Caesar.
He isn't very tech savvy, and if one allied with House, he'll assume the
rumbling below was a sign everything was destroyed. Now, if Benny escaped,
Caesar's additional reward is the task to his execution (500 XP, Machete,
Legion fame):
- Crucifixion (K-)
- Fight in the arena (honorable combat with machetes)
- Give him a bobby pin and Stealth Boy to escape
- Brazenly untie him (K+, turns Legion hostile & fails Caesar questline)
Benny insists on betraying House by staging a coup with Yes Man, knowing he
probably won't make it out alive. If one installed the Gun Runners' Arsenal
DLC, there is a specific challenge where one kills Benny with his own gun,
Maria. One can steal it from him here (kinda hard; try a stealth boy). Note
that the bobby-pin-and-stealth-boy option only appears when talking to him
before going to the weather station, and usually has the same effect as just
untying him.
With that ring-a-ding rabblerouser out of the way, Caesar's next task is to
kill Mr. House. [500 XP, Legion fame] If one really destroyed the securitron
vault, then House's questline will have already failed, so his death won't
impact much after...but if one's only duping Caesar (didn't destroy vault) a
request like that forces the player to commit.
Caesar will now start giving a laundry list of things to do to cement his
place in the Mojave, not unlike the other questlines. If one has already done
a task (say, killing Mr. House), it's skipped and the subsequent portion
begins.
PART 2: Kill Mr. House
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Since this is a Legion walkthrough, we're goin' to kill House. Even if one
never visited House, his Lucky 38 casino will be open -- but all securitrons
inside will be hostile. Use the elevator to reach the penthouse, where one
squares off with the remaining hostile bots (although they'll be wimpy MK I
types if one destroyed House's vault). Near House's main penthouse terminal,
operate the computer to enter his antechamber, then go into the control room.
[At this stage, there's no Science 50 hacking requirement.] Finally, use
the remaining computer to talk with House face to face, then put him out of
his misery in the preferred fashion. Note that Caesar's orders are to kill
House, but any option available on the computer will do the trick.
Return to Caesar (100 XP) to get his next task: like most faction leaders, he
immediately wants to recruit the Boomer tribe of Nellis AFB onto his side,
thanks to their long-range artillery capabilities. If they're not interested
in siding with him, they're to be destroyed -- simple.
PART 3: Boomer Alliance
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Nellis AFB, the Boomers' home turf, is located in the NE part of the map,
near Fields' Shack (SW) and Raul's Shack (far south). Approaching from the
highway has an advantage, namely an NPC named George who will give one a
map to reach their base safely -- it costs 300 caps, or 200 with a [Barter
40] check. The reason one may come to harm is because they constantly fire
howitzer mortar rounds at trespassers, making it quite a dangerous advance.
George's map should lead one true, but bring stimpaks just in case. When one
nears their border, they'll stop shelling, too. Speak to the gate guard, and
after, Raquel, who'll whisk the player to their leader's (Mother Pearl) shack.
Here one can start "Volare!" and get free access to the grounds. At this
point, Caesar's olive branch can come into play.
• RECRUIT: Pearl gladly gives her assistance...supposing "Volare!" is done.
It's an enjoyable, albeit lengthy, quest, and it can't be completed through
reputation boosts alone (otherwise one could sell scrap metal to Jack or
missiles to Raquel and be done with it). Completing "Volare!" prior to
Caesar's request doesn't affect anything negatively -- it just saves time.
• DESTROY: The two leaders, Mother Pearl and Loyal, can typically be found
in her special quarters or the hangar, respectively. It's possible to
stealthily slay each without faction loss, but the Boomers become hostile
immediately and either's death fails "Volare!" immediately. If one starts
the massacre at Idolized rank, it'll probably drop to Dark Hero 'fore it's
finished. [Obviously, the Boomers can't help at Hoover Dam on this route.]
Report back to Caesar. Telling him one previously won over the Boomers will
impress him, earning Legion fame, something not attainable otherwise from
this line of dialogue. The head honcho will suggest forming an alliance with
the Strip's White Glove Society next. Caesar will brush off the headache he
suddenly gets, although a [Medicine 40] check gives a little foreshadowing.
• The NCR's "Don't Tread on the Bear!" warning quest will trigger at this
time since it directly opposes the faction's "Things That Go Boom" quest.
NCR infamy is also gained at this time, enough to drop one from Idolized to
Good-Natured Rascal.
PART 4: White Gloves
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Visit the Ultra-Luxe casino/resort on the Strip and talk with Marjorie -- she
can usually be found in the Gourmand restaurant. She will immediately rebuff
the suggestion, but one can speak with Mortimer (hotel reception desk)...to
the same end. Caesar's blackmail scheme can only work if one completed the
White Gloves' quest "Beyond the Beef" in favor of a return to cannibalism;
if one already completed it another way, or killed some of the main players,
then there's nothing left to do here.
Report the success or failure to Caesar, and gab on three [Medical 40] checks
when he has an absence seizure, if y'want. He'll manage to stammer about
getting rid of the Brotherhood of Steel's chapter in Hidden Valley, roughly
east of Goodsprings, SE of Sloan and south of Black Mountain. The bunker's
entrance key is obtained free at this time.
• The NCR's "Don't Tread on the Bear!" warning quest fails at this point, and
any NCR-controlled location now has kill-on-sight orders.
PART 5: Brotherhood of Steel
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Outside the main quest, one usually picks a Very Hard door to get in, but
Caesar nixed that need. (Alternatively, if one recruited Veronica from the
188 Trading Post along Highway 95, her presence will have a special effect.]
• This portion overlaps with the main BOS quest "Still in the Dark," which
one should look at for more info on the faction quests. One doesn't have
to fully complete it, only gain access to the facility.
Bringing Veronica is recommended since it excuses the need to prove one's
loyalty to the Brotherhood, allowing one to roam around immediately. [One
cannot strike a truce on Caesar's path, so destruction is required.]
Caesar had no intel on this place, but the quest marker will lead one to a
self-destruct terminal in the bunker's lowest level. It's requires Science
100 to hack, though, so one usually has to use the secondary option: opening
access via the adjacent console. To do this, one must first pickpocket the
cardkeys carried by Elder McNamara, Head Scribe Taggart and Head Paladin
Hardin. [Even if one finished the BOS questline in favor of a new elder, the
same people apply.] If one fails at pickpocketing, then one generally has to
slay all Brothers instead, which also completes Caesar's will. Killing the
elder makes everyone irrevocably hostile also, note. If one's having trouble
pickpocketing the elder, make the paladin door guards look elsewhere by
initiating conversation.
After unlocking the self-destruct terminal, the bunker is put into a state
of hostility, dropping one's reputation considerably (if one started at
Liked, which is typical for those who haven't done DLC, then it'll probably
drop to Soft-Hearted Devil).
The bunker won't explode until the player reaches the surface, at which point
all BOS quests fail (including Veronica's "I Could Make You Care" companion
quest), the player gets negative karma, and it's impossible to revisit the
downstairs bunker again. Note that Veronica can still be used as a helper if
one has Soft-Hearted Devil status. This threshold is especially important,
considering paladins/scribes can follow the player out of the bunker before
it explodes, resulting in a battle with more infamy.
PART 6: Caesar's Health
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Tell Caesar the good news (1000 XP, Legion fame) and he'll want to have a
private conversation. Naturally, this will be about his health. Passing a
[Medicine 50] check can diagnose him with a brain tumor, and a [Speech 60]
check for the laughable intra-cranial blastoma fibrolosis. Use the follow-up
[Medicine 75] or [Speech 65] check, and Caesar will send one off during the
overlapping "Et Tumor, Brute?" quest. [See the section below for details.]
After completing that quest, Caesar (or Lucius, if Caesar died) will give
the next quest, Arizona Killer, automatically. If one killed Caesar but
couldn't talk Lucius out of his rage, the questline breaks at this point
and the Legion becomes irreparably hostile.
PART 7: Assassinate President Kimball
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"Arizona Killer" is unique to the Legion questline, and the flipside to the
"You'll Know It When It Happens" quest found in all others. The objective is
to kill the president during his speech, further demoralizing the opposing
faction. [See "Arizona Killer" section for more details.]
Once the quest is completed or failed, return to the Fort -- be careful not
to wear the NCR disguise! Caesar will show disappointment in one's failure
(Legion infamy) or praise one, handing out the final mission.
PART 8: Assault on Hoover Dam
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Agreeing to assist Lanius in the final battle, and going past the point of
no return handed by Caesar (or Lucius), teleports one to the Legate's camp.
As per usual, there's no fast-traveling or waiting available since the event
has started. Enter Lanius' tent to speak to the warlord himself, which will
end "Render Unto Caesar" officially, and soon start "Veni, Vidi, Vici". [On
a side note, this is the only time one can enter the legate's tent...grisly
in there...]
Congratulations on becoming Caesar's physician! His noggin ain't quite right
and it's time to operate. A Doctor's Bag is required, although mentioning
his auto-doc reveals its diagnostic scanning module -- necessary for surgical
procedures -- is nonexistent. He mentions a vault near Nellis AFB is full of
ghouls and may house a clinic with the spare part.
• There is a second option available only if Arcade Gannon is the current
companion, prior to Caesar's private conversation. Saying "there may be
another option" allows one to mention Arcade's medical expertise, and that
he could be sold as a slave. Doing this finishes the quest immediately,
earns Legion fame and negative karma, and prevents Arcade from ever being a
companion again. The option to finish the quest this way disappears after
the conversation ends, however.
Finding a Doctor's Bag shouldn't be too hard -- most clinicians carry them,
and there's plenty to find in NCR camps like Bitter Springs, Camp Golf and
Camp McCarran. Dr. Usunagi at the New Vegas Medical Clinic (near Crimson
Caravan's branch) sells them, too.
Vault 31, the real destination, is located southeast of the Vegas Strip, in
the mountains past the farmland. It's quite apparent something's wrong as
the entrance is irradiated, and the inside mirrors that -- so bring some
appropriate supplies (Rad-X, Rad-Away, maybe rad-resisting equipment). This
place acts as a golden gecko warren, too, so prepare for 'em!
• This quest overlaps with the NCR-related "Hard Luck Blues," which has one
explore this same vault. Think about starting it before comin' here.
Through the entry cave, one finds this place is indeed overrun by ghouls,
and thankfully, the search should be brief -- even more so if one previously
killed the ghouls here, since they don't respawn. The first interior is a
3-level structure, and the clinic near the southern corridor (leads to
overseer's room, which we don't need to visit for Caesar). One couldn't
strip the auto-doc until this mission, but now that we're here, pluck the
module and hightail it outta this dump.
Bring a Doctor's Bag (won't be confiscated by gate guard) and the Automatic
Surgical Unit back to Caesar, only to find he's slipped into a coma. [Caesar
can't be pickpocketed in this state, although one can use the Mister Sandman
perk to kill him.] Install the chip, then proceed! Note that Medicine 75 or
LCK 9+ is needed to cure el capitan.
• CURE: Caesar should pop right up and run to the player, compensating one
for the travel expenses. [The same payment is received if Arcade was sold
into slavery.] Then, right back to his gruff ol' self!
• KILL: One can rig the surgery so Caesar dies in the process, finishing the
quest immediately. An angry Lucius will say the player is at fault, and
using a [Medicine 50] or [Speech 50] check, he can be calmed. This is the
only method in the questline by which Caesar can die but the questline
remains intact -- other options lead to physical confrontation and the
accompanying Legion infamy. [Caesar carries unique titular armor which
gives +5 Speech & Survival.]
Supposing Caesar was cured, or Lucius talked down from his rage, he will
give the next quest through dialogue as soon as the player agrees.
Client -: Caesar or Lucius [The Fort]
Prereq -: Et Tumor, Brute?
Precedes: Veni, Vidi, Vici
Optional: no
Missable: Yes [Cato Hostilius slain or Legion questline broken]
Reward -: 1000 XP, Legion fame
The quest giver tells the player to visit Cato Hostilius, a frumentari camped
near Hoover Dam (a little SW of the Fort, near Boulder City). Be mindful of
the NCR's dislike for oneself -- that is, don't travel to Hoover Dam itself.
Approaching from Boulder City is usually save enough, supposing there's no
gate guard nearby (shouldn't be if one resolved "Boulder City Showdown").
Cato's encampment is a bit south of the radio tower landmarking the hills.
He will remark on the player being a woman (if applicable) before reminding
one of the tight schedule. Saying one's ready puts one on that schedule,
fast-forwarding to the next morning and preventing the player from waiting.
Before leaving, Cato can tell about his findings. Kimball is scheduled to
arrive in the afternoon, give a speech, then quickly exit. There's rangers
around Kimball's platform, including the gruff Ranger Grant, who he suggests
staying away from. Kimball's itinerary and the NCR deployment rosters are
unknown to Cato, but finding one could help nail down the specifics. He also
has no assassination advice, although he will give the player a vertibird
bomb by passing an [Explosives 50] check. This can also be pickpocketed or
looted from his corpse -- he's surprisingly not vital to the mission itself.
After putting on the NCR Trooper Armor disguise, approach the dam (Cato will
have run ahead) for surveillance. As noted earlier, the faction disguise can
fool some generic soldiers, but the trained rangers (and their dogs) won't
buy it -- they turn hostile when one gets too close, screwing everything up.
In any case, speaking to Cato in the crowd kickstarts Kimball's arrival.
There's plenty of ways to bump off the chief:
• Just shoot him! If he's safely landed and taken the stage, there's plenty
of adequate sniper's spots, such as the visitor center roof or watchtower
behind him (both contain a ranger, however). Alternately, he can be dropped
from the craggy SW cliffs near the entry road -- unsneaky characters may
want a long trajectory like this.
• Just shoot the vertibird! Attacking it while it's in flight causes it to
rapidly descend, exploding somewhere nearby -- it takes a few shots for
this to happen. Attacking the grounded 'bird on the helipad causes it to
explode shortly after, and makes the president (and his 2 bodyguards) seek
shelter in the visitor center's upstairs saferoom. The door may be locked if
not previously picked; the key to it is in Colonel Moore's desk in the
office block.
• Sabotage the gun control board -- this is located on the observation deck
near the visitor center's north (outdoor) exit. With Science 50+, one can
program the massive AA gun to pick the vertibird out of the air; or, with
Repair 50+, remotely rig the same gun for a mid-speech detonation. Note
that the gun reprogramming option will work during Kimball's entrance OR
exit, potentially making it the quickest death. [NCR soldiers don't become
hostile at this action either.] In some ways, the rigged bomb is preferable
since it takes out everyone onstage, including the veteran rangers (carrying
spiffy combat armor) who would otherwise stay near Kimball's body. Speaking
of which, the president carries a titular suit giving +5 Speech.
• Sabotage the vertibird flight controls. This can only be done by hacking
the computer (Average) in the visitor center, learning that there's a
problem with Kimball's craft. This unlocks the option (also on computer)
to tamper with it. With this path picked, the vertibird's egress will have
the propeller fall off, causing it to crash near Boulder City.
• Plant a bomb on the vertibird. Naturally, this requires having gotten the
device from Cato, and the vertibird has arrived already. Since the center's
interior staircase is locked, one has to get roof access via the outdoor
ladder. However, the on-duty officer (Jensen) won't permit people just
anybody through -- trying to do so anyway turns him hostile. Instead, find
an NCR Engineer Jumpsuit in the center's supply closet area (must steal it).
When the vertibird arrives, inspect it to set the explosive, then watch it
plummet in flames when Kimball leaves. Do note that Ranger Grant and a 2nd
ranger patrol the ladder and roof area, respectively, so a little luck and
good timing helps. [Sneak as much as possible at any rate.]
Allowing Kimball to escape fails the quest, but there's other less obvious
ways to do so. Spooking the NCR before Kimball even arrives fails the quest,
and this can be one even by drawing a weapon whilst hidden. [This only spooks
Kimball if he's already arrived, making him return to his copter, though it
still screws things up if one picked the exploding gun method.] Approaching
the stage during the mission, or leaving the dam after starting Cato's event,
is automatic failure, too.
The president's demise completes the mission successfully (NCR infamy if
seen), although failing this quest doesn't screw up "Render Unto Caesar,"
miraculously -- Caesar will forgive the player this one time in light of past
services. In any case, the Legion's great leader will allow the player to
join Lanius in the dam's final assault, supposing one is ready.
Client -: Caesar or Lucius [The Fort]
Prereq -: Render Unto Caesar
Precedes: n/a
Optional: no
Missable: Yes [Legion questline broken]
Reward -: n/a
During the meeting with Lanius, one learns he thinks the NCR chain of command
a weakness -- one that can be punctuated with General Oliver's timely demise.
Agreeing to drop the hammer starts the quest officially and kicks one out of
the legate's tent. The camp itself has little of worth, although if one wanted
to go full legionary, there's plenty of machetes that aren't marked as owned.
Exit via the west gate to reach the dam's east side, the one not normally
accessible until the final quest. The entry road will have sandbag barriers
where troopers hide, many armed with sniper rifles. After clearing a few
roadblocks, legionary reinforcements will stream in from the intake towers
on the north side. [Speaking of which, the light-armored, machete-wielding
helpers one gets in this quest aren't very effective unless swarming, so
don't count on them to do too much. Also, attacking them turns 'em hostile,
so try not to fight both fronts with careless explosives use, eh?]
In the abandoned checkpoint, a decanus will mention the western side is much
more fortified thanks to snipers, and that the reinforcements were beaten
back and secured in the intake towers. Assisting here is optional, although
as the legionary says, the help will mean more allies to plow through the
NCR grunts. If one wishes, eliminate the two snipers and then release the
intake tower's maintenance hatch via the interior console. Doing the latter
will have a centurion report, and one can have him focus his men on the dam
top or power plant, with a [Speech 60] and [Speech 80] check, respectively.
The upper dam's fighting should be thinned, although some rangers will have
taken a fortified position near the visitor center. It's the power plant
that's really the destination at this point, though, but there's only one
way to get in there (now that the watchtower elevator's disabled): visitor
center access. Only a few power armor users, though.
Once in the plant, a player need only head south through the lower doors,
toward Oliver's compound after Power Plant 4. [Feel free to leave the legwork
to the legionaries...they're disposable after all!] Power Plant 02 contains
veteran NCR rangers, though, and they can prove a better challenge than the
lightly-armored generics seen thus far, and perhaps superior armor to one's
own. [They carry Brush Guns, usually.]
Entering automatically starts a dialogue with Oliver, who says he won't let
the dam fall. It's recommended to save before doing this, as one can end the
battle with a [Speech 50] and [Speech 100] check. Failing that, though, there
isn't a choice other than a gunfight!
The compound is an old office block, with upturned desks and the naturally
dense cubicle structure turning it into a maze -- not to mention the force
barriers erected by Oliver. He'll let loose some lackeys before retreating
deeper east with his bodyguards. This means that stealthy characters who're
put at a disadvantage in a straight fight can eventually return to shadowy
assassinations when the first batch is dead.
Directly above the first battle site is another office block, although it'll
begin empty. It's filled with bear traps and rigged shotguns, plus veteran
NCR rangers who enter from the far west staircase. [They may set off some of
the traps themselves, though, laughably.] Although the rangers can't be
stripped of their spiffy armor, they may carry an abnormal amount of stimpak
and medicine types (I found 10 Super Stimpaks on one!).
On the third and final level, Oliver and his 5 heavy armor subordinates will
inhabit the hallways -- they must all be slain. The formidable foes all carry
miniguns, light machine guns and/or super sledges -- needless to say, stealth
approaches work very well, although any weapon that deals extra damage versus
power armor types (Pulse Grenades, zap gloves, Old World Blues' protonic
axes, etc.) can be a useful hedge.
With the job done (bloodshed or surrender), exit the compound to finish this
questline. Congrats...the Legion controlls the Mojave... Hooray...?
_____________________
_______________________________________________________/ YES MAN PATH [PTH4] |_
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The "Yes Man" path is last of the major paths, and acts as an independant
course of action. The NCR, Legion and Mr. House paths all have points of no
return, where finishing a quest or doing a certain action will permanently
prevent furthering their opposition's questline -- the Yes Man path doesn't
have that. In short, its existence is to ensure that there's always a way to
finish the main quest. [Made all the more obvious by the fact that Yes Man
cannot be permanently slain; he respawns in Benny's suite if "killed".]
Yes Man is the securitron Benny had reprogrammed to be super-friendly, and
can be found in Benny's 13th-floor suite at his Tops casino.
Client -: Yes Man [The Tops Casino on the Strip]
Prereq -: n/a
Precedes: Wild Card: Change in Management -and- Wild Card: Side Bets
Optional: Yes
Missable: Yes [Talk with Yes Man before obtaining Platinum Chip]
Reward -: 100 XP
This is a minor introductory quest to the independant questline, added only
by eliminating Benny before searching his 13th-floor Tops suite. [If one
already unlocked the "Change in Management" and "Side Bets" Wild Card quests,
this won't be obtained.] Speaking to Yes Man reveals Benny was trying to
stage a coup against House; inquiring how oneself would take over the reins
of that operation, then learning the details, completes the quest. This
automatically unlocks the "Change in Management" and "Side Bets" quests.
Client -: Yes Man [The Tops on the Strip]
Prereq -: Wild Card: Ace in the Hole (or talk with Yes Man prior)
Precedes: Wild Card: You and What Army?
Optional: yes
Missable: no
Reward -: 600 XP, Legion infamy
Like "Side Bets" above, this quest begins after talking with Yes Man, and
similar to all other questlines, one of the first tasks is bumping off Mr.
House, Vegas' ruler, holed up at the Lucky 38. This can be started quite
early, 'fore even visiting House for the first time (in fact, Yes Man will
say it's quite a shame to use his open invitation against him, haha).
The Lucky 38 is right inside the Strip, and Victor will open the way forward,
both at the front door and inner lift, leading to House's penthouse. As one
may know, to overthrow House, one must first get access to him -- this is
done by hacking the Hard computer near his main terminal, gaining access to
his secret chamber, then hacking another Hard computer to reach his sanctum.
[This naturally turns him and his robos hostile, and fails his questline.] As
one is here on Yes Man's business, however, there's no need for the hacking.
Upstairs, use the computer to talk with House, then pick any of the options
on the same computer. One can shoot him, too, although that gives negative
karma. Also, eliminating House makes his other robots docile, and unlocks the
presidential suite immediately.
When the city's overlord is vanquished, AND one has the Platinum Chip, tell
Yes Man he can move over to the Lucky 38. Meet him at the casino's penthouse
for a scene, then the demonstration scene typically reserved for when one
brings House the chip. [Yes Man's POV commentary is far funnier, though.] The
quest automatically finishes after seeing all securitrons upgraded to have
missile and grenade launchers.
• NOTE: Finishing this mission in Yes Man's favor triggers both Legion and
NCR's "point of no return" quests, "Beware the Wrath of Caesar!" and "Don't
Tread on the Bear!" respectively. This means that the next time one aids
Yes Man, the noted factions' questlines automatically fail, since it'll be
clear where one's allegiances lie. If one previously finished a Yes Man
quest, then said missions fail at this time.
Client -: Yes Man [The Tops on the Strip]
Prereq -: Wild Card: Ace in the Hole (or talk with Yes Man prior)
Precedes: Wild Card: Finishing Touches
Optional: yes
Missable: no
Reward -: n/a
Our robot pal's Side Bets quest is an analog to the other questline's faction
work quests (middle half of House's "The House Always Wins" and Caesar's
"Render Unto Caesar" quests, plus NCR's "For the Republic, Part 2"). This is
basically an "official" quest to investigate some of the other Mojave players,
doing their quests under the guise of this one.
There are five groups Yes Man suggests visiting, which basically means doing
their related quest(s). However, completing the quests is optional -- one
only has to start them, which allows one to have Yes Man summarily ignore
the possible threats. The overview is...
______________________ _______________________ ____________________________
| FACTION | LOCATION | RELATED QUEST |
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| Omertas | Gomorrah Casino | How Little We Know |
| Boomers | Nellis Air Force Base | Volare! |
| Great Khans | Red Rock Canyon | Oh My Papa |
| White Glove Society | Ultra-Luxe Casino | Beyond the Beef |
| Brotherhood of Steel | Hidden Valley | Still in the Dark |
|______________________|_______________________|____________________________|
To ignore a group, one typically has to speak to a person representing the
group. For example, if one wanted to ignore "Beyond the Beef" but hadn't
been to the Ultra-Luxe yet, talking to Marjorie would unlock the option the
option in Yes Man's dialogue. [Ignore options are marked as optional in the
quest log; make sure to use it if you're wondering which ones to skip!] If
one already completed the quests, though, that option overrides the normal
dismissive one that occurs.
After dealing with all five factions, the quest automatically finishes.
• NOTE: Finishing this mission in Yes Man's favor triggers both Legion and
NCR's "point of no return" quests, "Beware the Wrath of Caesar!" and "Don't
Tread on the Bear!" respectively. This means that the next time one aids
Yes Man, the noted factions' questlines automatically fail, since it'll be
clear where one's allegiances lie. If one previously finished a Yes Man
quest, then said missions fail at this time.
|¯| |¯|¯¯¯¯¯|/¯¯¯¯|________________________________________
| |_| | [¯¯¯( (¯¯ ¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_ _| _] \_ ¯\ WK4D | WILD CARD: YOU AND WHAT ARMY? |
| | | [___ __) )______|_________________________________|
|_| |_____|____/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Client -: Yes Man [Lucky 38 on the Strip]
Prereq -: Wild Card: Change in Management
Precedes: Wild Card: Finishing Touches
Optional: yes
Missable: no
Reward -: 750 XP
After installing Yes Man into the Lucky 38's computer network, talking with
Yes Man again automatically gives this quest, which is a sister quest to
House's "The House Always Wins II," and overlaps with "Render Unto Caesar,"
since one needs to complete the first portion of that to gain access to the
Fort. [This is done by visiting Cottonwood Cove along the Colorado's western
bank, in the map's SE area, then talking with Cursor Lucullus to visit.]
Once there, weapons and chems are confiscated, although passing a [Speech 30]
check allows one to keep the latter, and Sneak 50+ allows holdout weapons.
Visit Caesar's tent on the hilltop to hear about one's anti-Legion exploits,
then learn he wants (read: demands) one infiltrate House's bunker nearby and
destroy whatever's inside. [Picking "how may I serve the Legion, Caesar?"
gives Legion fame.] It's possible to leave the Fort at this time, but the
Chip will stay here until Caesar's bidding is done.
In any case, mosey to the derelict weather station on the fort's western
slope -- here, one regains any confiscated weapons, and can enter the lower
vault by putting the chip in a side panel. It's slightly irradiated around
here, though (1r/s), and the protectrons and turrets are innately hostile.
They can be shut off in a security room near the first stairway, by hacking
an Average and Hard terminal, respectively.
To carry out Yes Man's will, one must go the length of the vault and install
the Platinum Chip into the west room's console. [By contrast, destroying the
three power generators in the previous room's antechambers will destroy this
place.] The quest completes successfully after performing one of those two
actions.
After having the weapons reconfiscated, speak with Caesar or fast-travel back
to Vegas.
Client -: Yes Man [Lucky 38 on the Strip]
Prereq -: Wild Card: Side Bets
Precedes: No Gods, No Masters
Optional: Yes
Missable: no
Reward -: 500 XP
After rounding out the players in "Side Bets," Yes Man notifies the player
that he's intercepted an NCR transmission stating President Aaron Kimball
will be speaking at Hoover Dam -- and there's an 87.5% likelihood of him
being assassinated. House ran the numbers and it checks out, so Yes Man
suggests helping the NCR
• This begins the main NCR quest "You'll Know It When It Happens," which is
shared with this and the House's questline. In those it's mandatory; here,
it's optional. [If the player is on shaky ground with the NCR already, this
part won't be given out.] Otherwise, check section [WK2D]
The mandatory part of this quest is similar to "The House Always Wins VII"
in that one is to install an override module at the El Dorado Substation, a
small electrical plant north of HELIOS One (north of Novac, along Highway 95).
This is an NCR-controlled area and trespassing isn't permitted, even for
friends, so one typically has to wait for a good time (such as when most are
on patrol) or stealthily creep past the sleeping troopers (they have backs to
lit-up areas). Stealthy characters can disregard the number of enlisted men
here, though.
The target is the console in the back, which allows one to power Yes Man's
substation. This gives NCR infamy and, if one hadn't helped Kimball yet,
fails "You'll Know It When It Happens". Either way, report back at the Lucky
38.
At this point, Yes Man announces the Legion's massing its army at Hoover Dam
in preparation to attack. Agreeing to go there starts the final battle, so
if one has other things to do, now's the time. [Going there automatically
completes this quest.]
Client -: Yes Man [Lucky 38 on the Strip]
Prereq -: Wild Card: Side Bets
Precedes: No Gods, No Masters
Optional: yes
Missable: yes [NCR questline broken or El Dorado Substation visited first]
Reward -: 1000 XP
Yes Man's suggestion to prevent Aaron Kimball's assassination at Hoover Dam
starts this mission concurrently with "Wild Card: Finishing Touches". In the
NCR and Mr. House questlines, doing this quest is mandatory; here, it's just
an afterthought. [Yes Man can't force the player to do anything -- he's too
easy-going!] Since this is an overlapping mission, check section [WK2D] for
full details.
Note that this quest fails if one installs the chip at the El Dorado station
first, since the bodyguard suggestion was optional in the first place. This
failure condition is unique to this questline.
Client -: Yes Man [Lucky 38 on the Strip]
Prereq -: Wild Card: Finishing Touches
Precedes: n/a
Optional: yes
Missable: no
Reward -: n/a
Upon arrival, this quest begins officially. One should consider Yes Man's
method of attack:
• Destroying the dam's generators, making it useless in general
• Rerouting power to the securitron army underneath Fortification Hill
However, that's putting the cart before the horse -- first, one must install
an override chip in the plant's control room, giving Yes Man command of the
dam's systems. The Securitron Mk II helper one starts with reminds one of
this fact! Assisting the NCR fight the Legion centurions atop the dam isn't
required, as one can simply enter the plant via the visitor center. [Helping
the NCR can give some decent loot from the legionaries, such as Marksman
Carbines. Just note the NCR will turn hostile on a player/helper committing
friendly fire, so keep those explosives in check. Also, fighting all three
battles topside increases the chance the Securitron is destroyed.]
Anyway, the destination is dam offices, accessible via the visitor center
(then through Power Plant 01) or directly from the upper watchtowers. The
fighting here is minimal, but there's another problem: two heavy troopers
won't allow anyone in the control room, and turn hostile on those who try.
Stealthily slaying them works (I recommend high explosives), although the
diplomatic players can pass a [Speech 75] to dupe them into "rescuing" the
colonel.
Installing the chip will present an automatic conversation with Yes Man about
the two major choices, so save first if you're unsure (or want to later try
the other option).
• SECURITRON ARMY: Power is given to the bots below Fortification Hill, and
they'll help in a future segment.
• GENERATOR DESTRUCTION: Yes Man will rig the dam's generators to blow, but
leaves the switch-flipping to the Courier. Find said switch in Power Plant
01, and ignite those suckers! This gives NCR infamy and turns the dam's
troopers hostile, though, not to mention the visitor center lift is blocked
so one must traverse the office block again to leave.
Return topside to emerge on the dam's barricaded east side, crawling with
centurions (many with anti-materiel rifles and chainsaws). Another securitron
helper spawns here, and with the other few securitrons near an east roadblock,
everyone will drive the legionaries back with missile/grenade bursts. It's
quite embarrassing, really...for them, that is. At road's end is the entrance
to the Legate's camp -- the player may enter, but the securitrons will stay.
As one expected, Lanius' soldiers are praetorians, hand-to-hand specialists
that usually have ballistic fists and such. A Rambo-style break-in will get
everyone's attention and while it may be tempting, sniping stragglers makes
the inevitable showdown at least six bodies fewer. [1 road guard, 2 in the
watchtowers, two near "kitchen" area, one near brahmin pen.]
Lanius' tent is prominently featured in the east, and the man himself will
actually appear on the obscured road in-between (probably to reduce chance of
one sniping him from afar in a pitiful anticlimax) with two praetorians. He
can be spoken to before fighting, and talked out of his pursuits by passing
successive speech "trees". [300 XP bonus to ending hostilities this way.]
DISSUADE LEGATE FROM TAKING DAM SHOW THE WEST ISN'T WORTH TAKING
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• [Speech 55] • [Barter 55]
• [Speech 65] • [Barter 75]
• [Speech 75] • [Barter 90]
• [Speech 85] • [Barter 75] or [Barter 100]
• [Speech 100] • [Barter 100] or [Speech 100]
• [Speech 100] TOTAL: 395 or 420 XP
• [Speech 100]
• [Speech 100]
TOTAL: 680 XP
Near the end of the "dissuade" dialogue, asking if Lanius is going to retreat
will have him rethink his exit. During this, two different [Speech 80] checks
-- one karma-dependent, the other a bluff -- will initiate battle, with the
Legate calling off his lackeys. Telling him there's victory in wisdom, or
that one doesn't think s/he's seen the last of him, offers the [Speech 100]
clincher to finish without bloodshed.
Fighting the Legate is more than a lengthy pursuit. His only weapon is his
massive bumper sword "Blade of the East" (starts off poisoned!) although if
one destroys its durability, he'll forage for other nearby guns. Lanius also
has a stock of grenades he'll throw as distractions while he runs away, and
when his health gets low, he'll certainly do that (regardless of crippled
limbs). If one has the shotgun-related "And Stay Back" perk, Lanius can be
knocked down and relentlessly filled with buckshot, and the knockdowns will
keep stacking. Coupled with chems like Psycho (damage +25%), even the Legate
will fall quickly.
Regarding his lackeys, he'll start out with two. As said above, passing the
lengthy speech check tree can bait the Legate into attacking solo -- this'll
also prevent any reinforcements from helping (what an honest guy!). However,
if one can't pull a mano e mano fight, there's a nice supply of helpers,
usually legionary vets who either attack while the Legate retreats, or sit
on out-of-the-way cliffs to plink away. [They spawn even after clearing out
the camp earlier, note.] These guys will remain even with the Legate lyin'
dead, so having some explosives to clear 'em out helps a lot, especially if
they've spawned clipping through a rock (known to happen). Also, if one beats
Lanius one on one, the helpers end up joining in anyway -- shucks.
One way or another, after handling Lanius, it's time to exit. Make for the
camp gate and the NCR will make a "timely" entrance. General Oliver will
show wonder at the player's carnage, then restrained anger when one hands
him NCR surrender terms. There's one large [Speech 100] check at the end
to settle things wholely in Yes Man's favor, and without bloodshed, although
there's no other options to give Oliver a piece of the pie. [There IS the
hilarious option to throw Oliver off the dam in a tiny cutscene, though, so
this path's dialogue isn't without hilarity.]
If one wants to fight Oliver and his veteran squad, that's fine too -- in
fact, in some ways, it may be preferred! The securitron army will make short
work of the guys, allowing one to collect multiple copies of the NCR Ranger</pre><pre id="faqspan-5">
Combat Armor everyone likes, plus Oliver's special cap and outfit. Not that
it matters much at this point, but that's one way to punctuate the NCR's
utter defeat, eh?
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IV. MISCELLANEOUS QUESTS [MSCL]
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Like any good Bethesda RPG, there's a metric crap-ton of side quests to do.
These are "miscellaneous" since they don't directly impact the main quest,
nor are they immediately affiliated with the factions (although some may give
faction-related fame/infamy). Only the official sidequests are listed in this
section, i.e. the ones that appear in the Pip-Boy's quest log.
Note that Honest Hearts and Old World Blues sidequest XP rewards depend on
one's level, and thus can reach ridiculous levels as one nears LV50.
A Valuable Lesson ...................................................... MQ01
Aba Daba Honeymoon ..................................................... MQ02
Ant Misbehavin' ........................................................ MQ03
Anywhere I Wander ...................................................... MQ04
Back In Your Own Backyard .............................................. MQ05
Beyond the Beef ........................................................ MQ06
Beware the Wrath of Caesar! ............................................ MQ07
Birds of a Feather ..................................................... MQ08
Bitter Springs Infirmary Blues ......................................... MQ09
Bleed Me Dry ........................................................... MQ10
Booted ................................................................. MQ11
Boulder City Showdown .................................................. MQ12
Bye Bye Love ........................................................... MQ13
Caesar's Favor ......................................................... MQ14
Caesar's Hire .......................................................... MQ15
Can You Find It in Your Heart? ......................................... MQ16
Classic Inspiration .................................................... MQ17
Climb Ev'ry Mountain ................................................... MQ18
Cold, Cold Heart ....................................................... MQ19
Come Fly With Me ....................................................... MQ20
Crazy, Crazy, Crazy .................................................... MQ21
Cry Me a River ......................................................... MQ22
Debt Collector ......................................................... MQ23
Don't Make a Beggar of Me .............................................. MQ24
Don't Tread on the Bear! ............................................... MQ25
ED-E My Love ........................................................... MQ26
Emergency Radio ........................................................ MQ27
Eye for an Eye ......................................................... MQ28
Eyesight to the Blind .................................................. MQ29
Flags of Our Foul-Ups .................................................. MQ30
For Auld Lang Syne ..................................................... MQ31
G.I. Blues ............................................................. MQ32
Ghost Town Gunfight .................................................... MQ33
Guess Who I Saw Today .................................................. MQ34
Hard Luck Blues ........................................................ MQ35
Heartache by the Number ................................................ MQ36
High Times ............................................................. MQ37
How Little We Know ..................................................... MQ38
I Could Make You Care .................................................. MQ39
I Don't Hurt Anymore ................................................... MQ40
I Forgot to Remember to Forget ......................................... MQ41
I Fought the Law ....................................................... MQ42
I Hear You Knocking .................................................... MQ43
I Put a Spell on You ................................................... MQ44
Keep Your Eyes on the Prize ............................................ MQ45
Left My Heart .......................................................... MQ46
Medical Mystery ........................................................ MQ47
My Kind of Town ........................................................ MQ48
No, Not Much ........................................................... MQ49
Nothin' but a Hound Dog ................................................ MQ50
Oh My Papa ............................................................. MQ51
One for My Baby ........................................................ MQ52
Pheeble Will ........................................................... MQ53
Pressing Matters ....................................................... MQ54
Restoring Hope ......................................................... MQ55
Return to Sender ....................................................... MQ56
Run Goodsprings Run .................................................... MQ57
Someone to Watch Over Me ............................................... MQ58
Still in the Dark ...................................................... MQ59
Sunshine Boogie ........................................................ MQ60
Talent Pool ............................................................ MQ61
Tend to Your Business .................................................. MQ62
That Lucky Old Sun ..................................................... MQ63
The Coyotes ............................................................ MQ64
The Finger of Suspicion ................................................ MQ65
The House Has Gone Bust! ............................................... MQ66
The Legend of the Star ................................................. MQ67
The Moon Comes Over the Tower .......................................... MQ68
The White Wash ......................................................... MQ69
There Stands the Grass ................................................. MQ70
Three-Card Bounty ...................................................... MQ71
Unfriendly Persuasion .................................................. MQ72
Volare! ................................................................ MQ73
Wang Dang Atomic Tango ................................................. MQ74
We Are Legion .......................................................... MQ75
We Will All Go Together ................................................ MQ76
Wheel of Fortune ....................................................... MQ77
Why Can't We Be Friends? ............................................... MQ78
You Can Depend on Me ................................................... MQ79
Young Hearts ........................................................... MQ80
HONEST HEARTS SIDEQUESTS
A Family Affair ........................................................ HHS1
Bighorners of the Eastern Virgin ....................................... HHS2
Chaos in Zion .......................................................... HHS3
Civilized Man's Burden ................................................. HHS4
Prisoners of War ....................................................... HHS5
Retake the Bridge ...................................................... HHS6
Rite of Passage ........................................................ HHS7
Sanctity of the Dead ................................................... HHS8
OLD WORLD BLUES SIDEQUESTS
A Brain's Best Friend .................................................. OW01
All My Friends Have Off Switches ....................................... OW02
Coming Out of Her Shell ................................................ OW03
Field Research ......................................................... OW04
He Came...And Went ..................................................... OW05
Influencing People ..................................................... OW06
On the Same Wavelength ................................................. OW07
Picking Your Brains .................................................... OW08
Project X-13 ........................................................... OW09
Sonic Emitter Upgrade .................................................. OW10
What's in a Name? ...................................................... OW11
When Visitors Attack! .................................................. OW12
X-8 Data Retrieval Test ................................................ OW13
UNMARKED SIDEQUESTS (listed in section 'NMRK')
A Final Plan for Esteban ............................................... UA01
A Pair of Dead Desperados I & II ....................................... UA02
A Team of Moronic Mercenaries .......................................... UA03
Access Powers .......................................................... UA04
All Fired Up! .......................................................... UA05
An Ear to the Ground ................................................... UA06
Andy and Charlie ....................................................... UA07
Arizona Scavenger ...................................................... UA08
Barton the Fink ........................................................ UB01
Bear Necessities ....................................................... UB02
Big Winner ............................................................. UB03
Bounty Killer .......................................................... UB04
Cajoling a Cudgel ...................................................... UC01
Claws Mended ........................................................... UC02
Claws Out .............................................................. UC03
Dealing with Contreras ................................................. UD01
Defacing the Humble Stone .............................................. UD02
Democracy Inaction ..................................................... UD03
Eddie's Emissary ....................................................... UE01
Fight Night ............................................................ UF01
Friend of the Followers ................................................ UF02
Gland for Some Home Cooking ............................................ UG03
Harder, Better, Faster, Stronger ....................................... UH01
Help For Halford ....................................................... UH02
Hidden Valley Computer Virus ........................................... UH03
I Love Bananas ......................................................... UI01
Keith's Caravan Charade ................................................ UK01
Laurifer Gladiator ..................................................... UL01
Meeting an Equal ....................................................... UM01
Poor Meat Never Makes Good Soup ........................................ UP01
Not Worth a Hill of Corn and Beans ..................................... UN01
Old School Ghoul ....................................................... UO01
Papers, Please ......................................................... UP01
Pistol Packing ......................................................... UP02
Powder to the People ................................................... UP03
Power to the People .................................................... UP04
Saving (or Savaging) Sergeant Teddy .................................... US01
Silus Treatment ........................................................ US02
Straus Calls ........................................................... US03
Tags of Our Fallen ..................................................... UT01
The Screams of Brahmin ................................................. UT02
Trudy's Radio Repair ................................................... UT03
Wind-Brahmin Wrangler .................................................. UW01
You Gotta Break Out a Few Eggs ......................................... UY01
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[OW01] A BRAIN'S BEST FRIEND
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Client -: Doctor Borous [Think Tank]
Prereq -: Welcome to the Big Empty
Precedes: n/a
Missable: yes [Dr. Borous slain]
Reward -: 400 XP (LV36)
This quest begins after inquiring about Borous' specialty, learning that, in
addition to creating cazadors and nightstalkers, he also had a fondness for
his own dog, Gabriel. With that tidbit tucked away, make for Higgs Village,
the doctors' former residence SSE of the crater's dome.
This enclosure is visited in several sidequests, but for now, one need only
check the doghouse behind Borous' old house, #103. Sitting on the canine's
old matt is a quest item bowl. [Additionally, if one has the Wild Wasteland
trait, there'll be a tiny deathclaw named Stripe around here -- despite its
miniscule stature, it's quite ferocious and can easily kill the unprepared.
Luckily, it doesn't give chase too far.] Obtaining the dish also starts this
quest, if not given by Borous already.
The next step is searching the X-8 Research Center for more clues. [One can
show Borous the bowl prematurely, but it does little.] Said lab is located
far east of the main dome, easily found by following the main road. This
quest overlaps with "X-8: High School Horror" and "Sonic Emitter Upgrade",
both of which take place in this renovated high school.
After completing "X-8: High School Horror" with the retrieval of the Sonic
Emitter upgrade "Gabriel's Bark," return to Borous. This time, after showing
him Gabe's bowl, he'll start reminiscing. Passing the [Speech 45] check will
finish the quest properly. Note that sparing Gabe at X-8 -- by finding the
upgrade without killing him -- gives slightly different dialogue than if he
was put down.
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[HHS1] A FAMILY AFFAIR
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Client -: Waking Cloud [Sorrows Camp]
Prereq -: Deliverer of Sorrows
Precedes: n/a
Missable: Yes [Any major DLC character slain]
Reward -: 300 XP (apx. LV28)
To start this quest one need only ask Cloud about her family, an act that
requires first having earned her companionship (post-"Deliverer of Sorrows").
She reveals her husband and children evacuated due to ongoing threat of White
Leg attacks...but that Daniel may not have been forthcoming with current
news. Volunteering to ask him begins the quest.
Asking Daniel about the evacuation reveals her children survived, but the
hubby didn't. He urges the player not to tell her, since she's one of the few
Sorrows fluent in both tribal and English. [Agreeing to keep the secret will
finish the mission automatically; there's no follow-ups with WC.]
With their fates learned, one can either tell Waking Cloud the honest truth
or lie (K-), saying Daniel's only preoccupied with the Sorrows' evacuations.
What option is chosen affects nothing now, but does affect her ending (lying
giving the 'worst' option; keeping the secret has WC getting no ending).
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[MQ01] A VALUABLE LESSON
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Client -: Festus [Sunset Sarsaparilla Headquarters]
Prereq -: The Legend of the Star
Precedes: n/a
Missable: no
Reward -: 1600 XP
After scraping together fifty star caps in "The Legend of the Star," only to
hear the real prize is a yarn about the company's history (this also fails
TLOTS automatically), one can inquire about the real prize. Festus will say
the real prize is through the double doors on the left, officially starting
this quest.
Now, the bottling plant's layout has changed over the decades, so just going
left ain't an option. To reach the prize vault, one must enter the top floor
(either from manufacturing area or ground-floor cave-in) and head south,
through a derelict office and down to the destination. This area is typically
locked, but finding those 50 stars in the previous quest has coaxed 'er open.
Inside, the corpse of the esteemed Allen Marks is found, along with a holotape
explaining his predicament (taking it completes quest). Pew Pew, a unique
laser pistol, sits at his side. There's a bunch of garbage deputy starts that
seem to have been intended as the real prize, but they have no function.
Instead, loot the 13 sarsaprilla crates to claim (apx.) 1750-1800 caps.
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[MQ02] ABA DABA HONEYMOON
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Client -: Jack or Diane [Red Rock Canyon]
Prereq -: Positive Khan reputation (Liked+)
Precedes: n/a
Missable: Yes [Jack, Diane or Don Hostetler killed]
Reward -: 300 XP, Great Khans fame, Unarmed Technique: Khan Trick
Red Rock Canyon is located far north of Goodsprings, past Spring Mt. Ranch
State Park. The red rocks in its namesake betray its location, since most of
the other landscape is a duller color. Once there, locate a tiny slot canyon
that leads to chem lab.
To start the mission properly, ask Diane if she's got any work. [Requires a
good faction rep.] One of her runners, Anders, had an trip to Arizona
recently but is two days overdue. The quest marker will take the player deep
into the map's SE sector, not too far from the Colorado's banks. This is also
near the Legion foothold of Cottonwood Cove, and explains why, when the
player finds Anders, he's in mid-crucifixion. The player can cut him loose or
kill him -- either is fine, technically. [Note that he cannot be freed before
this quest, even though he spawns.]
Return to Diane and report what happened. If the player slew Anders, Diane can
be snowed by the courier's lies (no speech challenge), even if one initially
admits to killing him -- just mention he was crucified; anything else is an
immediate quest failure and prevents further dialogue with her. If the player
saved Anders, Diane already knows, and is prepared to offer a reward: 250 caps
or a recipe for Turbo, the latter of which cannot be obtained any other way.
Both rewards also give Great Khan fame.
Diane's second job is giving a "mildly suspicious package" to Don Hostetler,
a Crimson Caravan employee. He'll usually be inside the main office, but at
night, retreats to his house in the outlying area. [Note that his journey back
home crosses through area where Fiends may spawn, and if he somehow dies, the
mission fails.] Thankfully, delivering the package is simplicity incarnate.
Diane's reward this time 150 caps and more Great Khan fame.
Now for the final mission: delivering chems to Motor-Runner, the Fiend leader
inhabiting Vault 3, in the South Vegas Ruins. [This Fiend stronghold is west
of the Strip and has 3 entrances.] Diane notes that while the vault dwellers
may be fine with a Khan coming in, the ones outside are outside for a reason
(they shoot anything on sight). Once the vault is found, put on the Great Khan
armor and head inside.
Right at the start, a Fiend will stop the player for interrogation. If the
player is wearing Great Khan armor, the dialogue will go smoother, and one
will be allowed to visit Motor-Runner without having to slaughter everyone.
[Just don't say you're only posing as a Khan -- this doesn't help anything!]
Anyone not wearing Khan armor will have to pass a [Speech 64] check to get
entry permission. Failing to convince the Fiend doesn't mean the player is
shot on sight; leaving the vault safely is possible as long as one doesn't
try to go further inside.
Motor-Runner's in the maintenance wing -- down the hall, stairs on the right.
As long as the player doesn't cause trouble while in the vault, the journey
should be uneventful. Once the bossman is met, deliver the package via the
dialogue option. You can also:
• Sell the Jet, Psycho and Buffout [20 caps/per]
• [Speech 25] Ask Motor-Runner what happened to the previous Vault residents
• [Barter 65] Give Motor-Runner exclusive rights to your stash at a markup
Note that initiating dialogue and then not doing the delivery may make Motor
quit talking to the player, so prioritize, eh? After a successful delivery,
Diane gives 300 caps and Great Khan fame. This effectively completes her
portion of quest, and turns things over to Jack.
Jack is the chem-maker and the player's job is to teach him some new recipes.
Passing Jack's optional [Speech 66] or Diane's [Barter 50] checks convinces
the duo to expand their business, allowing one to teach Super Stimpak and
Hydra recipes. These all require certain checks, though. Also, if one starts
doing the recipe-teaching portion before the deliveries, this starts the quest
officially, also.
Each recipe taught expands Jack's stock, and convincing either to expand to
helpful items adds Stimpaks and Med X too. The mission effectively ends when
all Diane's runner jobs and any three chem recipes are taught to Jack. I've
encountered a glitch though where, after finishing Aba Daba Honeymoon, having
Jack learn a 4th recipe acts like it's completed again, from the XP to the
reteaching of Khan Trick. Mostly beneficial, but who knows what effect that
could have...
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[OW02] ALL MY FRIENDS HAVE OFF SWITCHES
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Client -: Doctor Klein [Think Tank]
Prereq -: Welcome to the Big Empty
Precedes: Influencing People
Missable: no
Reward -: 400 XP (LV33)
After finishing the Big MT's first quest, it's suggested one activates the
Sink's central AI to deal with the Courier's day-to-day activites. The
holotape to do so is given at this time, and the quest begins officially. In
the main lounge, inspect the circular pedestal to reactivate the device
('Sonic Emitter - Revelation' can be purchased at this time, in case one
misplaces the current one).
In addition to bartering and (maximum) repair services, the AI also mentions
it controls the other appliances' personalities. In addition to the Central
Intelligence Unit just activated, there's nine (9) others to locate.
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|_| AUTO-DOC [Y-17 Medical Facility] - The facility is in the SE region, up
the road from nearby Higgs Village. Holotape's in the first room's top
area, near a desk's typewriter. Amazingly, explosions have a hard time
knocking it loose, so that's a plus. [Christine's COS Recon Armor, a
unique variant, is found down near the room's central auto-doc; it looks
like rubble, so look closely.]
The Auto-Doc is a medical marvel, and has several abilities accessible to
start: basic physical exam (cure HP, crippled limbs, addiction, etc.) and
install implants (once found). The psychological reevalutation allows one to
choose different traits. This procedure is most notable for people who want
to experience Wild Wasteland.
_
|_| BIOLOGICAL RESEARCH STATION [X-22 Botanical Garden] - The garden's in the
map's north-central canyon, its presence betrayed by the thick vines near
its entry stair. The holotape's in the upper garden, near a hot plate.
The BRS is a smooth-talking cultivator, able to break down generic plants
(like Banana Yucca Fruit) into Salient Green, a handier substance that can
"regrow" cloned plants at campfires/hot plates. If one locates seed packets,
they automatically start growing in planters and can be harvested for extra
ingredients (or mulch, as it were).
_
|_| BOOK CHUTE [Higgs Village] - The Think Tank's former housing is located
directly south of the main dome, then a little east -- it looks like a
large square on the map. Holotape's in House #101; upstairs desk.
The book chute's main purpose is breaking down "seditious material," that is,
destroying literature. This allows one to scrap scorched, burnt & destroyed
books (large or small), turning them into Blank Books (1:1 ratio). Said books
can then be turned into skillbooks at the workbench, provided one found the
particular recipe and has the ingredients (25 Blank Books, 2 Wonderglue). The
skillbooks can only be created once, however.
_
|_| JUKEBOX [Higgs Village] - Located in Dr. 0's house (#108), upstairs room.
This is mentioned by Dr. 0 if one completes "On the Same Wavelength" by
helping him, instead of stripping his voicebox's power cells.
The jukebox stores the audio samples found in various places, allowing one to
change the Sonic Emitter's special critical hit/kill function.
_
|_| LIGHT SWITCH 01 [X-2 Transmitter Antenna Array] - The southernmost tower,
visited during the main quest's "X-2: Strange Transmissions!" task. The
holotape is on a ground-floor desk.
_
|_| LIGHT SWITCH 02 [Big MT North Tunnel] - This is a NE tunnel naturally
near the defunct railroad tracks. The holotape is just inside the closet
by the front entrance's vending machine.
Light Switches control the lights. They don't do much until one finds their
Mood Lights/Smart Lights upgrades, however.
_
|_| MUGGY [Securitron De-Construction Plant] - The NE area's main facility,
looking like several rectangles on the map and "closed off" by the train
track path. The holotape's in the back end of a military flatbed near
the front entrance -- fighting the malfunctioning inner bots, including
the missile-capable "berserk" variety, isn't required!
Muggy, the friendly coffee robot, can break down certain dinnerware material
into base components. For instance, a Coffee Mug is turned into 2 Wonderglue
3 empty syringes; a Tin Plate becomes cases: 20 .357 Magnum and 15 .44 Magnum.
_
|_| SINK [Magnetohydraulics Complex] - Not altogether far from the botanical
gardens in the NE, this canyon-hidden facility is directly north of the
Think Tank dome. Holotape is in the half-flooded plant's office.
The sink (an actual sink) allows one to fill up water bottles if one finds
an empty one.
_
|_| TOASTER [The Cuckoo's Nest] - The Nest is a cemetery in the southwestern
foothills, between X-2 Transmitter Antenna Array (SE) and the X-7a "Left
Field" Artillery Launch (W). It's possible to miss the place's cave at
first glance, but the holotape's within, on the lobotomites' makeshift
shrine.
The hot-blooded Toaster can do a couple cool things. Generic machines (like
cameras and toasters) can be destroyed to earn base components, like MFC
and Energy Cells. Additionally, if one has a Saturnine Fist, the Toaster can
turn it into the super-heated version (STR 5/Unarmed 55) that sets a target
ablaze on critical hits. It's stronger than a normal version, but a bit less
durable.
Although these can be done in any order, the game's questlog updates them
in groups of three: first the big names (Auto-Doc, BR Station, Sink), the
secondaries (Jukebox, Light Switches) and the fun ones (Muggy, Toaster and
Book Chute). Finding each gives a small amount of XP (50 at LV33).
The quest finishes when all personalities are recovered and installed. The
Sink CIU, Auto-Doc, and Book Chute are in the main lobby; the BR Station and
(actual) Sink are in the kitchen; Light Switch 01, Jukebox and Toaster are
in the room just off the lobby; Light Switch 02 and Muggy are in the bedroom.
Note that while the XP finishing bonus is low, there's usually at least that
much given total for just locating the upgrades. Plus, reinstalling all
upgrades also completes the "Making Friends" challenge (500 XP), unlocking an
achievement of the same name!
NOTE: There are several other upgrades affecting functionality, but these
don't count towards the mission's quota (which only seeks out personality
holotapes). I'll list 'em here because...well, gotta list 'em somewhere...
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|_| SCHEMATICS - K9000 FIDO [X-8 Research Facility] - On a desk in the kennel
area. This is accessed by finding the key at the X-13 Research Facility,
in a suitcase behind a forcefield-locked room.
_
|_| WATER PRODUCTION [Construction Site] - This workman's area is located by
the extreme NW border, up the road past the Little Yangtze prison. The
holotape can be found next to a skeleton near a bulldozer. Construction
drones (protectrons) and crazed Mr. Handys can be found here.
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[MQ03] ANT MISBEHAVIN'
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Client -: Raquel [Nellis Air Force Base]
Prereq -: Started "Volare!"
Precedes: n/a
Missable: Yes [Killing Raquel]
Reward -: 300 XP, Boomers Fame
After starting the main Boomer quest "Volare!", the player is asked to help
some of the base's major players. Raquel, who spends a lot of the daytime on
a boxcar not far from Nellis' main entrance, has a bit of an ant problem.
Seems some of the buggers tunneled into the generator room, knocking out the
power and killing some of Raquel's extermination crew. Additionally, having
consumed gunpowder, the ants are explosive when hit by weapons that set off
their sparks (including laser weapons). If one has the Meltdown perk, note
that the ants will explode twice, once during and after death.
Before handing over the key, she mentions Loyal has been working on a device
to assist. This part is optional but requires a [Speech 50] or [Science 50]
check, which provides the right modifications to obtain the sonic emitter.
Regardless of whether it's obtained, visit the Nellis Array in the NE area
and enter the sealed doors.
Take the tunnel down, mindful of what weapon you use on the giant ants (they
aren't much stronger than normal ones). In the power chamber, two of the
generators have been gnawed through, so activate the backups nearby -- the
ones with orange-lit bulbs. Doing this will make another switch flicker on
near the catwalk staircase. Once hit, all that remains is clearing out all
remaining ants.
If the player got Loyal's 24000hz device, they can put the emitter on the
ant mound. Once turned on, it kills all ants on both levels of the room and
prevents others from appearing. Without the emitter, the player must manually
slay all insects, which spawn both down below and upstairs. NOTE: Sometimes
no further ants appear to kill manually, so the only way to finish may be
using Loyal's machine.]
Before leaving, it's a good idea to grab the loot around here. The Boomer
corpses upstairs have some goodies (assault carbine and grenade rifle), plus
there is a unique grenade rifle Thump-Thump in-between destroyed generators
downstairs. Finally, there's a crapload of ammo on the storage shelves near
the entrance ramp -- but those are hard to miss.
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[MQ04] ANYWHERE I WANDER
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Client -: Private Renolds [highway south of Nelson]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Private Renolds or any NCR hostage slain]
Reward -: 200 XP, NCR fame
• Apparently this quest has a hidden timer, as some have noted that they've
gotten random "Anywhere I Wander" failed notifications. It may also be that
Renolds is killed by local wildlife (gecko types, probably). Just sayin',
it might not be a bad idea to do it early on.
Nelson is the Legion-controlled town east of Novac, which is itself along
Highway 95 (of the two main north-south highways that leads to New Vegas,
this is the furthest east). Once Nelson is reached, hop the southern ridge
and follow the highway, along which Private Renolds will be walking. He'll
accost the player once in proximity, saying his squad was attacked by Alexus'
men and his buddy was taken into a nearby cave. Agreeing to help starts this
tiny quest officially. Note that asking if they're still alive opens up a
[Barter 45] check, which increases the final reward.
Further down the highway is Techatticup Mine. There's two legionaries on
watch duty at all hours, and over the eastern cliff is a small campsite that
houses 4-7 more. [These ones sleep, though, and probably won't affect the
mission.] Before entering, there's a hollowed-out rock containing a little
ammo, too.
Inside, it's a fairly standard cavern, as linear as they come. The troop
spread is standard too, just normal legionaries and their mongrels. It's
possible, even if if one's Vilified, the legionaries may be friendly. These
guys still give infamy on death, unless one's hidden, though. There's a few
(Hard) locked gates containing supply caches, the best of which contain super
stimpaks, frag grenades/mines, a little gun ammo and a Boxing Times. There's
also a perfect condition Legion Recruit Armor, if one cares.
In the final cave is Alexus, accompanied by a bunch of his goons. There's no
point talking to him since his dialogue tree is barely a sapling. Whether or
not the player attains Alexus' key by killing or pickpocketing matters little,
unless one is doing the "Against All Tyrants" Gun Runners' Arsenal challenge.
Considering that, leaving a named Legion member alive might be worth it.
The captured NCR squadmates are in the cave's NE dead end behind locked doors
(use Alexus' key, yo). Once untied, they'll exit the cavern on their own --
if either dies in the process, though, the quest fails. Try clearing out the
Legion rabble first. The gated caches where the soldies were held contain a
few items of use, notably a doctor's bag, Patriot's Cookbook, Lad's Life and
some ammo cases. A max condition Legion Explorer Armor is also here.
With both soldiers freed, return to Renolds' highway position.
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[MQ05] BACK IN YOUR OWN BACKYARD
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Client -: Ranger Milo [unmarked NCR checkpoint east of Novac]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Ranger Milo slain]
Reward -: 150 or 250 XP, 50 caps, NCR fame, Legion infamy
Following the highway east of Novac, the player will come to a small NCR
roadblock. When near, Milo will approach to warn the player of the Legion's
nearby activity, specifically the crucifixion of NCR hostages in the overrun
town of Nelson further down the road. Milo has a few optional checks: first,
a [Speech 25] -- if one has neutral or bad karma, the Speech requirement ups
by 10 and 20, respectively. Then, if one has 24+ doses of Psycho with, a check
regarding that. The latter gives NCR fame, laughably.
This conversation will mark several nearby locations on the map, assuming one
hasn't found 'em. Failing the speech check, or refusing to act dishonorably,
will cause the player to get shooed off, marking Camp Forlorn Hope on the
map. Asking about nearby places marks Novac, Nipton and the 188 Trading Post.
If the player passes the [Speech 35] check, Milo will be confident enough to
ask the player to assist in performing mercy killings on the crucified. The
goal is to snipe them from the nearby ridge, doing it quick and easy before
the Legion can torture them. Follow Milo to the Nelson overlook just off the
main highway and look for the men cruficied in the town center. The cliff
the ranger leads to doesn't give a very good view, even with a sniper scope,
so y'may want to move around a bit. There's three men in total, and if all
goes right, a player won't need to engage the legionaries down below. [Note
that leaving Milo to his own devices may get him killed, failing the task!]
• Having Boone along contributes to unlocking his companion quest "I Forgot
to Remember to Forget". Completing the quest by freeing the captives (as
he suggests) helps more than neutralizing them.
Naturally, there's an alternative to slaying the hostages. Should the player
feel up to it, staining the soil with Legion blood is fine, too. [This will
give Legion infamy though, regardless of stealth precautions, although Milo's
kills avoid this end.] By my count, the outdoor vicinity has, at best, 2
mongrels and 12 legionary types, not counting those indoors. Careful sniping
can take 'em all out. Naturally one should be careful about using explosives
near the hostages. Anyway, if freed, the hostages have a plotted route that
exits Nelson via the SW exit, then up the west road to the checkpoint. There's
at least one landmine in this route, so try eliminating it for good measure.
When the crucified hostages are slain, or one rescues them, return to Ranger
Milo to complete the mission. [Note: he may still be standing on the overlook
where he was providing covering fire. This doesn't necessarily affect mission
completion, though.] The Courier gets additional XP for saving the hostages,
but everything else is the same. Also note that, if the player saves the
hostages without meeting Milo, the next time they see him, the Speech check
is replaced by an option reflecting one's valor. Eat it, sourpuss!
• Legion infamy gained for finishing isn't enough to drop a full rep level.
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[MQ06] BEYOND THE BEEF
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Client -: Heck Gunderson [Ultra-Luxe on Vegas Strip]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Heck Gunderson slain]
Reward -: 500 XP, 500 caps, Strip fame (ted returns alive)
: 500 XP, 500 caps, Strip/White Gloves fame (play dumb to culprit)
: 500 XP, 500 caps, Strip/White Gloves infamy (blame all White Gloves)
: 500 XP, White Gloves fame (Carlyle given to Mortimer/Heck framed)
: 100 XP, 250 caps (Ted dies)
This quest occurs inside the Ultra-Luxe, a casino resort in the Strip's middle
section (meaning one must get clearance to enter from Freeside's gate, usually
by carrying 2000+ caps). Inside, talk with Heck Gunderson to learn he was
doing business with the White Glove Society, only to find his boy Ted up and
vanished. Offering to help look for him begins this quest. The main objective
is to find the missing son and ensure his safety.
In addition to the casino, the building also houses a bathhouse, hotel and
dining area (The Gourmond) -- the latter is the destination, either by
stumbling upon it or being directed there by Chauncey, a White Glove near the
reception counter. Majorie states that she her Society has been plagued by
rumors of cannibalism, something she told to the investigator earlier. Talk
about him to learn he hasn't checked out of the complimentary room Mortimer,
the maître d', gave him. [If you ask about cannibalism and say one also eats
people, this earns White Glove infamy, haha.]
Mortimer is found at the reception desk. He'll say the investigator is still
around, and inquires if the player's found something to help his case before
giving the investigator's room key -- it's located up one floor, first door
on right. If one asks Mortimer about cannibalism and passes his very odd
[Speech 62], he'll confide in what really happened: Ted Gunderson was stolen
and was to be prepared as the main course, a move that only occured since the
original target managed to get away. Mortimer suggests either convincing Ted
it was all a mistake, convincing Heck it was all a misunderstanding or going
after the original target (Carlyle St. Clair) at his shack. If one wants to
do the latter option, Mortimer gives a Cattle Prod for the job. Obviously,
with a lot to do, there's many ways this quest can be finished.
1) INVESTIGATOR ROUTE
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Proceeding normally requires going upstairs and checking Jay Barnes' room.
Unfortunately, he's been killed... After taking the Matchbook off his body,
two White Gloves will enter and start beating the player with Dress Canes --
one can fight back with fists or any holdout weapons. Both carry the Society
attire and masks, but lack the special key other members have.
The matchbook has a notice on it: Steam Room 4 PM. Follow the quest marker to
the tiny sauna and wait until the appointed time (this can be done any day if
one meets the requirements). The investigator's contact, Chauncey, will show
and tell what he knows, namely that the missing bride was later found...on a
plate. Mortimer is the one behind the attacks, and he wants to reintroduce
the cannibalistic ways the Society had tried to leave behind.
Ted Gunderson is apparently being kept alive in the area below the kitchen,
found in the members-only section. Chauncey says that the head chef Phillipe
has been trying to approximate the taste of human flesh for years, and may
have a recipe. This means one can expose Mortimer as the cannibal by taking
out the chef, making a meat substitute, and then revealing that Ted wasn't
eaten.
After closing the conversation, an Assassin will open the door and gun down
Chauncey (this always happens). Take out the gunman and consider taking his
Silence .22 Pistol, which may help later. Enter the Gourmand restaurant and
pick one's way into the kitchen beyond (Easy lock) -- this loses karma, but
one can avoid that by stealing Mortimer's key.
In any case, the food preparation area is beyond. Except the two men cooking
meat slabs with Flamers, there are few enemies within -- the lower section
only has one White Glove guard and the Phillipe. The freezer is where Ted
is being kept; both Mortimer and the head chef have a key, although one can
hack the Very Easy terminal to open it also.
• OPTIONAL: Tamper with the dinner menu. If you're plan on having Mortimer
upstaged, one'll have to do this. One can drug the White Gloves at their
party by visiting the wine cellar, inspecting the selected vintage and
dropping a Med-X inside (Medicine 25+ is an alternative). And, after taking
the recipe Phillipe keeps on his person, one can cook "sweet veal" on his
stove, supposing the head chef has been disposed of.
To dispose of Phillipe, one can obviously kill him and hide his body in the
pantry. There's a few speech options, though. Passing a [Barter 55] check
convinces him one's writing a cookbook; the subsequent Barter check lets
the player pay him 100 caps for the recipes, while the [Speech 55] check
talks him into giving it free. Doing the [Medicine 55] check head-shrinks
him, earning the recipes and his freezer key, not to mention making him run
away like a wuss! Additionally, if one says he's not an employee, there's a
[Speech 55] check that convinces him there's a radroach in the pantry; one
can then lock him in there.
Concocting the dish requires, at minimum, Survival 75 or INT 6. When one or
both things are done, and it's 7-8 PM, summon the head waiter on the
intercom and he'll take care of things. [He will be hostile if Phillipe's
corpse is laying out in the open.]
The waiter can only serve the food or serve the wine, not both. Also, one
can only summon the guy (via intercom) if the wine/food is prepared, not
before. This may to prevent blowing one's cover, since Phillipe will never
prepare the food himself if left to his own devices.
If you just want to drug the guests, only spike the wine and use the 'com.
Note that if the chef's kitchen's door is open, the head waiter may stand
there and not take the wine -- keep it closed to be on the safe side. Then
just follow the waiter up to the dinner party, where everyone will be
knocked out (lying on the floor).
• OPTIONAL: Attend dinner party. If one cooks the meal and springs Ted, the
option to disrupt the party by exposing Mortimer appears. Basically, bring
Ted to the Members-Only section -- either by using the hotel lobby entrance
(requires stealing appropriate key from a White Glove; Marjorie has one,
for example) or the kitchen entrance, which is easier since it's unlocked.
If one's a White Glove honorary member, done by talking to Marjorie with a
decent Strip fame (Accepted+), then she'll sponsor the player herself and
give the key.
Once there -- if Ted Gunderson is in tow -- Mortimer'll be speaking to the
other Society members. Stay hidden (otherwise the bouncer will come attack;
Ted can't be told to wait like companions, note) until Morty finishes, then
talk to him with the option to loudly expose him. One can mention that the
penalty for cannibalism is death, causing all Society Members to kill him.
If one was not accepted into the society formally, after Mortimer gets his
upcommance, they may not be hostile.
After Mortimer's killed, speak to Marjorie -- she'll give White Gloves
fame for avoiding a potential scandal.
If one doesn't care about exposing Mortimer, simply bring Ted upstairs via
the door in the Gourmand's bartending area. Since most people aren't aware
that Ted has been kidnapped, they won't become hostile upon seeing him --
excluding Phillipe of course. All that leaves to do is reunite him with Heck.
2) CARLYLE ST. CLAIR ROUTE
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When Marjorie sends the player to Mortimer and one passes his [Speech 62]
check, this option becomes available. Agreeing to help Morty locate his
original main course (Carlyle) earns the player the Freezer, Penthouse and
Kitchen Keys. It is no longer considered trespassing to enter the Gourmand's
back kitchen area now.
Downstairs, one of the White Gloves will stop the player if one's seen. One
can use a [Repair 35] check by pretending to be a maintenance worker or by
telling him Mortimer sent him (assuming he actually did). Otherwise, the
remaining options are to turn him hostile immediately or slowly. Supposing
things go well, the White Glove mentions Ted Gunderson is in the freezer.
Unlock it with Mortimer's key and talk with Ted. He'll initially say the
same jibber-jabber he usually does, only if one talked to Mortimer, there's
a [Speech 38] check -- this tricks him into believing a third party is trying
to play Heck against the White Gloves. If one can't convince him, the only
remaining option is to kill him -- this leads to he "Frame Gunderson" path
below, and automatically fails the "Pheeble Will" quest regardless if one's
started it. Return to Heck and do his speech options, the only difference
being one gets his reward (500 caps) but the mission continues.
The next objective is locating Carlyle St. Clair in his unmarked shack,
located along the northern mountains, between Fields' Shack and the Northern
Passage; or, head north of Freeside's North Gate and it's almost a straight
shot. Once conversation's initiated, there's quite a few ways to incapacitate
the delectable dandy:
• [Black Widow] Convinces him you want to have sex in the dumpster (ahahaha)
• [Confirmed Bachelor] same outcome as Black Widow
• [Guns 45] Pistol-whip KO
• [STR 7] Sleeper hold knockout
• [Medicine 45] Self-incapaciates with breathing maneuver
• [Unarmed 45] KO using neck move
• [Speech 45] Convince him to join the White Glove Society
If one can't pass the skill checks, use Mortimer's backup plan: KO him with
the Cattle Prod. It's probably possible to use other fatigue-inducing weapons
like Boxing Gloves, too. Drag his body close enough to the dumpster near his
house and the 'stash body' option appears. Doing this completes the portion
sufficiently. Return to Mortimer to finish up. [In a post-quest follow-up,
Marjorie will comment on the new cuisine.]
3) FRAME GUNDERSON ROUTE
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This path opens up after agreeing to help Mortimer with his problem, but only
if Ted Gunderson is slain. The option then becomes to frame his father Heck
for the murder. This is done by harvesting Ted's blood (an 'item' found on
his corpse), then heading toward his daddy's penthouse suite via the lift
behind Mortimer's desk.
Going up here is considered trespassing and Heck's bodyguards will shoot on
sight if one's not careful. Moving around is easy enough for stealthy ninja
types, given that much of the place has shadows in convenient spots. Reach
the upper west bedroom and distribute Ted's blood on the bed and adjoining
bathroom's sink.
The next step is having someone uncover the "dirty deed". Exit the Ultra-Luxe
and talk with the Securitron near the appointed gate; this'll kickstarts the
investigation. Return to the hotel to see Heck gunned down by the robo, then
finish up at Mortimer.
REWARD OVERVIEW
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The standard reward from Heck Gunderson is 500 XP and 500 caps -- this is
received if one mentions only Mortimer, not the entire White Gloves society,
is at fault. Strip & White Glove fame is obtained by playing dumb about the</pre><pre id="faqspan-6">
culprit; blaming the entire Society, though, gives infamy to those 2 factions.
If one tries blaming the White Gloves, there's a [Speech 35] check that can
convince Heck retaliation is a lost cause -- this gives the Strip/White Gloves
fame that would've been lost otherwise. [If Ted died, one can complete the
same options above, only the end reward is 250 XP and 100 caps.]
If one helped Mortimer by bringing Carlyle St. Clair III on a silver platter
(proverbial and figurative!), or by framing Heck Gunderson, the reward is
just 500 XP and White Gloves fame.
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[MQ07] BEWARE THE WRATH OF CAESAR!
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Client -: n/a
Prereq -: Work against Legion interests during main questlines
Precedes: n/a
Missable: no
Reward -: 300 XP
After completing "Ring-a-Ding-Ding!" one will be approached by Vulpes Inculta,
Caesar's head frumentari -- he offers the Mark of Caesar, which resets one's
Legion reputation to neutral, and guarantees save passage to Caesar's fort.
If one starts working against Legion interests, this quest will appear as a
warning shot to knock it off. Doing it once more after the quest appears will
fail it, and all Legion-related questline tasks.
Actions that cause BTWOC's appearance:
• Complete "Wild Card: Change in Management" or "Wild Card: Side Bets"
• Recruit the Boomers to Mr. House's side during "The House Always Wins III"
or to the NCR during "Things That Go Boom".
Actions that cause BTWOC's failure:
• Complete the Omertas' segment during the NCR's "For the Republic, Part 2"
• Complete any 2 of the following Yes Man Wild Card quests: "Side Bets,"
"Change in Management," or "You And Whose Army?"
If the Caesar questline is broken in any way, this quest will be added (if
not already) and fail in the same breath. And, unlike the NCR, failing this
doesn't just give the player the cold shoulder -- Caesar declares the player
someone who should be killed in perpetuity, so hit squads will start showing
up (perhaps again).
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[HHS2] BIGHORNERS OF THE EASTERN VIRGIN
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Client -: Follows-Chalk [Zion Valley]
Prereq -: Happy Trails Expedition
Precedes: n/a
Missable: Yes [Any major DLC character slain]
Reward -: 375 XP, .45 Pistol, .45 AP HP Rounds, War Club (best result)
: 300 XP (bighorners all slain)
Asking Chalk about the local wildlife (an option available from the start)
has one learn the bighorners have been ornery lately, probably due to a lost
calf. Agreeing to help officially starts the quest, although Chalk presses
the player to avoid killing bighorners as it makes their hunts harder. He
instead suggests luring the baby out with Banana Yucca Fruit. [If one talks
about self-defense, he mentions rangers used to have "thunder sticks" -- i.e.
cattle prods. These can be found at ranger substations, including Peregrine
near the Eastern Virgin's turnoff. It's in a garage toolbox near the vehicle.]
The next step is the cliffs near the Dead Horses Camp, which may also be the
natural destination if one takes this quest early enough -- it's along the
titular river. In the SE part of the camp is an incline leading up to the
cliffs, then the natural bridges leading to the dead end where the calf is
at. [It's not naturally hostile.] There's two ways to proceed:
• Attack the calf: Doing this makes it hostile, and the only remaining path
is to kill the remaining (9) bighorners lest they attack the villagers. All
are contained in the mountainous region.
• Feed the calf some banana yucca: once it's fed some, it'll follow the
player a ways before requiring more, renewing its attention span. If one's
good, only 3 or so should be needed. When one gets close to its mother,
found just after the first natural bridge encountered, a game prompt will
allow it to be returned. [This makes all bighorners docile.]
It's highly recommended to save while the circumstances are favorable, 'cause
many things can go wrong. A Dead Horse tribesman may spawn during the events,
often causing a ruckus with the bighorners -- at best, they're just riled and
he dies. [Nonfatal attacks don't affect the outcome.] Also, companions may
end up attacking the beasts, which ruins the player's reward -- leaving them
at a safe distance can solve that.
When the deed's done, talk to Chalk to finish. If the herd was slain due to
player (or companion) nonfeasance, the bare minimum reward is given. If one
saved the calf and all bighorners survived, too, one gets a boosted XP reward
and extra weapons. The .45 Auto Pistol/War Club are at max condition. [One's
current level factors into the XP rewards, remember.]
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[MQ08] BIRDS OF A FEATHER
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Client -: Gloria Van Graff [Silver Rush at Freeside]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Gloria Van Graff, Jean-Baptiste Cutter or Simon slain]
Reward -: 600 XP, 1000 caps, Van Graff Combat Armor, NCR fame, Freeside fame
Freeside is the "entrance village" to the Vegas Strip, where inhabitants live
in relative poverty. But, the Van Graff-run Silver Rush shop manages to hold
its own by providing top-of-the-line energy weapons, not to mention frisking
people who try to enter the establishment. It's very easy to fail this quest,
either by doing others' quests like "Tend To Your Business" and "Heartache
by the Number," or simply by making the Van Graffs mad -- such as by killing
the storefront bodyguard, stealing from the premises, etc. They really don't
need a reason to turn people into goo piles... [It's possible to sneak-kill
the interior guards without auto-failing, though.]
In any case, if one's on good terms, ask Gloria about a job position to learn
a bodyguard slot's available. The outdoor bodyguard Simon will give Van
Graff Combat Armor (automatically equipped) and a Van Graff Plasma Rifle or
Laser Pistol, player's choice. One's job is to stay at the post, keep capless
and dangerous riff-raff away, and allow potential customers inside. [Trying
to run off with the armor and pistol will fail the quest! Having a companion
doesn't affect anything in a negative way, though.] The first gig has a few
occurances that Simon lets the player handle, and one can usually guess how
it was supposed to be handled by how snarky his comments.
• The first guy, obviously a drunken mendicant, wants to go inside for a new
laser gun. Turn that no-cash clown away.
• A gambler wishes to enter the shop. He can be let in without incident but
should be given the once-over for weapons.
• The third guy is a gambler who just won big at the Atomic Wrangler. He's
eager to drop some coin, but takes issue with a patdown. Passing a [Speech
65] check resolves the situation, but letting him in without a patdown is
a bad move. Turning him away, even worse!
• Fourthly, a merc approaches wanting to get a new weapon. Asking him for a
patdown, or repeatedly asking if he's drunk, turns him hostile. Once he's
dead, his corpse reveals he was a revenge-seeking suicide bomber. Letting
the guy in causes him to detonate inside, failing the quest immediately.
Additionally, after checking with Simon inside, he'll turn hostile. We all
make mistakes, right? [One can keep the Van Graff Plasma Rifle on this end;
there's a copy of the armor in the outdoor chest.]
• The final encounter: Pacer, a high-ranking member of the Kings gang, comes
over to chat with his "buddy" Simon. When Pacer condescendingly asks the
player to confer his lovey-dovey reply to Gloria, either agree or initially
reply rudely and back off afterwards. Killing Pacer doesn't lead to any
implications in THIS quest, but will fail The King's "G.I. Blues" quest if
it wasn't completed already. Simon disposes of Pacer's body, too, which
prevents any infamy.
Assuming the player didn't let in the bomber, this segment passes, and Simon
will confiscate the Van Graff armor/weapon before heading inside. Speak with
Gloria to get 200 caps, or 300 caps if one was nice to everyone and passed
the third encounter Speech check. However, this ends the player's bodyguard
career and starts another job: delivering a package to a discreet package.
And who else is more qualified for a courier job?
Agree to get the Van Graff package. The east Vegas rendezvous point is marked
on the map, so there should be no problem finding it. However, this is a
time-sensitive job, so dawdling isn't good. The 'Strange Man' will stand in
the wilderness awaiting a package; passing a [Speech 75] check earns 200 caps
for the exchange. Any funny business -- like shooting him or drawing hostile
wildlife to him -- is a quest failure waiting to happen. It's impossible to
NOT give him the package once dialogue is started, note. Killing him oneself
earns Legion infamy, revealing the man's true affiliation. Report back for a
nice 200-cap reward.
Jean-Baptiste now a job needed done, and Gloria volunteered the player. JB's
got a nice deal going, and the only loose end is finding a certain woman:
Rose of Sharon Cassidy, i.e. Cass. One can mention she's at Mojave Outpost if
she's already been found; otherwise, speaking with Alice McLafferty at the
Crimson Caravan Company branch learns the tidbit. In any case, Cass must be
the player's companion to do JB's job, meaning one must be far enough along
in her "Heartache by the Number" quest, which requires having done a little
of Alice McLafferty's "You Can Depend on Me" quest. In any case, once she's
with, speak to JB and see their one-on-one chat; this earns 350 caps.
• Bringing Cass here missions that relate to her, namely the 2 listed above,
plus she can never be companion again.
Gloria offers the final job in this quest, as her escort on a big deal. Agree
to automatically visit the warehouse where the Van Graffs are brokering a
Legion arms deal. Gloria's intention is to kill the guys, and after waiting
on her signal, slaughter the remaining horde. The appearance of NCR troopers
makes it clear Gloria betrayed the Legion for their support, so don't attack
'em or things go south quickly. [Not to mention one gets infamy for killing
either the NCR or Legion. It's possible to let the others do the dirty work
and still finish fine, though.] Return to Gloria to revisit the Silver Rush,
where she ends the quest.
Bitter Springs is nestled in the red hills north of Lake Mead. If one can
locate Callville Bay on the northern bank, going straight north still will
lead to the refugee camp. Locate Captain Gilles and ask about helping the
situation (this begins "No, Not Much"), then about medical supplies -- she'll
direct one to Lt. Markland at the clinic tent.
Asking him about assisting reveals he needs Doctor's Bags, plus texts on
pediatrics and psychological trauma. [Note that completing "No, Not Much"
may prevent Markland from giving this quest. Whether or not one can collect
the necessary texts and still finish, I don't know.]
• Both medicinal texts can be found at Crimson Caravan Company, a compound
on the Strip's SE side. The books ("Tiny, Tiny Babies: All You Need to
Know about Pediatric Medicine" and "Stress and the Modern Refugee: a
Primer" can be bought from Blake for a low double-digit sum. One can also
steal them, too.
• Doctor's Bags can usually be bought/found in clinic-type places (Mitchell's
house in Goodsprings, even one in Markland's tent, etc.). The New Vegas
Medical Clinic is near Crimson Caravan's branch, too, so try looking there.
One must find three total.
Alternatively, if Arcade Gannon is the companion, a dialogue option appears
that lets Markland learn the required smarts that way. This only finishes the
book portion; the bags still need to be collected!
The mission ends when the bags (and books, if sought out) are given. Markland
also gives a reward based on the player's post-quest reply:
- No reward: [K+]
- Spare meds: 2 Stimpak, 4 Rad-X, 2 RadAway
- Reimbursement: 2 Stimpaks, 4 Rad-X, 2 RadAway, 40 caps. Asking for even
further compensation earns 100 caps. [K-]
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[MQ10] BLEED ME DRY
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Client -: Red Lucy [The Thorn]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Red Lucy slain]
Reward -: 1650 XP (total), 5200-6400 caps (total), Dinner Bell
Westside is a sheltered suburb nestled on the Strip's northwest side -- just
follow the outer walls north until y'come across it. The Thorn, an arena
where people compete against animals in mortal combat (i.e. a normal day in
the wastes!) is south of town. In fact, it's right near the map-marked south
entrance. Note that the place keeps certain hours, so if one isn't allowed
in from the street, wait until daytime.
Red Lucy, the Thorn's mistress, stands watch over the arena. Ask about her
and there'll be several hilarious pickup line options, regardless of gender.
However, bedding Lucy ain't simple -- she requires the player to pay tribute
by finding her monsters for her fights. Agree to her first task and the
quest begins appropriately.
Although Lucy says her items can be found elsewhere, she notes that breeding
grounds are the quickest ways to find them. Her suggested targets (which must
be done sequentially) are listed below. Completing each delivery earns XP
and gold, in increasing quantities; the latter can be improved with Barter
checks. Declining the monetary reward doesn't do anything; weapon and ammo
rewards can't be declined, however.
• MANTIS EGGS: Vault 22 -- almost due west of Freeside, along the mountain
range -- is the target. There are five levels to this place; the target is
on Level 3 - Food Production. It requires a little work though. First, get
down to Level 4 and use the eastern overseer's computer to unlock the
crew quarters; or, pick the Average lock on the quarters yourself. Take the
first door on the left to find a keycard on the shelf. With this, return
back to Level 3 and the eastern door to the caves can be unlocked. Follow
the tunnel to a dead end where the giant ootheca is found. [Vault 22 is
part of the Camp McCarran quest "There Stands the Grass"; see that for more
details on what's going on here.] REWARD: 100 XP and 200 caps; improved to
300 caps by passing a [Barter 50] check.
• RADSCORPION EGGS: Lucy suggests searching for the eggs in Goodsprings'
northern mountains. The easiest way is to fast travel to town (or the
Goodsprings Cemetery) and head over the east ridge. Radscorpions aren't
very tough for players who've a few levels under their belt, but their
thick hides can be a little more trying for new players. Plus, they can
mob and poison a player, so take advantage of the high bluffs and wide-open
coulees. It even possible to nab the eggs and hightail it out, if that
appeals to one's sensibilities. REWARD: 150 XP, Hunting Rifle, .308 Rounds
(9), 300 caps; improved to 400 caps with [Barter 60] check.
• FIRE GECKO EGGS: Our fave redhead sends the player toward Ireteba Peaks, or
in map terms, the mountain range in-between Novac and Cottonwood Cove. A
few close map markers would be Ranger Station Echo, Snyder Prospector Camp,
and the Toxic Dump Site. In any case, upon searching the quest marker, one
finds the unmarked Bootjack Cavern...naturally its inhabitants are all of
the gecko persuasion. There's usually around 8-9 near the egg cluster.
REWARD: 200 XP and 500 caps; improved to 700 caps with [Barter 70] check.
• NIGHTSTALKER EGGS: Bloodborne Cave, in the mountains east of the Strip and
in the general Bitter Springs area, is a cave full of the nasty beasties.
The path is mostly quite linear, but that means less likelihood of avoiding
the prey. In general, expect to fight 12+ critters, including a few pups
and a legendary. It's worth noting that there's a ton of decent weapons
(12.7mm Pistol, Hunting Shotgun, Hunting Revolver) all near some skeletons,
plus the booby-trapped 100 Lockpick gate hiding a suitcase with tons of
caps and NCR/Legion currency. REWARD: 300 XP and 700 caps, Hunting Revolver,
.45-70 Gov't (9); improved to 1000 with a [Barter 80] check.
• CAZADOR EGGS: Lucy suggests looking near Red Rock Canyon for the reclusive,
dangerous insects' eggs. In preparation, I would suggest bringing healthy
doses of Antivenom (to combat cazador poison) and maybe even a companion,
since they can take some heat and won't die on Normal difficulty. The best
way to approach the nest is through the forest near Jacobstown and Ranger
Station Foxtrot. Outside of the 4-5 cazadors near the pass' east entrance,
there's only smaller groups from there 'til the nest, which has about 6-7
clumping around the hive. Naturally, this should bring a smile to the face
of any explosives users -- a well-placed missile can bring 'em all down!
The super mutant corpse near the hive also carries a Fat Man launcher, so
pick that sucker up! Also, if you haven't discovered Red Rock Canyon, the
Great Khans' stronghold, continuing down the pass leads there, so why not
visit? REWARD: 400 XP and 1000 caps; passing the [Barter 90] check cranks
the reward to 1500 caps.
• DEATHCLAW EGGS: Lucy's most sacred honor! There are actually two locations
she suggests: Quarry Junction, the overrun construction site north of Sloan
(NNE of Goodsprings), or Dead Wind Cavern south of the REPCONN Test Site,
which is itself west of Novac. Each place has an egg cluster, although only
one need be collected for the mission's purpose.
Quarry Junction may be the most familiar, as it's closest to Goodsprings.
It can be entered from the north or east, although both entrances are near
deathclaw-infested territory. The Sloan entrance is probably the safest,
as it allows one to use the quarry's E/SE fringe cliffs to snipe, and if
the player already killed the deathclaws here, they won't have respawned.
The Great Khan Encampment (where Melissa is) acts as a quick fast travel
point.
Death Wind Cavern is not a place beginners will want to visit. Everything
is in close quarters here, and players not versed in sneaking are going to
get mobbed big time. However, veritable ninjas can get sneak attack crit
headshots to one shot everything, except maybe the Legendary Deathclaw found
in the NE portion. [It's also near a BOS corpse containing a set of power
armor, the unique grenade machine-gun Mercy, plus extra 40mm grenades.] The
nest itself is guarded by some youngsters and their powerful mother, so be
careful! Although the spread is roughly the same, it's the environment that
makes this the harder of the two. REWARD: 500 XP, 2500 caps, Dinner Bell,
12 Gauge Rounds (9).
Dinner Bell is a unique hunting shotgun, better than a normal one with all
its upgraded parts, in addition to being one of the few unique shotguns in
the game, period. It tends to have a slightly worse durability, though, and
has a smaller magazine (5) compared to the upgraded hunting shotgun (8). It
does the job fine, but may not be enough to make one switch out that handy
fast-loading Riot Shotgun and its 12-shell clip.
Proving to be the greatest hunter adds another reward: naming Red Lucy as a
sexual conquest -- one only has to ask. Or, I guess one could say...the Thorn
demands it? Heh.
Boxcars is located in Nipton, the razed town along the map's SW highway. It's
between Mojave Outpost (SW corner) and Camp Searchlight (by east crossroads),
and is landmarked by its smoke plumes and water tower. Near the west entrance
is a general store, now inhabited by the crippled ex-Powder Ganger, Boxcars.
A little questioning reveals some of his "mates" were snatched by legionaries
and marched into the hills. Saying one'll save them starts the quest.
The sarcastic dope's only clue was they went east, but the quest marker's
more helpful -- it carves a NE trail, to a Legion Raid Camp (near Wolfhorn
Ranch, Ranger Station Charlie and Broc Flower Cave). The captive Gangers'll
be near the campfire, bound hands and all, with a few sentries in and around
the tents. The hills have several patrolling legionaries, and the west road
has Legion ambushes, so depending on the entrypoint, things can go sour.
Since the Powder Gangers flee south when freed, a southern insertion point
works very well -- that leaves (at best) two guards to pick off. [Killing
them gives infamy though, remember, so either snipe 'em or have a companion
do the slaying.] Speaking of which, freeing the Gangers contributes to the
hidden stat that unlocks Boone's companion quest, so having him along is a
good idea...well, he'll kill Legion on sight, but it's still a good idea!
If both captives die, the quest fails; if only one dies, untying the other'll
fail the quest. Yup, success depends on both surviving! [Those who are on
good terms with the Legion should avoid untying them in the guards' presence,
as it turns 'em hostile. This was probably obvious though, yeah?] If both
captives are freed but the quest hasn't been received from Boxcars yet, one
can do his normal dialogue to unlock (and finish) it immediately.
Boulder City is a ways west of Hoover Dam, not too far from the north-south
highway leading through the 188 Trading Post and up to Vegas' doorstep. The
lieutenant will stop the player from entering the ruins, warning that Great
Khans have taken shelter in there after firing upon an NPR patrol. A player
can agree to broker peace between the two factions, or choose to sneak in
and snag the hostages. [Killing the hostages results in a failure, note.]
This makes three ways to complete the thing.
• KILL KHANS: Choosing to sneakily extract the hostages, or freeing hostages
in Khan presence (even if you're siding with them), causes them to become
hostile -- the only course left is to eradicate with impunity. Accomplish
this by taking out the few street-side Khans, plus Jessup and his mate in
the hideout. Doing this is an easy way to get Jessup's unique bandanna,
plus the engraved lighter.
• KILL TROOPERS: For anti-establishment players, gunning down Monroe and the
4-5 NCR troopers inside the ruins will give the free and clear. Those who
don't want to incur NCR infamy can silently kill all inner-ruin targets,
then do in Monroe the same way (he shouldn't be hostile at all) -- as long
as one doesn't get seen by the troopers, they won't attack the Khans either.
Give Jessup the good news and he'll split with his gang, after giving the
Courier Benny's engraved lighter as a souvenir.
• BROKER PEACE: Telling Monroe about peace talks should start the Khans out
on friendly terms, i.e. they won't attack the player on sight. This may
differ if one's already on awful terms with them. Additionally, killing
Khans after offering a fake olive branch seems to give stiffer infamy
penalties as well. Passing Jessup's [Speech 45] check can make him release
the hostages; after, he can be convinced to leave peaceably or emerge guns
blazin'. The flipside: after convincing Jessup to leave, return to Monroe
and see if he'll honor the bargain. Leaving him to his own devices makes
him revert to his previous orders, and he'll kill the Khans on their trek
out. [This gives no Khan infamy, note.]
If the player doesn't have enough Speech, the alternative, brought up by
Jessup himself, is bribing the NCR. Monroe will suggest a 500-cap sum, but
it can be pared down to 400 by passing a [Barter 45] check. Inform Jessup
and the two groups will part ways.
That ends the mission successfully. Note the bombed-out buildings contain a
few magazines (True Police Stories, ¡La Fantoma!), and Jessup has a unique
bandanna that can be looted from his corpse. There's ammo containers too,
usually on the upper floors of the apartments. If one completes the mission
in favor of the Khans, freeing Ackerman and Gilbert turns them hostile,
though.
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[MQ13] BYE BYE LOVE
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Client -: Joana [Gomorrah on the Vegas Strip]
Prereq -: n/a
Precedes: How Little We Know
Missable: Yes [Joana or Carlitos slain; complete "How Little We Know" first]
Reward -: 200 XP + 400 caps (with Barter option) or Karma+ (forego reward)
This mission occurs within Gomorrah, the hedonistic casino right inside the
Vegas Strip. Once one enters from Freeside (usually by carrying 2000+ caps),
head in and make for the Brimstone bar's upper level. From there, enter the
Courtyard and a prostitute, Joana, will initiate conversation. One must pass
a [Speech 50] check to use her services, a 75-cap expense; the subsequent
[Speech 75] check makes it free. One can't go upstairs without attempting the
latter, though.
In her lovenest, inquire about her to get a [Medicine 50] or [Speech 75]
check; pass it to learn her backstory, wherein her lover Carlitos was the
only thing keeping her going...and he disappeared. Agreeing to help her find
him starts the quest officially, although it doesn't necessarily have to be
gratis -- 200 caps or a one-night stand are the other options. Until the
quest ends, Joana can be found in her suite.
Carlitos only spawns if the quest is successfully added, and can be found in
the Vault 21 Hotel, located near the NCR Embassy in the Strip's deepest part.
He'll convey the difficulty in helping Joana escape, and notes he can't do
it by himself since the Omertas want him toe-tagged. Like Joana, Carlitos can
be milked of 200 caps to hear news of his girl. Optionally, one can learn
more about his croupier job by passing an [INT 7] check.
Revisit Joana to convey Carlitos' wishes. She'll want to escape herself but
won't leave the other hookers behind; one must convince her by completing the
[Speech 40] and subsequent [Speech 50] checks. Once she agrees to ditch
Gomorrah, tell Carlitos the good news. He'll pay 200 caps if one asked for it
earlier.
His suggestion for breaking out is to lead Joana to Freeside between 12 PM
and 1 AM. She'll have to sneak out disguised or the Omertas may notice her
exit. Like before, if one presses Carlitos to show some cash, he'll agree to
another 200-cap fee.
• OPTIONAL: Call in Carlitos' favor for bodyguards. He mentions there's two
men who will come to his aid; they're found at Freeside's Atomic Wrangler
casino. Speak with Big Beard about the assist, and he and his associate
Little Beard will agree to help. This step is irrelevant if one plans on
solving things diplomatically, or can handle 4 targets on one's own.
Joana will agree to the escape. When the fated hour approaches, give her the
word and she'll don her disguise -- this is done in the timeframe between
midnight and 3AM. [She says it's not a good time if one asks otherwise. She
reaches the Gomorrah lobby about an hour after the player says go. One can't
wait during that window, note.] Jo and her gal pals will leave the casino on
the player's command.
At this point, it's one's duty to safely escort them to Freeside -- they've
got a plotted route, so no fancy detours. In fact, there's very little danger
to speak of, outside of faction-affiliated NPCs the player may have pissed off
previously. Freeside Thugs are a wild card, but have little firepower...still,
watch out for 'em. The girls will run to Carlitos in the vacant side street.
Reuniting with Carlitos spawns 4 Omerta thugs will appear; one initiates a
conversation, bragging about how they caught everyone red-handed. Resolving
the conflict can be done by:
- [Speech 75] Convince the thug he's ruining his boss' undercover operation
[Speech 85] Say his boss didn't inform him due to the job's secretive nature
- [Barter 85] 500-cap payoff
- [Strength 8] Remind the thug his cohorts are wimpy twig boys
[Strength 9] Remind the mouthy thug he'll be smashed by you if he attacks
Big Beard and Little Beard will assist in the battle, supposing it occurs. In
fact, it's impossible to fight the gangsters if one has Speech 85+, Barter 85+
and STR 9+ -- this is 'cause it's normally done by failing a speech option.
The thugs are pushovers, though, so it won't be too hard if push comes to
shove...just remember Carlitos or Joana's deaths fail the mission, so be
their guardian angel, eh? [The thugs give no infamy of any kind upon death.]
The Omertas leave one way or another, and Carlitos asks how he can repay the
player. The standard cash reward is 200 caps, and the [Barter 65] check kicks
it up to 400. Or, one can hand-wave the reward away, earning positive karma
instead. At the end, Joana will mention that Cachino was planning on getting
even with Mr. House -- this automatically begins "How Little We Know".
If the player has positive (non-neutral) rep with the Legion, it's possible
a disguised frumentarius NPC will approach, giving this quest. Well, it's
less of a quest and more of a thank-you: this marks a dropbox location on
the map where contraband items are given to the player. If one fast travels
to Cottonwood Cove, turning west up the highway (toward Searchlight) reveals
a large east-facing promontory. This is in fact the same rock seen during
"Caesar's Hire," although these caches are in a slightly different place.
Once these boxes spawn, they stay here -- this means getting on the Legion's
bad side may make the quest quit appearing, but the caches keep restocking
anyway. How many caches are available depends on one's reputation: simply
being 'Accepted' gives 3 boxes; becoming 'Idolized' bumps that to 10. For
most people, just getting to 'Liked' may be enough, as the extra spawned box
contain craploads of ammo.
The boxes typically give medicinal and ammunition items, some in ridiculous
quantities (9 Doctor's Bags!?). The contents are randomized, though, and if
one leaves items inside, the Legion assumes they're unwanted and destroys
'em. Having the Scrounger perk can make these looting trips very lucrative,
naturally.
NOTE: There is a glitch where additional boxes may not spawn after the first
box contents reset. For this reason, reaching "Idolized" in a short
period (giving tons of dogtags, for one) is highly recommended.
The frumentarius will give the quest every few days, so long as one's rep is
on the straight and narrow.
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[MQ15] CAESAR'S HIRE
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Client -: Disguised Frumentarius [various]
Prereq -: Have 'Mixed' Legion reputation
Precedes: n/a
Missable: Yes [Caesar slain or questline broken]
Reward -: n/a
This quest can only be obtained if one's Legion reputation is 'Mixed,' which
is about one step removed from neutrality. [This means if one's been super
bad/good since obtaining the Mark of Caesar, this quest can't be triggered.]
Sitting around waiting for the frumentarius to appear can take a long time.
I personally suggest traveling the wastes near Legion hotspots, one being
the highway near HELIOS One. [Teleporting to Gibson Scrap Yard can work.]
Once the target appears, he'll say the Legion's aware of the player's
mercenary ways, and offers a gift: a dropbox filled with Legion coin. The
location is also marked.
To find the metal boxes filled with booty, visit the sloping highway between
Camp Searchlight and Cottonwood Cove. There's an east-facing promontory a bit
SW of Sniper's Nest; the boxes are tucked against some rocks there. Shouldn't
be too hard to find.
These boxes don't spawn until this quest is given, but also don't despawn if
one falls from the Legion's good graces. They'll continue to be restocked
every 2-3 days, also!
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[MQ16] CAN YOU FIND IT IN YOUR HEART?
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Client -: Ranger Jackson [Mojave Outpost]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Ranger Jackson slain]
Reward -: 100 XP, NCR fame
Mojave Outpost is the NCR station on the desert's outskirt, and easy to find
-- just follow the highway south of Goodsprings, past Primm, and continue
SW when it turns that direction (east leads to Nipton). There's a gigantic
commemorative statue atop the hill it's located on, making it hard to miss.
Once there, find Jackson at the headquarters. Asking for any local work has
him suggest clearing the crossroads nearby, since its infestation is hurting
local caravan traffic. [This starts the quest officially.] The intersection
in question is downhill a ways, near the Nipton Road Rest Stop, and happens
to have a few (7) giant ants to kill. Shouldn't be too hard if one starts at
up the embankment and is handy with a rifle, etc. [If you happen to have an
NCR or Legion hit squad appear here, they may take out some of the enemies;
or, get stuck on the broken bridge portion, making a nice clump for explosive
weapons.]
With the insects irradicated, return to Jackson, which finishes the mission.
Additionally, by reminding him about his reward, the player gets his "lost"
supplies: 100 caps, Service Rifle, Weapon Repair Kit (2), Caravan Lunch (2),
5.56mm Armor Piercing (72). The Service Rifle tends to be in good condition.
If the player doesn't remind him about his reward, he doesn't give them --
this can be done on subsequent conversations, though.
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[HHS3] CHAOS IN ZION
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Client -: n/a
Prereq -: Kill Joshua Graham, Daniel, Follows-Chalk or friendly tribemembers
Precedes: Happy Trails Expedition
Missable: no
Reward -: 3300 XP (apx. LV24)
This is the Honest Hearts' fallback quest, the one a player gets committing
heinous acts against the Dead Horses/Sorrows or by deep-sixing an important
DLC character. "Chaos in Zion" can start at any stage in the DLC, even in
the last mission. In any case, if this quest starts, the rest of the DLC
questline fails, and all normally friendly targets become hostile. Truly,
chaos in Zion.
The mission then becomes traveling to the Sorrows Camp in the Narrows, the
northernmost canyon system. Following the Virgin River north from any part
of the national park leads there, actually. As one learns in the questline's
normal course, leaving Zion without a map is suicide -- thus, in this
mission, finding the map Daniel typically withholds is the key. [Said item
only spawns during this quest.]
Said map is kept in a clay pot deep within the camp, up near White Bird's
Cave, near the sleeping mats. Of course, this is the Sorrows' stronghold and
they'll all be hostile, forcing the player to put 'em down. [Their typical
arsenal is yao guai gauntlets and thrown weapons.] Like all tribals, they're
lightly armored; and, since they don't use firearms, hardly a threat at a
distance. Daniel, the missionary staying with the Sorrows, carries the .45
Auto SMG, though, and is a bit more formidable.
After claiming the map, one can simply return to the Southern Passage and
return to the Mojave that way, which finishes the DLC on a rather sour note.
There is a DLC's worth of XP gained, though the post-questline footlocker
will not appear, preventing one from getting several unique items.
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[HHS4] CIVILIZED MAN'S BURDEN
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Client -: Follows-Chalk [Zion Valley]
Prereq -: Deliverer of Sorrows
Precedes: n/a
Missable: Yes [Any major DLC character killed]
Reward -: 300 XP (apx. LV27)
After hoofing it around the valley to find Daniel's supplies, which starts
"Deliverer of Sorrows" in the natural course, a new option about civilization
appears in Chalk's dialogue. He'll mention that in his youth, his tribe had a
run-in with a singer (The Lonesome Drifter, probably) that made an impression
on him -- ever since, he's wanted to explore the world. Unfortunately, he's
kept this to himself, so he's unsure of its possibilities. The player can
ask Joshua about it, which starts the quest officially.
Speak to Graham to learn his opinion, then give your opinion to Chalk. One
can convince him to stay with his tribe or, after the Valley events're over,
to set out on his own. There are also two "lie" options that misinterpret
Joshua's advice, but to the same end. Telling Chalk to stay or go will only
affect his ending; the rewards are the same. [Picking a "lie" option earns
negative karma, though.]
Michael Angelo is the creative genius behind Vegas' neon signs, one of the
hallmarks of the Strip. His studio is located inside the Strip itself, at
road's end -- it's right across from the NCR Embassy.
During the first conversation with the man himself, it's possible to extort
300 caps from him. First off, misrepresent oneself as Mr. House's emissary
with the initial [Speech 45] check, then use either subsequent [Speech 45]
or [Repair 45] check; finally, pass a [Speech 55] check and follow through.
One can let him in on the joke at the last minute, though, which is good if
one just wants the challenge XP. Getting 300 caps earns negative karma.
Speak with Michael (a.k.a. Sheldon) to learn his current job is draining him
of creativity; he asks the player to keep it hush-hush. The [Medicine 55]
check can diagnose him as agorophobic, while the [Speech 50] rattles him
into thinking one's House's lackey. The Speech 50 check harkens back to the
last Speech 55 check as it follows the same tree. Anyway, by passing the
Medicine check, one can bounce fixes off him, until he hits upon the idea
to get pictures of the wasteland to refill his mental wellspring.
When pressed, he gives the Codac 9000 camera and a list of landmarks (signs)
he'd like pics of. This starts the quest officially. The XP gained for doing
each shot has a base of 100 and increases by 25 for each subsequent one; that
makes a total of 750 XP!
• Camp McCarran - the Mojave's main NCR base is south of the Strip, SW of
NCR Sharecropper Farms and NE of the El Rey Motel. Like many landmarks, it
has a notable feature, namely its sheer cement perimeter. The sign Sheldon
wants is located at the main gate.
• Dinky the Dinosaur - found in Novac, the pit stop along Highway 95 (of
the two major north-south highways, it's the one furthest east, nearest
the Colorado River). The picture one wants includes both Dinky and the
thermometer it holds, not the 'no vacancy' sign or just Dinky.
• Bison Steve - found in Primm, the roadside town south of Goodsprings. Very
hard to miss since it's got a gigantic roller coaster around the Bison
Steve Hotel. The target is the bright sign affixed to the pole.
• HELIOS One - power plant north of Novac, in eyeshot of Highway 95. Like
McCarran, the target sign is hanging right over the main entrance.
• Sunset Sarsaparilla Headquarters - west of the Vegas Strip, across the
major thoroughfare. Relatively, it's south of Monte Carlo Suites and north
of the Fiends-controlled South Vegas Ruins. The oversized sarsaparilla
bottle marks its location for miles around and is Sheldon's target.
If one runs out of film, return to Mikey and he'll renew the roll, and if
one turns in a landmark, he'll give caps equal to the XP earned (i.e. 125 XP
is 125 caps). In short, the total XP one gets for the neon safari earns the
same in currency, and that's in addition to the finishing rewards one gets
for turning in all five. Now maybe he can get back to work for his overlord!
During Captain Gilles exposition on the camp's sorry state of affairs, one
can inquire about the refugee killings. [This starts the quest officially.]
Apparently someone has been picking off dissidents and soldiers alike from
extreme range, always with a headshot. Looks like a sniper problem. Gilles
thinks he's hiding in one of the mountain caves...
There's a few holdover supply caves from the Great Khans' days in the area,
and the terrain doesn't help exploring much. Surprisingly, the target cave's
just over the west ridge! Start at Bitter Springs and head west through the
red-rock canyon, past the graveyard. Climb the nearby hill and using its
crest, proceed north through a gulch. When y'get as far north as possible,
cross the next western mini-cliff. You'll know you're in the right spot as
Vegas will be due west, and there's often geckos at the bottom. From here,
hop down and check the northern ridge -- it looks like a bunch of rocks, but
there's actually a tiny footpath leading up to an unmarked supply cave.
Inside, regardless of Sneak prowess, a Great Khan named Oscar Velasco will
accost the player, wondering who s/he is. Picking "Goodbye" will allow one
to leave without any hostilities, although if the player encounters Oscar
without first starting the mission properly, the only other dialogue option
is "It's time to die." Additionally, given his hatred of NCR, flying blatant
NCR colors will turn him hostile immediately. Velasco typically carries a
grenade rifle and a knife.
If the mission HAS been started properly, an option to interrogate him about
the Bitter Springs raids (and his past) opens up. Doing this removes the
option to peacefully part ways as with "Goodbye". Passing a [Speech 50] will
allow the Courier to peacefully settle things, allowing one to either--
• CONVINCE TO ATTACK: Persuading him to attack the higher-ups responsible for
the Bitter Springs massacre will have Oscar leave and attack Camp McCarran,
which is basically a suicide attack. [K-]
• LEAVE FOR HOME: Putting his NCR loathing away, Oscar will pack up and head
back to the Great Khan encampment at Red Rock Canyon. [This is located a
good ways north of Goodsprings, past Spring Mt. Ranch State Park.] This
journey is VERY long, and Oscar meanders quite a bit, going up through the
NCR territory -- it's possible he dies in the wild, or gets killed en route
thanks to the soldiers, animals and (especially near RRC) deathclaws that
are along his route. It's quite possible to encounter him several days
later in the wild, although he'll undoubtedly be hostile to the player. As
someone who's spent a few hours safeguarding his passage back to RRC, it's
kinda fun to help him get back home. =)
As for the resolution, the player can get Oscar's supply cache key, either by
settling things peaceably (given by the Khan himself) or looting his corpse.
This unlocks the gate nearby, letting one get at his cache -- some drugs, a
rifle, ammo and a Great Khan Supply Cache, the latter of which is useful in
"Bitter Springs Infirmary Blues".
When Oscar hits the trail, or lies bleeding in the dirt, return to Captain
Gilles to finish up. If one kills Velasco before getting this mission, just
talk to her again to report on the success.
Nipton is located along a highway in the southern part of the map, southeast
of Primm and west of Camp Searchlight. Upon arrival, visit the town center.
There, one of Caesar's henchmen, Vulpes Inculta, approaches the player to give
this quest. [Even if your Legion infamy is at Vilified, they won't attack on
sight for this part.] During the conversation in which the player can inquire
about Nipton's fate, answering "sounds like they got what was coming to them"
or "I admire the purity of the Legion's justice" gives Legion fame. Following,
Vulpes and his retinue will leave Nipton, letting the player get about the
task of spreading word of the atrocities.
To complete the quest, visit Mojave Outpost in the map's southwestern corner.
The highways meet at the interchange nearby, making it both a straight shot
from Nipton and Primm. Once there, locate Sgt. Kilborn and inform him of the
goings-on, finishing up the demoralizing dirty work.
NOTE: This quest can still occur even if one already met Vulpes on the Strip
(post-"Ring-a-Ding-Ding!") and he returned to Caesar's Fort.
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[MQ20] COME FLY WITH ME
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Client -: Manny Vargas or No-bark Noonan [Novac]
: Jason Bright [REPCONN Test Site]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Jason Bright or Chris Haversam slain]
Reward -: 800 XP, Novac fame
This quest can be started by speaking to Manny Vargas during the course of
"They Went That-a-Way" -- in exchange for information on the man one's
pursuing, he wants the ghouls in the nearby factory out of there. It's just
too taxing on the town economy! [This adds it officially.] No-bark Noonan can
be questioned about strange goings-on to mark the test center and start the
quest, too.
REPCONN Test Center is located due west of Novac, itself along Highway 95
(of the two main north-south highways, this is the one farthest east). There
will be a bunch of ghouls inhabiting the entry road and front stoop, Glowing
Ones included. The main building has a main entrance in the south and a
side door in the NW -- either suffices.
Inside the quest is officially added (if not already), and an intercom voice
will hurriedly suggest getting upstairs via the second-floor rocket factory
in the east. The enemy mix is the same as outside, but there's a few dead
Bright Followers and nightkin around, too, the former containing trademark
1-handed energy weapons. The few safes around (Easy and Average) hold Stealth
Boys in addition to currency and ammunition. The Easy safe will always have a
skeleton holding a Hunting Revolver beside it. The simplest way to locate the
factory is to, from the beginning, pick the lock behind the receptionist's
desk, head straight north up the stairs to the hall's end, navigate the
cubicles, and voila!
Using the intercom allows one into the 3F science labs, where all the Bright
Followers have holed up. After Haversam's delightful introduction, locate
Jason Bright (a Glowing One who's kept his sanity) to learn that invisible
"demons" have started nesting in the basement, impeding the group's ability
to enact their main goal: travel to the Far Beyond, a land free of humanity's
bigotry and hate. Inquiring about, and agree to irradicate, the demons will
make the destination REPCONN's basement -- Jason gives the key as well.
The basement entrance is right off the factory floor. As one can gather, the</pre><pre id="faqspan-7">
enemies within aren't invisible "demons," but Stealth Boy-using nightkin, and
there's a whole lot down here. Most are invisible, although one of the
branches in the west hallway leads down to the nightkin leader, Davison, who
is not initially hostile. He says Antler (his split personality manifesting
and projecting through a brahmin skull) told him to find an invoice listing
the locations of Stealth Boys, but they're in the one room he can't get into
-- a room he intentionally locked since a ghoul inside was killing his men.
The player can either agree to get the invoice and leave on friendly terms,
or refuse, making Davison hostile. [Also, continuous mentions that Antler's
not real turns him hostile.]
Either way, obtain Davison's Key and use it to unlock the barricaded south
chamber to find the crackshot Ghoul (Harland) on an elevated platform. He'll
only agree to leave if the player finds what happened to his "ghoulette"
friend who ran further into the basement. If the player already visited the
basement and searched the 'ghoul prisoner' corpse, one can notify him about
her demise. [The nightkin jail is located via the northern hallway. The body
is in a lower cell, accessible only after killing the nightkin jailer and
getting its key.] Turning on the Pip-Boy light shows just how vast Harland's
setup is, including tripwires, concealed mines and bear traps.
• If you want to complete Davison's request, the computer containing the
invoice information is in Harland's chamber, southeast corner (upper). There
is another on the ground floor but it's booby-trapped to explode. Harland
becomes hostile if the player goes upstairs; he'll give permission to search
after learning what became of his companion, though.
Davison's group will leave peacefully (other nightkin become docile) if the
invoice is delivered. If the player is overtly killing the nightkin, though,
Davison becomes hostile, as Antler "told" him about the occurances. Anyway,
once things are settled diplomatically, or all six nightkin are dirtnappin',
return to Jason. Settling his problem makes his Followers relocate to the
basement rocket pad, which one can find past Davison's room, by flipping the
electrical switch and navigating the subsequent tunnel.
At launch control, Jason asks the Courier to help Chris prepare the rockets,
as they still need slight tweaking to work. Haversam says he needs two last
components to ready the Followers' vehicle; the player can pick which one to
do first, but only one can be done at a time. [There is a convenient hatch
nearby that leads out of the basement. It can only be opened from this end.]
• ISOTOPE-238 IGNITING AGENT: Chris says REPCONN has been sacked repeatedly,
so there's no telling where some of the facility's stuff has ended up. He
suggests trying trading areas nearby. There's two ways to get the minute
quantity needed: (1) go to the quest marker at Clark Field, near Novac, and
locate the corpse of Mr. RADical; the isotope can be found on his person,
in addition to a snazzy radiation suit. (2) At Novac's dinosaur gift shop,
one can buy a storeroom key off Cliff Briscoe for a pittance, reduced even
further by passing a [Barter 30] check. Or, just steal his key and break
into the storeroom when he's not looking. Either way, five rocket tchochkes
are needed to complete the objective. Note the unique pistol "That Gun" is
also in the storeroom, if it wasn't bought from Cliff already.
• THRUST CONTROL MODULES: Chris doesn't have any idea about those, only that
most people wouldn't know their value. Again, the local junk dealers are
the main target. Follow the marker to Gibson's Scrap Yard along Hwy 93 and
speak with Gibson herself. She'll sell them for 500 caps initially, but
the [Barter 50] or [Speech 50] check slashes it down to 250.
Through dialogue, one can tell Chris that he isn't a human -- this is done by
passing a [Speech 50] check, although if one has the Black Widow perk, an
option for that appears instead. From here, one has several attempts to talk
Chris out of his proposed rocket sabotage (K+), or convince him to go through
with it (K-) -- whatever decision he picks is irrevocable through further
dialogue. If Chris decides to kill 'em, he'll need a third component:
• SUGAR BOMBS: Three doses. These are very uncommon among vendors, but can
be found randomly in food containers like refrigerators. Cliff Briscoe's
shop inventory also has more than enough needed, making him a good choice.
Additionally, if one completed the Dead Money DLC, simply buy Sugar Bombs
from the Abandonded BOS Bunker's vending machine, supposing there's Sierra
Madre chips to spare. Note that Chris only accepts the Bombs after the
player gives him the two main components.
After giving all components and hearing Jason's goodbye speech, the final
step is watching the liftoff. Return upstairs to the science labs and use the
door that remained locked until now -- this leads to the viewing platform
where the player can commence the launch. Before doing that, though, if one
has Science 55+, it's possible to screw with the flightpath, either tweaking
the flightpath to be more efficient (55 XP, K+) or sabotaging it to make the
rockets crash (55 XP, K-).
One's reward depends solely on whether the Followers lived or perished. If
Chris sabotaged the rocket fuel, the Followers will always perish regardless
of the player's efforts to correct the flightpath. Laughably, if the player
talked Chris into helping the ghouls, then sabotaged the rockets anyway, one
can admit it to him when he relocates to Novac, turning him hostile.
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[OW03] COMING OUT OF HER SHELL
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Client -: Doctor Dala [Think Tank]
Prereq -: Welcome to the Big Empty
Precedes: n/a
Missable: yes [Doctor Dala slain]
Reward -: 400 XP (LV35)
Speaking with Dala a little will start this quest properly. The Pip-Boy log
encourages the player to prod her biological fascination -- this is done by
passing the [PER 8] check that appears naturally in her dialogue. If one
can't pass it, try eating some of the Mentats layin' around. Simply showing
an odd gesture to her completes the quest.
After she admits her curiosity about the human body, one can either:
• Saying you'll make a repeat visit allows Dala to scan oneself, earning a
small variety of (drained) energy weapon ammunition.
• Try to shame her by saying you'll tattle about her interests. This doesn't
have quite the desired effect, but she gives hush money and items (Pre-War
Money, Conductor, Wonderglue)
Neil is a friendly mutant living in a shack at the base of Black Mountain, a
gigantic landmark (easily visible on the mini-map thanks to the serpentine
footpath) a ways east of Sloan. Upon approaching his shack, he'll stop the
player and warn that Tabitha has commandeered the mountaintop retreat and
uses a radio program to draw other mutants to the location. And if you have
not listened to Black Mountain Radio, do so -- it's hilarious! [Also, it'll
be deactivated after this mission, so don't hesitate.] A [Speech 50] check
makes Neil complicit in the overthrow scheme: he'll run to the peak, waiting
for the player to follow.
Regardless of Neil's involvement, the player has to ascend to Tabitha's peak.
The path is mostly switchbacks, and the few shortcuts available are booby-
-trapped (the one leading to the satellite dish has a rockslide!). Those who
choose not to stray from the main path will encounter roadblocks guarded by
super mutants; there may also be nightkin in-between these.
The summit is easily recognized by the constant radiation, -1/s at its fringe
and a -3+ around its shell crater. Super mutants around here are what Tabitha
calls "Dumb-dumbs," second-gen mutants without much intelligence. As such,
it's fitting that some are only armed with "mediocre" melee weapons instead
of heavy duty firepower. [There's always a mix, note.] Once they're dealt
with, there's a few trunks in the sheltered area containing a decent amount
of caps (500+).
• If Neil agreed to help, he'll wait near this dome-like building. His plan
is to act like a dumb follower, notifying the nightkin up the road that
an intruder's in the village. If one stays hidden near the dome, they'll
all run past, allowing one to visit the peak without interference. [Having
a companion with can ruin this part's stealth. I suggest hiding alongside
the dome building, near the fallen tin ramp.] The nightkin carrying the
unique missile launcher 'Annabelle' may disappear at this point, so it's
recommended to snipe it prior to the plan (sniper's platform is visible
from many vantages down the mountain). Freeing Raul makes the errant 'kin
appear, however, but whether or not Annabelle remains, this author doesn't
know.
Tabitha's compound is at road's end, and is free of radiation, thankfully.
In addition to a nightkin on the road and a sniper on the tower platform (it
carries the unique missile launcher Annabelle, usually at full condition) two
more usually patrol the main grounds in a perma-Stealth Boy state. Fighting
them in an all-out brawl works, although sneaky players can still see them in
their shielded state -- just look for weird light refractions. [V.A.T.S. can
also spot them but gives 0% chance to hit in that state.]
Those who listened to Black Mountain Radio also know that Tabitha is holding
a ghoul mechanic (Raul) hostage. In the prison building, a 100 Science compy
blocks immediate access to the repairman; reading Entry 6 on the second
computer reveals the needed password. Setting Raul free gives a 500 XP bonus.
Aaanyway, there's two ways to solve the climax to this mission.
• KILL TABITHA: Very obvious, very satisfying. Inside the broadcast building,
hack the Easy terminal facing away from the door and read the "Safe!" file,
learning Tabitha keeps a spare key hidden under a rock 'neath the stairway
up to her chamber. [This is for continuity; a player who knows where the
key is can just go get it.] Simply head up and kill Tabitha, whose only
weapon is a Super Sledge. This ends the mission with standard XP only. One
will have to take the equipment key off her corpse.
Additionally, if one sets Raul free without first confronting Tabitha, she
spawns near the radio tower with two nightkin flunkies.
• FIX RHONDA: This is the robot Tabitha goes on about in her broadcasts. It's
been broken for awhile, and is the reason she's keeping Raul around. Find
the Mr. Gutsy in the storage room and pass the [Science 60] check to get
it running. Then, when the player exits, Tabitha will be there and thank
the player for fixing her robot. To show her gratitude, the Courier gets
her personal equipment key.
Said equipment key unlocks the special trunks in her broadcast booth and the
storage room. These contain various ammunition and usually some kind of one-
-handed firearm, like 9mm Pistols or .357 Magnums. [The storage room contains
some well-hidden missiles, and C-4 behind one of the trunks, if y'wanna find
'em.] Activating Rhonda after Tabitha's dead, and informing the robot of her
fate, turns it hostile. Also, if Tabitha or Rhonda sees Raul out of his cell,
they turn hostile too, even if the mission's completed.
If one never got the quest from Neil, usually by scaling the northern side
of the mountain, then killing Tabitha will add and finish the quest in the
same few seconds.
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[MQ22] CRY ME A RIVER
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Client -: Jerry the Punk [Red Rock Canyon]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Jerry the Punk slain]
Reward -: 450 XP
Visit the Khan camp's training grounds or nearby tents to find a scrawny noob
waxing poetic to himself. Although he likes the Khans as family, he considers
'em dumb jerks with no appreciation for his art. Passing a [Speech 33] check
can suggest finding a home elsewhere. Since the Followers of the Apocalypse
initially helped the Khans to history and science, he thinks there may be a
home for him there. Agree to help by asking around the Old Mormon Fort at
Freeside. This officially starts the quest.
Freeside is the Vegas Strip's poorer residential district, and has both a
north and east entrance. Once the Courier locates the Fort, speak to Julie
Farkas and describe Jerry's talent, often to hilarious results. Any answer
will do, and reporting the good tidings to Jerry causes him to leave Red
Rock Canyon for the Fort. That also completes the mission.
Freeside is the neighborhood one must visit to enter the Vegas Strip, and it
can be entered from the north or east. Locate the AW bar's hostess to learn
that prior to their rule change, they allowed bar tabs...and some folk didn't
take too kindly to paying 'em. The offer is to clear all tabs for a flat 25%
cut of each, although with [Barter 35] or [Speech 35], that can be bumped to
50%. Agreeing to help starts the quest officially.
There's three ex-clients who need to cough up some change.
• Grecks: This ghoul has wracked up a 138-cap tab, and Franny makes a note of
not asking about his lazy eye. Grecks spawns specifically for this quest,
in the abandoned lot behind the Old Mormon Fort. Punching him (via speech)
earns the cash, and passing a [Speech 40] check gets an extra 41 caps. And
to make matters funnier, one can pass a subsequent [Speech 60] check to get
Grecks' clothes as well -- this gives negative karma, though. Making fun of
the ghoul's eye twice turns him hostile, though.
• Santiago: This smooth-talking wuss owes 212 caps. He's usually near in the
park behind the bombed-out building near Mick & Ralph's, although if one
completed James Garret's "Wang Dang Atomic Tango" quest, he may be working
for the Wrangler. He'll mention that a Freeside VIP like himself does not
owe anything, and offers to tell a secret password to get a discount at
Mick & Ralph's. This costs 50 caps, or 25 with a [Barter 40] check, and is
mandatory to pay. [One also learns the discount is bunk after speaking with
Mick...urgh!]
After this, one still has to force the sleazy fool to pay up. A [Speech 50]
check threatens him enough to get the full 256 caps he carries, and also
reveals that his whole persona is an act. Punching him in the face makes
him pay up, too, earning a smaller 212-cap sum; this same result occurs if
one calls him a liar and hints at violence.
• Lady Jane: This prospector with a high roller's mein has an outstanding
debt of 250 caps. Franny doesn't know her whereabouts, but the quest marker
does -- she's on a park bench near the Vegas entrance. She gives a sob story
about losing a caravan, although with a [Speech 40] or [Barter 40] check,
one can cut a hole in her tale -- she'll give 156 caps, 3 Sensor Modules and
2 Cartons of Cigarettes as payment. If one offers to help find her caravan,
she'll mark Broc Flower Cave on the map -- it's in the mountains between
Novac and Camp Searchlight. If one searches the empty cavern to find her
brahmin, there's 276 caps on it. A unique varmint rifle (Ratslayer) can be
found in the cave's office dwelling, making the trip even more fruitful.
Each character carries a "Bag of Bottle Caps" that can be looted upon death,
and Francine doesn't really care if they live or die anyway... So, when
diplomacy fails, let the bullets do the talking! After turning in the debts
and getting one's cut -- 150 or 300 caps -- Franny's got a final job: hunt
down Caleb McCaffery, the Wrangler's guard, who ripped the place off and went
to Vegas.
Unless one can already get onto the Strip (2000+ caps or more in tow), Ms.
Garret suggests talking to the King for work, namely his "G.I. Blues" quest.
This allows one to get a free passport from Ralph of "Mick & Ralph's" store
in Freeside. Otherwise, passing a [Speech 50] check can convince Ralph to
sell 'em even without the King's permission, for a sum of 500 caps, or 375
with a [Barter 50] check.
In any case, hunt down McCaffery at Gomorrah's front entrance. One can strike
a deal with the thief via a [Speech 40] check -- this gives 57 caps and the
quest item Caleb McCaffery's Hat. The only other option is having a nice
shootout, then taking Caleb's caps and hat by force. He also wears the rare
Bounty Hunter Duster, a badass garb that gives +1 CHR and +5 Guns. A lot of
people lose their shirt on the Strip...it's just literal for McCaffery. =)
Return to Francine to get the quest rewards, including the place's corner
room (NE) free of charge.
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[MQ24] DON'T MAKE A BEGGAR OF ME
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Client -: Melissa [Great Khan Encampment]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Melissa slain]
Reward -: 200 XP, 100 caps, Buffout, Steady, Rebound, Great Khans fame
: 200 XP, NCR Fame (only if given to Lt. Hayes)
Melissa can be found at a small camp overlooking Quarry Junction, a rather
vile construction site inhabited entirely by deathclaws. It can be found a
ways north of Sloan, the town nearest Goodsprings (to the east, along the
highway). Low-level characters may find reaching her quite difficult, as both
the normal eastern entrance, and the alternate northern one, are also chock
full of deathclaws.
The cute Khan will say she's awaiting a shipment of chems from Sloan, but
the deathclaw problem's put the kibosh on the deal. The player can volunteer
to get them from town, supposing s/he isn't on bad terms with the faction.
If Melissa agrees, the quest is given properly.
Sloan is a ramshackle miner's "town" with very little going on. Search the
mining office for a suitcase, only to find it's full of...emptiness. Speak
with the foreman, Chomps Lewis, from his roadside vigil to learn the chems
were supposed to come from a guy named Tyrone in Primm, but the cheater kept
the merch despite payment. [The other options reveal Chomps' Khan views and
his relation to Melissa, but this isn't important, just d'awww-worthy.]
Supposing the player hasn't found Primm, it's south of Goodsprings, along the
main highway -- hard to miss if y'get the direction right. The player can spy
Tyrone in the NCR-controlled part of town, in the tent right next to Hayes'.
His excuse for nondelivery is his superiors' suspiciousness (and he explains
why he only appears for this mission -- he only crosses the border once per
month.) He demands an extra 300 caps. The player's options are:
• Pay the extra 300c
• [STR 7] Use your muscle to force the deal
• [Speech 40] Convince him through dialogue
• [Barter 35] Note being a deal-breaker is a hard rep to shake
• [Black Widow] Sleep with Tyrone in lieu of payment
Whatever the deal, the Drug Chemical supplies are received. The optional
branch of this quest now opens: report Tyrone's activities to Lt. Hayes,
who'll confiscate the chemicals and complete the quest. The player has the
option of ratting out Chomps or pinning it solely on Tyrone.
Completing the deal normally means returning to Melissa for the reward, which
is XP, caps and some chems. She also says she'll put in a good word for the
player if they ever head to Red Rock Canyon, a matter that is required for
completion of the Khan-related "Oh My Papa". If Lt. Hayes got the components,
returning to Melissa is optional and results in no additional reward. Through
dialogue, one can explain what happened -- admitting to aiding the NCR makes
her and her pals hostile immediately. Oops!
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[MQ25] DON'T TREAD ON THE BEAR!
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Client -: n/a
Prereq -: Work against NCR interests during main questlines
Precedes: n/a
Missable: no
Reward -: n/a
This "quest" is nothing more than a warning shot, attainable during the main
plot by opposing the NCR's interests, i.e. working with Mr. House, Yes Man or
Caesar. When the quest appears, it basically means further aggression against
the NCR will break their questline permanently, so one may have to rethink
allegiances before committing.
Normally, reaching Vilified status has NCR-related NPCs begrudgingly speak
to the player, offer services, and so on. Failing this quest makes most of
them overtly hostile, just like other factions -- so much for civility! One
can wear an NCR disguise to make some headway in NCR quests, but most named
NPCs, rangers and guard dogs will see through the chirade. [Troopers on the
Strip will be on their best behavior, though...heh heh.]
Actions that cause DTOTB's appearance:
• Complete "Wild Card: Change in Management"
• Recruit the Boomers to Mr. House's side during "The House Always Wins III"
or to the Legion during "Render Unto Caesar"
Actions that cause DTOTB's failure:
• Complete "The House Always Wins IV"
• Finish the White Glove Society portion in "Render Unto Caesar"
Like its Legion cousin, sometimes this quest's notification doesn't appear,
so if one suddenly gains NCR infamy, check the questlog -- this may be the
reason.
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[MQ26] ED-E MY LOVE
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Client -: Johnson Nash [Primm] or ED-E [various]
Prereq -: n/a
Precedes: n/a
Missable: Yes [ED-E slain]
Reward -: 100 XP, ED-E upgrade
1) Repairs
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In the town of Primm, south of Goodsprings, the Mojave Outpost branch will
have a beat-up ol' eyebot. Johnson Nash mentions a courier dropped it off,
but the dang thing quit working. Apparently the damage isn't serious, and
he mentions one can have it if it's put in working order. [This line of
questioning adds the quest officially.] Inspecting the bot will reveal three
ways to resurrect 'er:
ED-E will be in perfect working order at this point.
2) Finding Triggers
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To kickstart the quest's main portion, one must -- like most companions --
get ED-E to react to certain events in the wasteland. People like Boone and
Arcade speak up when something helps their interests; ED-E speaks up when
he hears certain people say keywords, which cues a pre-recorded message. Only
two messages need to be heard, and some people only cue one. Finding any
trigger adds the quest officially if it hasn't been yet.
Keyword triggers tend to be about technology groups (Enclave, Brotherhood of
Steel), tech-savvy locations (HELIOS One, Hoover Dam) or technology itself
(Archimedes II, eyebot/ED-E). Here's some of the more common triggers:
• [Camp Forlorn Hope] Quartermaster Hayes, about troops sent to HELIOS One
• [Camp McCarran] Thomas Hildern, about "controlling the dam from here"
• [Gibson Scrap Yard] Old Lady Gibson, about HELIOS One
• [HELIOS One] Generic soldier dialogue sometimes acts as first trigger
• [HELIOS One] Ignacio Rivas, about "ARCHIMEDES being a weapon build here"
• [Hidden Valley Bunker] Apprentice Watkins, about Brotherhood at HELIOS
• [Hidden Valley Bunker] Paladins may mention HELIOS One or comment on ED-E
• [Lucky 38] Mr. House, about the Boomers (post-The House Always Wins II)
• [Lucky 38] Mr. House, about the Brotherhoood (post-The House Always Wins IV)
• [Jacobstown] Doctor Henry, about being a scientist
• [The Strip] Michael Angelo, about sites he wants photographed.
Some triggers (Mayes) may only work if one's started a related quest or
haven't used up one-time-only dialogue (Old Lady Gibson). Others, like Mr.
House's trigger, can still work even though ED-E won't be in the same room
or town -- as long as he's a companion, it can work. Old Lady Gibson + HELIOS
One triggers are in close proximity, and one of the more common twofers for
this part of ED-E's quest. [For generic grunts triggering dialogue,
button-mashing their lines until ED-E responds is fine.]
Speaking of which, finding a trigger prevents ED-E from responding to further
triggers, at least for 5-6 days. After that, find another (the above list
helps but isn't exhaustive) to trigger the final one. Most people who spark
the first trigger can't do the second, although there's some exceptions (like
Dr. Henry, if one's doing "For Auld Lang Syne" too). Personally, I just use
generic grunts for both; they have multiple remarks that work.
3) Finishing
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Okay, both of ED-E's audio logs were played...now what?
A few days later (waiting speeds this up), Senior Knight Lorenzo will patch
in to the eyebot, expressing interest in his databanks -- the Brotherhood of
Steel's stronghold at Hidden Valley is now map-marked if unfound. Another
person (April Martimer) will radio in after, saying the Followers of the
Apocalypse would have better use for that data, and that ED-E should be
brought to Freeside's Old Mormon Fort. [If one hasn't found Hidden Valley,
April radios in only upon its discovery.]
The choice one makes will determine what upgrade ED-E gets, nothing more --
no faction infamy, quests broken due to hurt feelings, etc.
• Brotherhood: Lorenzo is found on the bunker's bottom level, although to
get to him, one must first gain access to the bunker properly. [This is
detailed in the "Still in the Dark" sidequest.] Needless to say, having
Veronica tag along can avoid McNamara's preliminary test, allowing one to
find the Knight easier. Agreeing to leave ED-E in Lorenzo's care makes both
of them completely disappear for a few days (this may be an inconvenience
timewise during the final part of "Still in the Dark").
• Followers: April spawns during this quest, and getting to her requires no
real hullabaloo -- y'just gotta be strong enough to make it to Freeside!
Pick a choice and wait a few days; ED-E will be returned to Primm's Mojave
Express branch. Entering it will automatically finish the quest, and the
friendly eyebot will have a new veneer, plus a hidden upgrade: Lorenzo ups
his damage threshold, while April increases his weapon capabilities! [He'll
still have his "Enhanced Sensors" perk, too.]
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[MQ27] EMERGENCY RADIO
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Client -: n/a
Prereq -: n/a
Precedes: n/a
Missable: Yes [if your rep is so low it becomes impossible to trigger]
Reward -: Supply cache or temporary follower
This quest has a little preamble: once one's NCR reputation is Accepted or
higher, there will be (eventually) a ranger who runs over. He'll give the
NCR Emergency Radio as a token of gratitude for good service. This is an Aid
item that's usable every 24 hours, and allows the player to request 3 things:
• Supply Support ----> Spawns nearby cache containing ammo
• Trooper Support ---> Summons NCR Trooper as temp. follower
• Ranger Support ----> Summons NCR Ranger as temp. follower
The quest only officially starts when the radio is used, and ends when the
supply cache's contents are taken or one's temporary serviceman follower is
no dismissed by reselecting the radio. Unlike named companions, these ones
can still die in Normal difficulty, and if one kills them, NCR infamy is
received (even whilst hidden). There's little difference between the NCR
followers, except the trooper uses a service rifle; the ranger uses a cowboy
repeater.
The supply cache can be a very hit-or-miss affair. It may contain any number
of things, such as rare or expensive ammo (.45-70 Gov't, Missiles, etc.),
armor, helmets, melee weapons (Power Fist, etc) or relatively useless junk
items (pack of cigarettes, tin cans, etc.) There cache could contain 1 item,
it could contain 5 items -- it's all randomized. One can reload a save and
retry for a better effort, though. Also, using the cache respawns the ranger
who gave the player the radio initially -- despite what he claims, an extra
radio is not given. [Sometimes the cache may spawn underneath a road or
something, so save before calling, just in case.]
One must keep NCR reputation above Dark Hero rank in order to use the radio.
Trying to call in for help with a poor reputation won't fly -- the NCR will
withdraw its support in this case.
Astor is the local leader of the troopers patrolling Searchlight, a heavily
irradiated town east of Nipton, south of Novac. If one has discovered the
Cottonwood Cove (a Legion-held encampment east of there), reporting this to
Astor, and agreeing to help gather intel, starts the quest officially.
Once one bypasses the nosy explorer guard -- claiming to be the Legion's
friend or passing a [Speech 35] check is fine -- it's time to begin the
operation.
• TROOP MOVEMENTS: There is actually two items of note here. The first set
of raid plans is in the main building's ground-floor interior, in a cabinet
near the radio [K-] -- these are the real ones. Giving the bug to Aurelius
of Phoenix in the room above [Legion fame+] earns outdated notes, which he
suggests using to trick Astor into an ambush.
• NCR BUG: The main building has two floors, and inside the ground floor is a
radio, the happy recipient of the tracker.
Return to Astor after doing the two jobs to get a [500 XP, 150 cap] reward,
plus NCR fame or Legion fame and bad karma, depending on whether one did the
actual job or duped the sergeant. Note that getting paperwork from Aurelius
overrides the actual intel option in Astor's dialogue!
Choosing to assist the Legion in this quest ends the mission at this point;
the NCR route opens up one last bit, the complete eradication of the Cove's
legionaries. A high-leveled player can solo this place, but those who aren't
sure of themselves should recruit a companion. Boone, the sniper in Novac,
has a special hatred for Legion and nipping the Legion's bud here contributes
to unlocking his personal quest. [Killing the Legion and later bringing him
there isn't the same thing.] Long-ranger snipers can use the Overlook ridge
for most of their trajectories -- especially in daytime -- while those with
hunting rifles and other scopeless rifles will want to relocate closer.
Note that killing legionaries in cold blood will give faction infamy, but
companions who do the same thing don't share infamy with the player -- good
news, eh? [There may be a few exceptions if one's in 'danger' status, like
with mongrels or Aurelius; staying hidden can prevent them.] Another fun
fact: the nearby Cottonwood Cove has a truck with waste barrels half-tipped
over the cliff. With Lockpick 50+, one can open the back end and irradiate
the entire camp, killing all legionaries. [This fails "Left My Heart" if one
hasn't obtained the quest yet, or did but from the Weathers family below, so
do that first!]
Don't forget the secondary request: finding additional troop intel. This is
stolen from Aurelius' desk on HQ's second floor. This can be done before or
after eliminating the camp's targets.
Report to Astor to get the high-EXP reward, caps and some NCR fame. He'll
comment on the player's prowess for killing everyone the old-fashioned way,
or if one eliminated the Legion camp in the same manner as Searchlight. [The
latter earns 50 more caps for payback, apparently.]
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[MQ29] EYESIGHT FOR THE BLIND
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Client -: Elder McNamara [Hidden Valley]
Prereq -: Complete "Still in the Dark" w/o ousting McNamara
Precedes: n/a
Missable: Yes [Elder McNamara slain]
Reward -: Power Armor Training perk, T-45d Power Armor, T-45d Power Helmet
Finishing "Still in the Dark" is quite a task in itself, but upon asking the
Elder to join the Brotherhood, it appears it wasn't quite enough. However,
McNamara has a suitable task. The mutants of Black Mountain have a satellite
dish equipped with radar function -- it was left alone previously, but with
the lockdown recinded, it's fair game. Installing a remote signal transmitter
in one of the consoles should suffice.
Black Mountain is just north of Hidden Valley, a large mountain with a small
winding road leading toward the irradiated summit. [This portion of the quest
can be done concurrently with "Crazy, Crazy, Crazy" if one speaks to Neil at
his base shack.] The entry road has patrols of super mutants and at least 1
nightkin, and there's more at the mountaintop. The compound itself contains
the radio tower grounds, a shack where Raul (another companion) is kept, a
supply shed and the broadcasting center. Most opposition will carry a melee
weapon only or a heavy weapon such as the incinerator or minigun. If this is
one's first visit, the nightkin sniper on the radio tower carries the unique
missile launcher Annabelle. [The mountains enemies respawn, but usually don't
have the same numbers as before.]
The receiver target is in the broadcast building's second floor. There is a
spare key underneath the exterior stairwell; one learns this by hacking one
of the indoor computers and learning about it in a data log. Activate the
radar console to install the rig, then return to the Elder to finish up.
Entering the Brotherhood gives substantial rewards.
• Power Armor Training perk. There's only two ways to obtain it in New Vegas,
and completing this mission is one of 'em. It's impossible to equip power
armor/helmets without it, as one may know. This bulky, heavily fortified
suit boasts some of the best defensive capabilities around, and the T-51b
model gives bonuses to STR, CHR and Rad Resistance.
• Full shop access. Outside of the combat armor and energy weapons previously
available, power armor is available too, including the better T-51b model.
Since the player's reward armor is "refurbished" -- i.e. a few hits from
breaking -- consider selling it, putting the funds toward the better set
which carries no AGL penalties. [At 100 Barter, one can buy the T-51b set
in moderate condition for around 4250 caps total.]
• Player can come and go as s/he pleases. This is more of a symbolic "mi casa
su casa" gesture, since it was already obtained earlier by finishing the
last quest.
• Recycled ammo in a footlocker near bunker entrance. This is technically
received before finishing, but I'll put it here anyway. The scribes will
leave amounts of energy ammo (Electron Charge Packs, Microfusion Cells,
etc.) here. The amounts are cumulative and don't overwrite each other, so
it's handy for anyone going on long journeys, like in the Dead Money,
Honest Hearts or Old World Blues DLC.
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[OW04] FIELD RESEARCH
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Client -: n/a
Prereq -: Influencing People
Precedes: n/a
Missable: no
Reward -: 400 XP (LV37)
The final segment in the triple-header fetch quests requires doing both "All
My Friends Have Off Switches" and "Influencing People" -- it's automatically
added after finishing the latter. The first series of quest markings directs
one to unfound audio samples for the Jukebox.
_
|_| Gabriel's Bark [X-8 Research Center]
|_| Giant Tarantula [Higgs Village, House #00; upstairs]
|_| Opera Singer [Higgs Village, House #108; upstairs]
|_| Mobius' Robo-Scorpion [Forbidden Zone Dome, interior; upper north deck]
Opera Singer and Giant Tarantula have no real prerequisites. Gabriel's Bark
is crucial to the main quest "X-8: High School Horror!" and finding it will
finish that quest. Robo-Scorpion is inside Mobius' Forbidden Zone, unable to
be accessed until Klein sends one there during the "Old World Blues" quest.
The Sonic Emitter always has an EMP effect, but can use audio samples to
change its effects on crits. "Revelation" inflicts paralysis, "Gabriel's
Bark" knockback, "Robo-Scorpion" explosion, "Tarantula" incendiary. "Opera
Singer" dismembers, but only on crit kills.
---
The final batch is locating the Biological Research Station's seed packet
upgrades, which are scattered near (W/SW) of Mobius' Dome. Found seeds will
grow plants in the Sink, which can then be harvested for craft recipes or
ground up into Salient Green (1:1). Salient Green can then be reformed into
'cloned' fruit at campfires and hot plates.
_
|_| X-22 Botanical Garden: The general canyon-ridden area north of the Think
Tank dome. This red packet is within the destroyed, overrun building, on
2F. There's several spore carrier enemies around, including the unique
'Patient Zero' type. [Contains Dried Broc Flower, Jalapeño Pepper, Pinto
Bean Pod, Xander Root]
_
|_| Signal Hills Transmitter: This building is directly north of the X-22
garden, only higher up on the cliffs. The packet in question isn't
actually at that place, but one needs to travel NE from there, across a
fallen antenna, to an isolated garden. Look around the decrepit fountain
for the prize...after defeating the spore plants (the special 'Dionaea
Muscipula' carries the Corrosive Glove) and whatever lobotomite/Mr. Gutsy
foes spawn, too. [Contains Dried Cactus Barrel Fruit, Nevada Agave Fruit,
Prickly Pear Fruit]
_
|_| Finally, just north of that old fountain's cliff, across the gigantic
pipe, is the remaining packet. It's only guarded by a single spore plant,
thankfully. [Contains Dried Yucca Fruit, White Horsenettle, Honey Mesquite
and Maize]
When these final upgrades are installed, the quest completes. Whew...
Camp Golf is a former resort, now major NCR outpost, on the west edge of Lake
Mead. Find McCredie around the grounds and talk to him about his service,
which leads to the subject of whipping his undisciplined men -- nicknamed the
Misfits -- into shape. Agreeing to help adds the quest officially.
The group has their own tent near the shooting range, which they hang out and
sleep in during the day and night, respectively. Each player has a suggestion
on how to improve squad relations, and completing a suggestion ends the quest.
• Poindexter wants to ride a wave of mediocrity to a high-paying, low-risk
job, and doesn't mind if the player cheats. The squad readiness records're
in Camp Golf's main building: one at the front desk, requiring no hacking
but often near prying eyes thanks to the foot traffic; the other in a back
of an oft-empty office, behind a Hard-grade lock. Both work to the same end,
so it really comes down to stealth. Return to the
• O'Hanrahan suggests everyone needs a little more niceness; this allows one
to convince the other squadmates on the subject. Razz, Poindexter and Mags
each have a [Speech 40] check that warms them up to the idea (40 XP per).
Return to the mama's boy to finish up.
• Razz suggests all the team needs is some "juice," namely Psycho chems, to
improve. Agreeing to the suggestion makes the destination Red Rock Canyon,
the Khans' home turf (far north of Goodsprings). Find Jack at the drug lab
and pick up the "Suspicious Package," then return it to Razz.
• Mags has the only suggestion with practical battle application: practicing.
Picking her method can get all the maggots onto the range, where the player
can instruct them on proper battle technique. If they don't go there on
Mags' orders, wait an hour and it should fix. To successfully teach one's
wisdom, pass [Guns 25], [Guns 35] and [Guns 45] checks in sequence. That
takes care of the shooting, but after further discussion, everyone needs
grenade practice, too. One has to pass sequential Explosives checks, each
25-35-45 like the previous ones. There is a Patriot's Cookbook magazine in
the Misfits' tent if one needs a pick-me-up. Each check gives XP equal to
its required skill, too, making a total of 210. Follow up with Mags after
finishing the grenade test to clear the quest.
Post-quest, McCredie may comment on the squad's efficiency. If one actually
whipped the grunts into fighting shape, he'll note how their teamwork is
impressive. Cheating via Poindexter's idea has him comment on how suspicious
the circumstances are.
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[MQ31] FOR AULD LANG SYNE
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Client -: Arcade Gannon
Prereq -: n/a
Precedes: n/a
Missable: Yes [Arcade or any of the 5 Remnants slain]
Reward -: 500 XP
This is the companion quest of Arcade Gannon, a Followers doctor working at
the Old Mormon Fort in Freeside. Not much of a people person, he handles the
"fantastic improbabilities" of research, and as such, usually has little to
do. Recruiting him is naturally the first step to this quest, and it can be
done by:
- high Followers fame
- completed "High Times"
- passing a [Speech 75] check
- using the Confirmed Bachelor perk
However, he warns the player that the partnership will be brief if one is
assisting Caesar, whom he despises.
NOTE: Completing this quest makes Gannon quit being a companion PERMANENTLY.
PART 1) PREAMBLE
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Similar to Boone's companion quest, one can trigger the quest by first
gaining Arcade's trust, done via speech options and visiting certain locales.
[He'll initiate conversation at these.] Doing the legwork allows one to cue
the quest earlier than usual.
• Silver Rush at Freeside (talks about energy weapons)
• REPCONN Headquarters (SE of Vegas Strip, near railroad tracks)
• Speak to Thomas Hildern (Camp McCarran)
• Visit Caesar's Fort (and another after talking with Caesar the first time)
• Crashed Vertibird (SW of Camp Searchlight). Just visiting here is fine,
although there's a chance 6-7 hardened Mr. Gutsys and Sentry Bots flitter
around here. Be careful when approaching at low levels!
• That Lucky Old Sun: after questioning Ignacio Rivas about his thoughts on
the rerouted power, Arcade chimes in to say Freeside and Outer Vegas should
get the juice. Either option is fine for this quest's purpose, although
suggesting power should be diverted equally gives an [INT 7] check to
explain it. [The INT check won't show up if one's at INT 6 or less.] The
third option "Noted." apparently has no function (thanks to wiki for
this info).
• The White Wash: when dealing with Tom Anderson in Westside, Arcade will
make a comment after being party to the coverup or killing him. The former
is the best decision for this quest's sake; the latter does nothing unless
one passes an [INT 7] check. The check won't show if one's at INT 6 or less
though, so it's easy to miss. Arcade doesn't comment on Tom turning himself
in but apparently this also contributes to the quest (thanks to wiki for
this info).
If one already finished the two quests Arcade has a hand in, one can still
do the easy visit-this-area places (including if the Silver Rush was already
cleansed of its filth). Note that the quest can be started at certain points
in the main questlines as well, supposing one's done a few of the above
convo triggers. Simply pass the point listed and, if Gannon is in the party,
he'll initiate dialogue:
• [Wild Card: Change in Management] - install Yes Man into Lucky 38 network.
This option can be done very early, although it obviously breaks the House
questline.
• [The House Always Wins V] - after destroying Brotherhood of Steel. Quite a
bit longer than "Change in Management," but the mandatory trip to Caesar's
Fort provides a helpful convo with Arcade. Note that our friendly doc isn't
that stealthy, and may ruin one's exit from the BOS Bunker. Since the job
has to be turned in to get the conversation, dismissing him to the 38 can
work out fine. Both the NCR and Legion questlines will have broken by going
this far, though.
• [For the Republic, Part 2] - after killing Mr. House and reporting the
segment back to Colonel Moore. Naturally this ruins House's questline, and
one is too far along to do Caesar's, too.
PART 2: REMNANTS RECRUITMENT
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Once one gains Arcade's trust, or passes a certain questline trigger, the doc
will approach the player next time he's in the party. Seems the upcoming dam
battle has him thinking about the past and how he can help. [Telling Arcade
one's not interested repeatedly causes him to never mention the quest again,
permanently missing it!] Gannon used to be associated with the Enclave, and
while that group did terrible things, he thinks some of its personnel could
assist in the fight against Caesar. Agreeing to help adds the quest properly.
There's five Remnants scattered around the world, although Arcade knows their
locations, having kept in contact with 'em. [He must also be present to open
their dialogue options, mind you.]
• Cannibal Johnson - Locate in his titular cave, west of Vegas, past Highway
93's stretch (near Vault 34). He can be convinced of Arcade's intentions
without much trouble, and even has an extra [Speech 30] check to learn the
meaning behind his name. [Pswrd: 'old']
• Daisy Whitman - Located in Novac, usually around the hotel. Simply asking
her will get her onboard. [Pswrd: 'Dear']
• Doctor Henry - Located in Jacobstown, the super mutant colony in the
mountains far west of Vegas (where the only highway near there ends). He'll
go to the bunker easily...supposing one's done his "Guess Who I Saw Today"
quest already. [Pswrd: friends]
• Judah Kreger - Located in Westside, the small village west (SURPRISE!) of
the Vegas Strip. In the daytime, he can usually be found playing checkers
in front of Miguel's Pawn Shop. Ask him to come and ye shall receive!
[Pswrd: Navarro]
• Orion Moreno - Has a house near NCR Sharecropper Farms (SE of Strip). This
grump minces no words about his NCR hatred, and notes depending on what
side one chooses to fight for, he may not participate. He'll agree to visit
the bunker, though. [Pswrd: 'Remember']
When all five players are met, it's time to visit the Remnants Bunker, found
hidden in the mountains, located between Jacobstown & Ranger Station Foxtrot
(to the east). The interior panel can't be activated without first obtaining
the 5-word passphrase, though. Downstairs will be a hidden vertibird, plus
some crates and lockers containing goodies, like reinforced combat armor.
Speak to Judah Kreger to decide the team's deployment:
- Choosing to side with the Legion will cause Cannibal to drop out, and will
be a huge betrayal for Arcade, who quits being a companion permanently!
[All his inventory is returned first, though.] Since Johnson won't be
assisting, Kreger says to speak to Moreno for his Remnants Power Armor and
Helmet set. Orion will also teach the player how to use power armor if one
didn't learn from the Brotherhood of Steel -- this is the only other way to
get the official training!
- Choosing to side with the NCR will cause Orion to drop out, and one'll have
to pursue him at the vertibird pad. A [Speech 80] option appeals to his ego,
but failing that, one must fight him in order to get the door override code.
If one convinced Orion, the player gets Daisy's power armor; if one slew
Orion, one just loots it from his body. In either case, Daisy will teach</pre><pre id="faqspan-8">
one the power armor training required.
After dealing with Moreno, Gannon will ask the player what he should do in
the dam battle. Encouraging him to participate will have him leave as a
companion, only to return a short while later (usually before one's even
left the bunker) in his special power armor. Telling Gannon he doesn't have
to help out causes him to return to the Followers, and his Gannon Family
Tesla Armor set is given to the player instead (after a short delay). One
of the two options will have a [Speech 80] check -- this is dependent on
telling Arcade one thing during his convos in this quest, then suggesting
he do the opposite in this particular dialogue, which strikes him as odd.
Once one settles up with the Remnants, leaving their meeting room concludes
the quest. [Also, one can't get back in.] Arcade also can't be re-recruited
into the player's fold, having been talked out of helping or too disgusted
by the Courier to assist.
The Remnants Power Armor [45 WG/28 DT/+1 STR, Rad Res +15] and Power Helmet
[5 WG/8 DT/-1 CHR, Rad Res +5] are pretty decent and look badass. If one
claimed the Gannon Family Tesla Armor [35 WG/26 DT/E Weps +10, Rad Res +20]
and Helmet [5 WG/6 DT/-1 CHR, Rad Res +5], that's fine also. Gannon's armor
is lighter and a mite weaker, but has far more finesse than any other power
armor in the game. Just look at those tesla coils...sparkly...!
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[MQ32] G.I. BLUES
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Client -: The King [The King's School of Impersonation at Freeside]
Prereq -: n/a
Precedes: n/a
Missable: Yes [The King or Pacer slain]
Reward -: 1500 XP, Freeside Fame, good karma (troopers saved)
: 1200 XP, Freeside Fame, NCR infamy (troopers slain)
The King's School is on Freeside's main street, heading right toward the
Vegas Strip's main entrance. Once inside, pass Pacer's [Speech 60] check or
give him 50+ caps -- this allows one inside the stage area, where the man
himself sits with his cyberdog, Rex. [Telling the King about Pacer's entry
fee lets one recoup it, often with funny side comments.] Since the King has
his fingers in many pies and pretty much controls Freeside, petitioning him
for work ain't a bad idea. Agreeing to help adds the quest officially, and
sets the first of two jobs in action (they must be done in sequence).
• BODYGUARD TROUBLE: A man named Orris near Freeside's north gate is making a
killing as a bodyguard, and the King thinks the insane repeat business is
pretty fishy. He wants the player to find out what's really going on by
hiring Orris; for this purpose, he gives one a 200 caps to cover costs.
The King refuses to talk further until one hires the guy, however.
Locate Orris and he'll accept the deal, not knowing anything's up. [NOTE:
you can also kill Orris and report back to the King, no questions asked.
That's rather bland though. Also, if you stray too far from his route, he
quits being your bodyguard...] Follow Orris on his no-nonsense tour into
Freeside's other half, at which point he'll suggest a detour to avoid some
street thugs. If the player ignores the request and perseveres, Orris will
lead the player down the main street, ending the bodyguard session. Report
to the King and he'll say the result isn't good enough, and that the player
will have to rehire him to see what's going on (without providing another
covering cost!). Which is fine, since if you rehire him again, he winds up
turning hostile, forcing you to kill him and his four goons.
Taking the suggested detour leads to an odd encounter where Orris brazenly
guns down some thugs. There's an optional [INT 7] check here, and if one
suggests he's staging the tours, passing a [Barter 50] check extorts 348
caps. Also oddly, he continues the tour after that! Inspecting the bodies
and passing the [Medicine 30] check shows that the dead thugs are only
pretending, although it doesn't give any XP or new dialogue, even if you
inspect them before Orris' conversation.
Report the findings to the boss man to start the last segment.
• NCR TROUBLE: There's a storm brewing between native Freesiders and NCR
carpetbaggers, and now that some of the King's friends have been injured,
it's come to a head. Visit the Old Mormon Fort's recovery tents and talk
with Roy, then the skittish Wayne. [Kind treatment gives Freeside fame;
accusing him of lying subtracts it.] In the end, it becomes apparent that
the perps are NCR soldiers.
Notify the King and he'll want the Courier to investigate, saying rumors of
the attack must've spread by now. In north Freeside, there'll be a couple
quest markers. One is Julie Farkas' position in the Fort -- talking with
her reveals her friend Elizabeth Kieran is giving food to the poor NW of
there. The other two markers lead to missionaries who'll tell the player
NCR citizens can get a free meal near the old train station around 6PM, if
they tell the guards the password 'Hope'. Both missionaries will administer
a short test to people they think're posing as citizens (answers: Tandi,
Shady Sands, Two-headed Bear). The only differences between the two is that
one can be bribed with a [Barter 70] check; the other has an optional check
of [Speech 50], and his NCR test can be taken repeatedly until it's right.
- Also, one can speak to the beggar ghoul Rotface near the east gate to
forego the rigamarole and learn what the NCR's up to and the password
required. This costs 150 caps and 250 caps, or 50 and 100 by passing
the respective [Barter 25] and [Barter 50] checks.
Optionally, head over to the train station. If one didn't get the password
from the missionaries, the bodyguards won't give the store's key -- this can
be solved with a little pickpocketing, though. [Julie doesn't give the
password, remember!] Speak with Liz to get Purified Water and a food item.
Through dialogue, one can inquire about their selective serving, learning
that the NCR tried to make nice about a relief effort but their envoys were
beaten -- and despite having little funding, Kieran still organized the
supplies...there just wasn't enough for locals...
Return to the King's School. Pacer will stop you if you learned the truth
from Elizabeth, asking the Courier to keep his/her trap shut. Pacer'll give
200 caps if one requires a sum for silence, but a [Barter 50] check ups it
to 300. One can also take Pacer's money and then say the report's going
through anyway (payback for the initial "jest"). Pacer leaves in any case.
Finally, report to the King. Regardless of what one conveys, there'll be a
shootout near the train station involving Pacer, and the player is sent
there to help. In normal circumstances, there's an unavoidable firefight
between the NCR (including Elizabeth) and Pacer; his allies are usually
dead on Courier's arrival. Killing the troopers gives NCR infamy, however,
even if done while hidden. Letting a companion mop 'em up should avoid any
infamy by proxy, luckily. If the player told King about the soured envoy
affair, one can approach the NCR watchtower on friendlier terms (they'll
turn hostile by brandishing a weapon though). Tell Elizabeth about the
"misunderstanding" will call a ceasefire.
With the firefight concluded or defused, return to the King to finish. In
addition to the normal reward, the King allows for one favor, letting the
player ask whatever s/he wishes...assuming it's one of the preset options:
• Join the Kings -----> Kings Outfit and free haircuts from Sergio
• Get onto the Strip -> Mick (of Mick & Ralph's) will provide fake passport
• I need some money --> 1000 caps
Note that this favor can be called in during a future quest, so there's no
point in cashing it on something dumb, like 1000 caps (you can make that much
from selling weapons y'found on Fiend corpses!).
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[MQ33] GHOST TOWN GUNFIGHT
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Client -: Trudy [Goodsprings]
Prereq -: Ain't That a Kick in the Head
Precedes: n/a
Missable: Yes [Ringo, Sunny Smiles slain]
Reward -: 150 XP, 100 caps, Goodsprings fame, Powder Gangers infamy
• This is the flipside to "Run Goodsprings Run," where one helps the Powder
Gangers in their town takeover. Doing this quest means failing that one.
To start this mission, witness the altercation between Trudy and Joe Cobb at
the town saloon -- this only occurs after Sunny Smiles directs the player
there, after doing her tutorial missions or opting out of 'em. Cobb flees
after the argument, letting one learn about Trudy's problematic guest: Ringo,
a trader holed up at the nearby gas station...and one who's incurred Cobb's
wrath. [Inquiring about her troubles starts the quest immediately.]
One can now talk to Ringo up at the station, a little ways north of Doc's
house. After a small misunderstanding, one can pledge assistance to getting
Ringo out alive. [If one already pledged to help Cobb, Ringo's too suspicious
and this quest fails. On the flipside, if one pledges to help Ringo and tries
to do the same for Cobb, he'll be the suspicious one.]
With Ringo onboard, it's time to recruit some of the other players to help
in the unavoidable squabble. Speak to Sunny Smiles to get her assistance, but
the other town players will need to be in lockstep, too.
• Trudy: she can be brought into the fold by passing a [Speech 25] or
[Sneak 25] check, and will round up other generic militiamen, too.
• Chet: he runs the general store and is notorious for his stinginess. The
idea of helping puts him off, but a [Barter 25] appeals to his businessman
side, making him provide Leather Armor to the militia -- and one for the
player, too.
• Doc Mitchell: He'll mention his bum leg sidelines him in a fight, but gives
three Stimpaks when asked.
• Easy Pete: he's got a stock of dynamite buried somewhere, but won't give it
to the cause without an [Explosives 25] check.
When the prepwork is over, commence the attack with Ringo. There'll be about
6 Powder Gangers to kill, including Joe Cobb, but it shouldn't be too trying,
even if one skipped some of the optional bits. However, if the main NPCs ARE
getting killed, convincing Chet to give up his armor will go a long way in
extra longevity. [If one wants to avoid the heavy PG infamy obtained for
soloing the competition, simply cripple/disarm the enemies and let the other
NPCs kill 'em instead.] The mandatory infamy is enough to drop one a single
level, although a huge slaughter can drop to Vilified.
Before Ringo sets out, he'll give a 100-cap reward, and promises to pay even
more if he gets back to the Crimson Caravan offices (can be marked on map).
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[MQ34] GUESS WHO I SAW TODAY
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Client -: Doctor Henry [Jacobstown]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Doctor Henry or Calamity slain]
Reward -: 500 XP
Jacobstown is a mutant colony in the far NW mountains, and the only highway
in that area acts as a breadcrumb trail to its doorstep. Inside the main
lodge, Doc Henry (and his assistant Calamity) are working on a cure for the
nightkin's Stealth Boy-induced schizophrenia. Agreeing to help him starts
the quest officially, making the destination Charleston Cave north of there.
He also suggests letting Lily (nightkin grandma outside) come with, but it's
entirely optional.
Charlestone Cave is north of the lodge, and one'll have to go all the way
'round the town palisade to get there. Inside is a specific strain of those
ravenous nightstalkers, ones that are invisible until they take a certain
amount of damage. That's where similarities end, though. Use the mattresses
at the upper camp to sleep off damage if things get too thick. [Another
notable tidbit is the lowest, water-filled area leads to a small Hard-lock
bunker containing some ammo and goodies.]
The destination is one of the lower caverns filled with dead brahmin and a
nightkin containing the 'Chewed Stealth Boy' key item. [The unique super
sledge "Oh, Baby!" is sitting right next to him, but may fly off if one uses
explosives. Turn on the pip-boy light to find it.] Higher-tier nightstalkers
may appear in this room if one's level has grown enough.
After claiming the varmints' chewtoy, deliver the bad news to Henry. He'll
note the only avenue remaining is trying the Mark II Stealth Boy on Lily,
who's already agreed to participate in his trial. The risk of permanent
damage exists, though. Remind Lily about the obligation and she'll go to
the lodge lab; speak to Henry to start the test.
Once Lily leaves, Keene, another nightkin, bursts in with a few followers and
demands the Mark II prototype. Unless one passes a high [Speech 80] check,
the only way to defuse the situation peaceably is caving to his demands. He
and his minions turn hostile otherwise, forcing one to fight them all off. A
high-level player can school these jokers, but low-level players may not be
so lucky (they all use melee weapons). Doctor Henry runs from confrontation,
so he shouldn't die during this. Lily typically won't be around either, and
if one blocks her path so she is, grandma ain't helping...
Following, speak to Henry to decide what to do -- let Lily wear the Mark II,
cease testing, or with an enormous [Science 90] check, suggest nightstalkers
as the guinea pigs. Regardless, the default reward is given for all options
and Lily becomes a permanent companion.
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[MQ35] HARD LUCK BLUES
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Client -: Morgan Blake [NCR Sharecropper Farms]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Morgan Blake slain]
Reward -: 100 XP, NCR fame (farm saved), 150 XP (vault dwellers saved)
The sharecroppers' field is found along the Strip's southeast wall, near to
Camp McCarran (south) and the Gun Runners' compound (north). Morgan Blake is
one of the sharecroppers, and asks the player to investigate the shortages
they've been getting. Agreeing to search the pump station begins the quest
properly.
Right east of the farm is the East Pump Station, the destination. There's
little to search 'cept the computer terminal (requires Science 50+) telling
of a radiation leak in the filtration system. The quest marker now points to
Vault 34, located in the mountains nearly due east of there. This place will
be radioactive (as the front door's garbage suggests) so it's not a bad idea
to have some armor that gives rad resistance; or, failing that, some Rad-X
and Rad-Aways. It's also recommended to travel light as there's plenty of
loot to find here.
The quest-marked entrance leading to the vault's front door is prefaced by a
gecko-infested cavern. One soon finds the hideaway's inhabitants are feral
ghoul types and the security guard types have better armor than most, making
this trip a little harder than normal.
This first area of the vault has three tiers, with the destination being the
lowest one -- this is done by stairway access or hopping into the convenient
mid-tier hole. Enemies here (including glowing ones with security vests) tend
to swarm a lot, so bypassing them all for a shortcut can be brutal for low-
-level players. There's two main exits on the lowest floor: the southern one
leads to the reactor/overseer's office (requires key) and the northern goes
to the armory.
A Very Hard terminal near the armory entrance allows one to pump the flooded
east corridor. If one can't hack it, said corridor has a vault technician's
corpse that carries the password. [In the same vein, search the flooded west
corridor to find a security terminal password.] Once it's dry, the lower
impassable door can be entered -- it leads to Security Station A. This is a
very short area with another Very Hard computer; the security terminal pass
listed above can be used to unlock the overseer's door.
Return upstairs and enter the southern door leading to the overseer's office
and reactor. It's not a bad idea to clear out the patrolling forces first
(most are glowing ones) since they all tend to join in when assaulting the
main office, which has a turret, too. [Plus, the inaccessible door across the
hall lets loose reinforcements.] It's possible to sneak-attack the ghoulified
overseer and his turrets, making things easier.
The tunnel 'neath the overseer's desk leads to the radiated sewers, then a
control terminal. There's two ways to complete this quest.
1) Help NCR Sharecropper Farms, as one agreed to do. Open the reactor doors
and, from the terminal within, close the external vents. This action can't
be done from the first terminal.
2) Read the first terminal's SOS log to learn there's human vault dwellers
alive and well, but they're trapped thanks to the lockdown procedure. If
one then chooses to reroute control of the terminal, they'll be saved, but
dooms the sharecroppers.
Picking either option on the main terminal completes the quest.
• Going to the armory is optional, but well worth it -- all that's required
is activating the overseer's terminal to unlock the place. There's a "Guns
and Bullets" skillbook in the dead-end lounge, and the armory stronghold
itself is a treasure trove: a missile launcher, sniper rifles, minigun,
grenade launchers, C-4, marksman and assault carbines, 10mm pistols and
submachine guns...whew! Most are in bad condition, but whatever. The real
finds are the Pulse Gun (inside Very Hard gun case) and unique All-American
assault carbine, found on the overturned table near the room's center. It's
possible the AA gets jostled out of place due to explosions and such, so
picking it up first thing can save a lot of wasted time!
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[OW05] HE CAME...AND WENT
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Client -: Doctor Dala [Think Tank]
Prereq -: Welcome to the Big Empty
Precedes: n/a
Missable: yes [Doctors Dala or Klein slain]
Reward -: 400 XP (LV30)
Asking Dala about her job and titles allows her to learn one's own profession,
which reminds her of another courier she recently met. Inquiring about the
question he asked reveals everyone partitioned it out of their memories; and,
that Klein might have the logs still. [Quest officially starts here.] Ending
the quest is simple as asking Klein about the visitor, revealing he doesn't
remember. Yup, pretty short quest.
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[MQ36] HEARTACHE BY THE NUMBER
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Client -: Rose of Sharon Cassidy [Mojave Outpost]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Cass slain]
Reward -: 500 XP, NCR Infamy, Hand of Vengeance or Calm Heart perk
NOTE: It's possible to get both perks for Cass instead of just one. See the
bottom of this quest for details.
Cass can be found in Mojave Outpost's barracks, the NCR checkpoint itself
being in the far southwest corner of the map. (The landmark statue on its
doorstep can be seen for miles and miles.) Speak with her to learn her
opinions on the NCR, the giant statue, the outpost itself, and all manner of
things. She'll suggest finding work with the Crimson Caravan Company, which
is located right near the Vegas Strip.
Once the location is found in NCR territory, mosey over to the main office
and start Alice McLafferty's "You Can Depend On Me" quest by asking her about
work. After finishing the first delivery, Alice asks the player to meet with
Cass so she can arrange a buyout.
Return to Mojave Outpost and speak to the lady, who's very hesitant about
selling. This can be resolved in a few ways, and some of the options have an
additional tidbit about 'em.
• [Barter 50] - the player adds 750 caps out of one's own pocket
• [Barter 75] - find 12 bottles of whiskey and drink Cass for the contract
• [Speech 50] - do Ranger Jackson's "Can You Find It In Your Heart?" quest
• [Speech 75]
The funnest option is the drinking game, requiring the player to find a dozen
bottles o' whiskey. Bartenders sell that stuff like hotcakes, and the result
always convinces Cass. The Speech 50 check requires one to do Jackson's road
clearance job, which is local and pretty easy. If one already did it, Cass'll
sign without any trouble. The Barter 50 and Speech 75 options are pretty dry
by comparison.
Finishing this segment allows Cass to be a companion, if one asks and there's
a slot open. But, the quest itself doesn't end, despite having no particular
quest markers. Speak to Cass to learn she wishes to visit her caravan's
wreckage, SSE of the Strip, in the expansive pasture country between REPCONN
Headquarters and NCR Sharecropper Farms. [Searching it previously allows one
to tell so, although Cass still wants to see it herself.] Searching the place
gives Cass' permission to take anything that's salvageable.
Try walking away and Cass should mention she's heard of a similar attack, and
wonders if the methodology was the same. This marks Griffin Wares Sacked
Caravan on the NE road leading away from Vegas, right near the old Horowitz
Farmstead. Upon arrival, investigate at the companion's behest -- there's
nothing much here besides a free plasma rifle. Cass will discover a map
marking a third location, though.
Durable Dunn's Sacked Caravan is under the crumbling overpass east of Vegas,
and not too far from where Cass' own wagon was ambushed. After a little
searching, it becomes clear that Crimson Caravan and the Van Graffs have been
in cahoots, putting these merchants out of business. Cass wants to settle
accounts her way, killing the perpetrators -- she can be talked into a more
diplomatic method, though.
• Killing the perpetrators (Gloria Van Graff and Alice McLafferty) won't take
much doing, really. Alice is an old woman in a lightly guarded building;
she won't put up much of a fight. However, Crimson Caravan Company has NCR
affiliations, and killing her -- or the people therein -- will give infamy
to that group. Naturally, "You Can Depend on Me" and "Pressing Matters"
fail if Alice dies.
The Silver Rush has a lot more security, and the doorman (Simon) won't let
anyone inside without confiscating their weapons. However, if one's already
started Gloria's "Birds of a Feather" quest, Simon will think the player's
coming on friendly terms. Simply go inside and kill Gloria, Jean-Baptiste
Cutting and the 4 guards -- this also turns Simon and the outdoor crier
hostile. If one hasn't started "Birds of a Feather," killing Simon to avoid
weapon confiscation is fine, but everyone inside will be hostile upon doing
this. Turning the Van Graffs hostile, or killing the main players, fails
the BOAF quest, too -- but since they're evil, no Freeside infamy!
• Calming Cass into accepting NCR justice requires a little more finesse.
The dirt on Gloria is in the Silver Rush's back room. Pick the Hard door
(or take one of the guards' keys), then pick through a Hard safe to find
the "Letter to Gloria" -- it only spawns during this branch of the mission.
Alternatively, one can hack the Hard computer to disengage the safe's lock.
Alice's self-incrimination is proved in much the same way, by picking her
safe's Average lock to get the "Crimson Caravan-Van Graff Agreement". She
also keeps the safe's key on her person, if y'wanna steal it.
With the evidence in hand, Cass says the only NCR stiff she trusts is ol'
Ranger Jackson back at Mojave Outpost. [His death can fail the mission if
this path is chosen, note.] Turn the evidence into him.
After picking a horse and sticking with it, speak to Cass to finish up. If
one slew Gloria and Alice, our li'l Rose gets the Hand of Vengeance perk,
improving her damage with Guns. Choosing the more peaceful solution earns the
Calm Heart perk, giving her a permanent HP bonus. Given that NCR justice is
mired in bureaucratic red tape, Alice McLafferty retains her position, so
leaving her alive doesn't screw with her "You Can Depend on Me" or "Pressing
Matters" missions. However, the Van Graff clan turns hostile upon completion;
"Birds of a Feather" fails when one gets close enough to the Silver Rush.
• As mentioned above, it's possible to get both Hand of Vengeance and Calm
Heart for Cass. To do this, complete the quest in the peaceful manner for
the latter, then kill Alice and Gloria afterwards, which (surprisingly) can
earn the former. (Cass will wonder why they didn't just do a shootout in the
first place, though.) This option's useful since it allows one time to do
Alice and Gloria's related missions before they're sent to the hereafter.
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[MQ37] HIGH TIMES
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Client -: Julie Farkas [Old Mormon Fort at Freeside]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Julie Farkas slain]
Reward -: 500 XP, Freeside, Followers fame
It's tough being a Follower in a rundown neighborhood, but Julie Farkas has
some ideas on how to improve the community's standard of living. Unfortunately
it requires getting some of the local characters back on their 'A' game.
Asking Julie about Freeside's problems, and how to help the addicts, starts
the quest proper.
The two souls Julie's reaching out to also need the Courier's help. Note that
they don't spawn until this quest. [Helping them also earns Freeside fame.]
• Bill Ronte: This exceptional machinist is finding himself at the bottom of
a bottle, at an abandoned building near the Atomic Wrangler. Ronte reveals
through his dialogue that he's tried to stop drinking Dixon's whiskey, but
there's something odd about it, and he has severe withdrawals each time he
tries to quit. Locate the drug dealer Dixon near Freeside's eastern gate,
and convince him to stop supplying Bill, either through a [Speech 35] check
or paying him 300 caps. Killing him is also a possibility; this gives no
infamy or bad karma.
Inform the alcoholic about Dixon. The player can either pass a [Speech 50]
or deliver the supplies -- 2 Fixer, 2 Rad-Away, Whiskey -- he requests. The
[Science 50] challenge pares the supply list down to 2 Fixer and a Whiskey.
Both items are fairly common commodities, and the Atomic Wrangler will sell
the booze if needed. Curing Bill of his alcoholism relocates him to the
Fort, finishing up his section.
• Jacob Hoff: This brilliant chemist is now wallowing in the depths of his
own addiction, thanks to the Garrets' chems. He can be found in the ruined
building near Mick and Ralph's store. After talking to him, the player'll
have to deal with Dixon -- if this was done in Bill's quest, one can just
inform him of the findings. Passing a [Speech 50] check can solve things in
a single shot, although the normal method is giving Bill 10 Fixer. Passing
the [Science 50] check makes that 1 Fixer, Psycho and Buffout. Jacob will
also relocate to the Fort to get his problem under control.
Return to Julie when done to finish the mission. In addition to the normal
reward, the new helpers allow her to, once a day, give the player a free chem
item (Stimpak, Fixer, Rad-Away). If one fouled up so badly that Jacob AND
Bill were killed, Julie gives no XP or once-a-day deal, and Followers infamy.
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[MQ38] HOW LITTLE WE KNOW
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Client -: Joana [Freeside]
: Col. Moore [Hoover Dam]
: Yes Man [The Tops on the Strip]
: Mr. House [Lucky 38 on the Strip]
Prereq -: Complete "Bye Bye Love"
Precedes: n/a
Missable: Yes [Big Sal, Nero, Cachino, Troike or Clanden slain]
Reward -: 400 XP, Strip fame (bosses eliminated)
: 400 XP, 400 caps, Strip infamy (bosses helped)
This quest can be started a few ways:
- Complete "Bye Bye Love"
- Yes Man during "Wild Card: Side Bets"
- Colonel Moore during "For the Republic, Part 2"
- Mr. House gives during "The House Always Wins IV"
Yes Man, House and the colonel give the quests as part of the main storyline,
depending on which faction one allies with. However, doing "Bye Bye Love" is
the recommended choice, both for how early one can start it and finishing this
quest automatically fails that one.
The mission starts by tracking down Cachino, a low level Omertas lieutenant.
Ask any of the thugs standing around the casino floor; this spawns him and
his quest marker in Brimstone. If one got the mission from Mr. House, Cachino
spawns after milking the receptionist for info; same for Col. Moore, except
one must first speak to Liza O'Malley at the embassy. [As a fun tidbit,
Cachino, once spawned, seeks the player out, as long as one remains detected
and inside Gomorrah.] Mentioning Joana makes him angry enough to exit convo.
One must now collect evidence on the slimeball. Cachino carries with him a
journal that does the trick; simply pickpocket him for it. The alternative's
searching his room -- it's behind a Hard door in the Suites level, guarded
by one thug. The journal is found in his upstairs desk; it counts as theft,
of course.
Confront Cachino with the evidence. He'll offer 100 caps for it, although the
[Barter 60] check can give a 200-cap bonus. The gangster mentions that he's
interested in breaking up what the Omerta bosses (Nero and Big Sal) are
planning, too, but turning the ledger in will mean his death. The player can
pick one of two paths to walk.
1) HELP CACHINO
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Sympathizin' with the tough guy? Sure, let's help 'im out. After returning
his journal as a sign of good faith, he'll want the player's help in ousting
the crooked Omerta bosses. Cachino mentions they've recently been arming
themselves, using two new hands, Troike and Clanden. With the Zoara Club key
in tow, and Cachino's pull letting the guards know one's cool, it's time to
investigate.
• Troike's in Lower Brimstone's restricted lounge. Drop Cachino's name and
let the guy in on the planned coup, learning he wants no part of it while
the Family's blackmailing him. Passing a [Speech 80] check can have one
lie about reporting his smuggling to the NCR; this earns negative karma.
Otherwise, one has to try to negotiate with Big Sal.
If one learned from Cachino that Troike had a run-in with a dead hooker,
one can ask the chemhead about it. Passing the [Medicine 30] check to cast
doubt on his "murder" allows one to investigate further. Upstairs, one can
search a side room with a Very Hard lock to find a dead hooker. [The key to
this room is carried by Clanden, also.] Inspecting her with Medicine 35+ to
learn she was tortured for hours by an experienced killer.
If one can't pass the [Speech 80] check, find Big Sal in Upper Brimstone's
Zoara Club -- he's usually standing around. One can get Troike out from
under Sal's thumb by passing a [Barter 45] or [Speech 53] check, or buying
his 300-cap contract outright. Alternatively, if one picks the Hard safe in
Sal's office, taking the blackmail note foregoes Sal's horse trade. Return
to the chem junkie with the good news.
With Troike's assistance assured, he'll mention the Family is stockpiling
weapons in the basement, and that his pet project (thermite) can burn 'em.
One can pass a [Speech 70] check to have him do the destruction, or the
player can do it. If the former's chosen, leave Gomorrah to make an alibi;
otherwise, Troike gives the player the Thermite and utility room key before
splitting.
If one's doing the legwork, enter the utility room and inspect the 5 large
freight containers to sprinkle the thermite. The light switch outside will
act as the detonator, melting everything inside. Since the footlockers have
some decent weapons (including sniper rifles and an assault carbine), loot
'em before they're turned into slag. If Troike sets the thermite, these'll
get burned up, meaning one has to pick the Very Hard utility door to get
the firearms.
• Clanden is upstairs in the suites, and Cachino doesn't know anything about
his purpose. The "nice guy" will deflect questions about his purpose in the
hotel, too. Great! However, Clanden does carry a key on his person -- this
unlocks the well-hidden safe behind his bedside dresser. Inside, one can
find snuff tapes proving Clanden's a sadistic, murdering deviant.
Confronting Clanden with the evidence makes him a bit angry. One can either
pressure him to leave Vegas forever or, with a [Barter 50] check, convinces
him to pay 200 caps as well. Refusing to hand over the tapes turns Clanden
hostile, forcing one to kill him. Optionally, one can show Cachino the
evidence before the confrontation, but it changes nothing, really. Same
goes for killing Clanden after paying him off.
The next step can be done once the guns are destroyed OR Clanden is out of
the picture (including his death). Cachino suggests moving to the next stage,
killing Nero and Big Sal. He also mentions Troike sold the player out before
he died, supposing one had him set the thermite. Even if one tries to put it
off, Cachino relocates to Nero's office next-door to Sal's. Upon entering, the
door is automatically sealed until the event ends (or the key is pickpocketed
from Sal), and Cachino gives 3 Stimpaks, a Sawed-Off Shotgun and thirty 12
Gauge Magnum rounds. I suggest making an alternate save before going in,
because some times the two bosses turn hostile immediately.
Sit on the couch to begin the meeting. Sal will come out and say that he
knows about the player's actions; after, passing a [Speech 80] check has him
reveal the grand scheme. Normally, the ensuing battle will have Cachino and
the player against the two bosses (armed with sawed-off shotgun and assault
carbine, respecitively). However, by passing the Speech 80 check, one can make
Sal think Nero's double-crossing him. This causes Nero to die right at the
battle's start, making it substantially easier. The quest ends when both the
bosses are slain. Talk to Cachino afterwards to get 50 Gomorrah chips.
2) TURN IN CACHINO
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The bosses aren't found on the main floor, rather the Zoara Club overlooking
the main casino. In upper Brimstone, speak to the door guard and tell him
one's got business with the bigwigs. One can divulge what the business is
about, or pass a [Speech 50] check to intimidate him into letting one up.
Locate Nero or Big Sal (latter's quest-marked and easiest to find) to start
the Cachino discussion. One can get 100 caps for the trouble or double the
amount with a [Barter 55] check. Turning the double-dealing lieutenant will
begin a meeting in Big Sal's office, which one is to attend across the hall.
[Sometimes Big Sal gets caught on his chair; sitting there and exiting should
fix it.]
After, speak with Sal about his "big plan" to learn he wants the player in
on the action. Troike and Clanden need help and since one's stepping into
Cachino's former role, it's one's job to supervise their part. Sal doesn't
let on what the plan ("Racket") entails, so it's time to get to work. Getting
this far makes one considered "family," earning access to Lower Brimstone's
restricted parts...but still doesn't skip the greeter's confiscations...
• Troike is found in a restricted lounge. After announcing oneself as Sal's
go-between, he'll say his last shipment of smuggled guns was nicked by
Fiends. Agree to get 'em back; this marks a gang encampment far west of
the Strip, a stone's throw west of the Sunset Sarsaparilla Headquarters.
There's only a couple Fiends there and, like all of their sort, they're
lightly armored and only moderately equipped (on a good day!). Snatch the
weapons shipment nearby -- gives no karma loss when taken -- and bring it
back to calm Troike's troubled mind.
• Clanden's up in the suites. When pressed, he'll say he needs to acquire
explosives that'll kill quickly in a short timeframe. Passing a [Science 60]
check suggests he use a chlorine-based nerve gas; he also mentions he'll
do this regardless. To find a Container of Chlorine, one can either (1) buy
it from Ralph of Mick & Ralph's store in Freeside (2) in the Ultra-Luxe
resort casino; in a Easy-locked supply closet behind the reception desk.
Only one dose is needed.
With both jobs complete, return to Sal to finish up. If one earlier spoke to
Mick (of Mick & Ralph's) about why the Omertas didn't buy from him anymore,
one can make Sal reconsider with a [Speech 50] check. Conveying this to Mick
earns some Freeside fame and the Pimp-Boy 3 Billion, a jazzy alternate skin
to the Pip-Boy. One can switch between that and the original by talking with
Mick. NOTE: The only way to get the PB3B is by completing the quest in favor
of the Omerta bosses.
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[MQ39] I COULD MAKE YOU CARE
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Client -: Veronica [wherever player is]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Veronica slain or Brotherhood of Steel Bunker destroyed]
Reward -: 1000 XP, Causeless Rebel or Bonds of Steel perk
Veronica is located at the 188 Trading Post, at the intersection of Highway
93 and Highway 95 -- this is roughly west of Hoover Dam and north of Novac.
Speak to the hooded lady and answer her questions; when she mentions seeing
the Brotherhood of Steel, pass the [INT 6] check or pick any non-belligerent
choice to make her joinable. [Picking "Yeah, I shoot them on sight" or the
"you should turn them in" choice makes her permanently unselectable.]
Like many companions, Veronica's quest appears by encountering how certain
groups are surviving the Mojave, making her reflect on her own "family". She
must be present for these to count towards her quest, naturally, and says
her responses aloud. [One may have to wait a short period before she coughs
up the remarks, though.]
• [Camp McCarran] Enter the main terminal building, and Veronica should talk
about the NCR's troop numbers and the BoS' inability to hold HELIOS One.
• [Camp McCarran] Speak to Thomas Hildern; Veronica may talk about the NCR
leaving the BoS in the dust by investing in new research.
• [Casa Madrid Apartments] Found in Westside, the tiny suburb northwest of
the Strip. Speak to Tom Anderson inside; Veronica should comment on how
his cause is just without resources, but the BoS' is nearly a lost cause
despite their plentiful resources.
• [Cottonwood Cove] Located in the SE area, along the Colorado River. Just
visiting should have her comment on the Legion: "just ordinary guys with
knives and bullets taking over Nevada". This can also play if one visits
Cottonwood Overlook, which is apparently close enough for the trigger.
• [Nellis Air Force Base] This is the Boomers' hangout in the NE extremity
of the map. Once one makes it through the howitzer fire and earns the right
to wander 'round the base -- "Volare!" starts regardless of one's pledge to
assist -- make for the museum. Have Pete show the Boomers' history mural;
after, Veronica draws equivalency to another group of technology-hording
shut-ins she knows... [This option is great, too, since, without shelling
outside Nellis, one can locate the BoS paladin corpse. Veronica can wear
the found power armor, making her even more of a powerhouse!]
• [Nelson] Same comment as Cottonwood Cove. One may need to wander into town
a ways to coax the remark out of her. If one already heard this at the Cove
above, it isn't repeated and won't count toward her "unlock" total. Vice
versa is true, also.
• [Old Mormon Fort] This is found in Freeside, and has both an east and south
gate at the Strip's NE area. Speaking to Julie Farkas may have Veronica
note their selfless goals are impressive.
• [REPCONN Test Site] A ghoul-infested place located west of Novac. Meeting
with Jason Bright in the upper labs, and asking him about the Great Journey,
has Roni mention the dream reminds her of an old mentor. [The quest "Come
Fly With Me" begins just by entering the facility, regardless of whether
Manny Vargas in Novac assigned it.]
• [Silver Rush] This is the Van Graffs' Freeside energy weapon store. Speak
to Gloria; after, Veronica comments on their wide selection and how the BoS
dropped the ball on hording 'em.
• [Vault 3] Approach the exterior entrance; Veronica notes how the Fiends're
providing to be a nuisance even without high-tech weaponry or power armor.
After three or so events are done, it'll trigger Veronica's new conversation
about wanting to return to her BoS bunker in Hidden Valley. The dialogue
trigger remains in her options if one downplays her request or says there's
no time. Agreeing to revisit her home adds the quest officially and marks the
destination on the map.
Hidden Valley is in a westerly path from Goodsprings, and a dead-end highway
goes right up to its south entrance. The place itself is an arid, fenced-in
zone filled with bark scorpions; during the night, a massive sandstorm damps
visibility. Veronica's bunker is closest to the western fence, and once at
the gate, she'll use her special connections to get one inside. Onward!
• That helpful BoS scribe also cuts off the "prove your loyalty" portion of
Elder McNamara's "Still in the Dark" quest, which someone may not want to
do. If that's the case, gain access to the bunker without Veronica's help.
See the sidequest section for more details.
With Veronica in tow, the destination is McNamara's office in Level 2. Roni
will have a conversation with the Elder about the BoS future, but it doesn't
end well. She suggests finding an indisputable sign the Brotherhood's on the
wrong track. Elijah, the previous elder, had a terminal he'd use to message
Veronica, and there may still be some clues left there.
One may find the terminal at an unmarked shack near Gibson Scrap Yard, which
is roughly north of Novac. Download the research notes to learn ol' Elijah
had three entries that would prove the BoS' misguided priorities. The player
has to decide then and there which one to pursue:
• PULSE GUN: Elijah's notes suggest digging around Nellis AFB's files to
locate the gun's whereabouts. In Mother Pearl's quarters is a cabinet,
containing a key to the pulse gun's container and an invoice that details
its current location: Vault 34. It's located south of Nellis, east of Vegas
and NW of Camp Golf. [See the overlapping "Hard Luck Blues" sidequest for
full details.]
To make a long story short, one must unlock the armory from the overseer's
terminal, which itself has a few other requirements. No big shortcut like
in some other vaults! This place is also radioactive and has tons of ghoul
types, so it's no cakewalk either. In any case, once one gets into the
vault, the gun is found in a Very Hard (Lockpick 100) chest -- but that
key found at Nellis opens 'er right up. The unique All-American assault
rifle is also found within.
• RANGEFINDER: Veronica mentions that Miguel's Pawn Shop at Westside might
provide a clue; another lead is a place on the Strip. [This requires going
to Freeside and passing inspection, either by having 2000+ caps on hand or
having Ralph of "Mick & Ralph's" forge a passport. Science 80+ can also get
one through.] At the Vault 21 Gift Shop, Sarah Weintraub will say she sold
the antique to a nervous-looking man, who was probably directed to the old
building across from "Mick & Ralph's" in Freeside. Find the man's corpse
before asking around -- a vagrant will direct the player toward the nearby
children with a [STR 7] check or 10 caps. Locate Max to find he's using a
"toy" gun for his game: it can be bought for 1000 caps or, with [Barter 45],
only twenty. This can also be pickpocketed, the best time for which is when
he sleeps. [Getting this without doing the clue-following part is fine.]
But, that's only one part. The player must also get HELIOS One in working
order during "That Lucky Old Sun". [See that quest for more details.] The
gist is getting the plant working with power redirected to the Archimedes
II satellite, which Euclid's C-Finder controls. Killing the NCR soldiers
via a test firing is purely optional, though, and doesn't affect Veronica's
quest (doing it gives NCR infamy, though).
• FARMING TECHNOLOGY: One is directed to the OSI branch at Camp McCarran, the
NCR stronghold south of the Vegas Strip. Speak to Thomas Hildern to start
his "There Stands the Grass" quest which overlaps with this segment of the
mission. [See that quest for details, too.] The goal is to make it to Level
5's mainframe: this requires Lockpick 75 or using the Level 4 overseer's
computer. No hacking needed to download the data, luckily.
Return the vault data, Pulse Gun or Euclid's C-Finder to the Elder and...he
still won't listen. Veronica's pretty crest-fallen over it, and comes to a
crossroads: stay with her dying clan or desert them for something better.
Letting her choose will pick the former. Once the decision's made, exit the
bunker to find the unhappy paladins from before.
EXILE
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A [Speech 95] check convinces them to back down, and mentioning that Roni is
leaving the Brotherhood does the same thing. [In fact, none of the dialogue
options invoke hostilities. It's possible to kill these guys without messing
up this quest; I've done it myself.] Resolve the event without bloodshed and
Veronica will find piece in exile, and want to visit a Followers setup near
her ol' scavenging grounds -- it's NW of the 188 Trading Post, along the
railroad tracks.
Ask Alvarez if Veronica can join up; she'll recommend waiting until Dr.
Schiller arrives. Wait outside for 24 hours and reenter, only to find four
snooty paladins slew everyone. [These are the same ones as at Hidden Valley,
appearing in spite of dying since the game apparently didn't mean for one to
fast-travel away to avoid their own exit.] After a conversation, they turn
hostile and must be dispatched. This can be a tough fight since all paladins
focus on the player; if one can survive long enough, Veronica can beat them
down. Weapons that deal extra damage to power armor wearers (zap gloves,
pulse ammo, etc.) help. There's no rep loss for the paladins' deaths.
STAY
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Like above, a [Speech 95] check can defuse the tension...but all other picks
will result in a bloodbath. Note that, if one can't pass the Speech 95 check,
it's possible to fast travel away before conversation is initiated. If done,
the paladins will wait out front and accost the player next time they're
approach. This band-aid maneuver gives time to boost Speech, etc. There's no
faction loss for killing these members either.
---
Killing the paladins at the Followers' Outpost gives the "Causeless Rebel"
perk, boosts Veronica's unarmed attack rate. Convincing her to stick with the
misguided robo-soldiers gives the "Bonds of Steel" perk instead, giving a big
DT boost. This bunker is visited in most major questlines, so this quest'll
never completely lock the player out. However, by choosing exile, Veronica'll
never set foot back inside, choosing to remain at the upper door instead.
Personally, I like the "exile" path since one can get tons of BoS loot, plus
duplicates (especially if one kills the Hidden Valley accosters first). The
faster attack speed is a good bonus too, since Veronica can inherently wear
power armor -- schwing!
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[MQ40] I DON'T HURT ANYMORE
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Client -: Lieutenant Gorobets [Camp McCarran]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Any 1st Recon member or Dr. Usunagi slain]
Reward -: 250 XP, NCR fame, Karma+
Camp McCarran, the Mojave's main NCR base, is located SW of the Vegas Strip,
in the remains of an old airport. It's heavily fortified, making it quite easy
to find. The old parking lot is where 1st Recon's squad (Corporal Sterling,
Lieutenant Gorobets, 10 of Spades, Corporal Betsy, Sergeant Bitter-Root) can
be found most of the day.
Talking with Gorobets about his troubles reveals that Corporal Betsy was
ambushed and raped by Cook-Cook, one of the Fiends' leaders. She made it back
okay, but her behavior since the traumatic experience is getting worse. One
can agree to help, officially adding the quest.
Betsy, when asked, is immediately opposed to the idea of getting help. With a</pre><pre id="faqspan-9">
[Medicine 40] or [Speech 60] check, she can be convinced to visit Dr. Usunagi,
the doctor at New Vegas Medical Clinic -- it's located near the Strip's NE
Freeside entrance, not too far from the Crimson Caravan's compound. If one
can't convince Betsy to get help on the first try, asking the other 1st Recon
snipers (10 of Spades, Bitter-Root, Sterling) opens up a new option that'll
do the trick.
Report the good news to Gorobets, then make for Usunagi's clinic. The mission
completes once she agrees to take Betsy on.
This is the companion quest of Boone, the former sniper now living in Novac, a
town along Highway 95. To recruit him, find him during the nighttime watch
in the dinosaur statue and complete his "One For My Baby" quest successfully.
[For specifics, see that quest's section.]
Like Arcade Gannon, before he gives his quest, he'll needs to warm up to the
player -- this is done by having him participate in certain Legion- or NCR-
-related missions (his former prey and employer, respectively), especially
ones that favor violent ends to his long-standing rivals. Not all of the
conversations are initiated by Boone, though.
• [Camp McCarran] Kill Silus, a legionary held captive in the main terminal.
This is part of an unmarked quest where one can interrogate him (at Hsu
and Lt. Boyd's bequest) to get information. Silus' cell is locked after one
finishes normally, so one may have to kill him and forego the rewards.
• [Camp McCarran] Silus gives information on a spy, so it's no big surprise
the related "I Put a Spell On You" quest applies to Boone, too. Outing and
killing the spy, as well as preventing the monorail bomb from detonating,
both count toward Boone's quest. [Boone has no comment about either.]
• [Cottonwood Cove] Destroy the legionary presence here. Boone will actually
stop the player on the camp's outskirts, notifying one of what's ahead, and
that he'll kill any enemy he sees there -- a player can agree with him,
pick not to go there yet, or part ways. [According to the Vault wiki, the
carnage here doesn't count toward opening Boone's quest 'less it's done
during the "Eye for an Eye" quest.] If completed right, Boone will comment
on wishing there were more enemies to kill.
• [Nelson] During "Back in Your Own Backyard," either perform mercy killings
on the crucified NCR troopers, or save them all -- the latter is suggested
by Boone. [Like Cottonwood Cove, Boone gives forewarning about approaching
the town, and his intentions to slay any legionaries.] The sniper expresses
exasperation at killing the troopers, or quiet gratitude at recognizing
mercy killing was a last resort. [An extra conversation talks about how
these put-down situations are expected of NCR snipers.]
• [The Fort] Kill Caesar himself. One must have gotten an invitation from
the leader (after "Ring-a-Ding-Ding!") in order to use the Cottonwood Cove
raft. Boone will comment on the journey probably being the last one they
take, and after the deed's done, he'll mention killing Caesar on his own
turf sends a strong message.
• [Legion Raid Camp] Save the Powder Ganger captives during "Booted". Boone
has to be with for this to count, and after, will express happiness at
meting out well-deserved justice. [An extra conversation shows frustation
at slavers encroaching on NCR turf.]
• [Various] Kill Vulpes Inculta, Caesar's greatest weasel...err, frumentarius.
He can be found at Nelson during the first visit there; the Vegas Strip, in
a mandatory post-"Ring-a-Ding-Ding!" scene; and the Fort, where he'll stay
from then on. It's possible to sneak attack him at Nelson after he spawns,
but it's the Vegas scenario that works best -- there's no helpers and his
demise turns no one hostile. [Boone has no conversation about this.]
If one's already done all his related sidequests (without him), and only has
Vulpes/Silus/Caesar to kill, that won't be enough to trigger his quest, note.
So, once one's done 3-5 of the above items, one can get a conversation from
Boone about revisiting Bitter Springs. [One must first have pressed him about
doing this in his dialogue, to which he'll be hesitant. The dialogue option
opens after learning 1st Recon was deployed there, either from Novac's Manny
Vargas or Camp McCarran's Sgt. Bitter-Root -- the latter requires a Speech
30 check, though.] Agreeing to go finally adds the quest properly, although
politely declining lets the option remain in his dialogue. If one rudely
declines and makes Boone leave the party, the ex-sniper will make his way
to Bitter Springs and stand near the entrance sign. [This takes 1-2 days to
occur.]
Step one is going to Bitter Springs, which is in the NE part of the map. If
one finds Callville Bay on Lake Mead's north shore, going straight north'll
lead to the refugee camp. Once there, he weaves a historical portrait of his
deployment, mentioning Coyote Tail Ridge was where his band was set up --
it's a straight shot around the west ridge, and the next destination. Climb
the craggy slope to learn about his shoot on sight orders, and he'll suggest
staying the night (agree).
The next morning, talk to him to learn he's spotted a Legion raiding party
that's coming toward Bitter Springs. Perhaps to make amends, he's chosen to
stay despite their size, and wonders about the player's intentions. Agreeing
to stay starts the main event; abandoning him (he leaves party) fails this
quest.
Pledging to help starts the slavers' three-stage assault immediately. [To
avoid catching the first wave late, it's recommended to visit Bitter Springs
before kickstarting the event; doing it at Coyote Tail Ridge is silly.] There
is unavoidable Legion infamy for each kill, also. Wave overview:
1) Prime Legionary (3): They approach from the southern entrance and can be
spotted a mile away. If one began the event at Coyote Tail, though, by
the time one reaches Bitter Springs they'll have already infiltrated. The
enemies usually carry weapons like hunting rifles.
2) Prime Legionary (3), Mongrel (3), Vexillarius: same approach strategy as
before, just with more bodies.
3) Prime Legionary (4), Mongrel (3): A final pincer attack, with the human
contingent having a SW approach and the mutts from the east. They'll both
converge around the camp's center, but the dogs are a bit faster so it's
not quite synchronized.
The attack isn't too rough for a well-stocked player, but it still helps to
have a pre-event save in case Lt. Markland or Sgt. Gilles perishes (which
can fail a crapload of quests: Climb Ev'ry Mountain; No, Not Much; Bitter
Springs Infirmary Blues). Most enemies will gun for the player, Boone and
stray refugees, though.
Boone will initiate conversation after baptizing the camp in a new, glorious
slaughter. The final reply one gives determines Boone's reward:
- "You can't take back what you've done" -> 1st Recon Survival Armor
- "Get over it. It's war. People die." ---> 1st Recon Assault Armor
The armor doesn't count against Boone's carrying capacity, and is unique to
him, meaning it can't be looted from his inventory (it basically overrides
his default armor). Personally, I'd say the assault armor looks better...
The Powder Gangers' stronghold is the old penitentiary, a ways southeast of
Goodsprings and NE of Primm. To get inside, speak with the gate guard, Dawes,
and ask about entering -- he'll demand 100 caps for the privelege. [One can
also pickpocket his visitor center's key to avoid this. Wearing a Powder
Ganger disguise earns a special comment about it not fooling him.] Dawes did
mention that Eddie, the prison's new "warden," is in the old office building,
so that's the next stop. Ask the man himself about work -- and agree to it --
to start the quest.
1) Eliminate upstart
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So, Chavez, one of the underlings, has started his own crew, knocking off
caravans and evading Eddie's grasp. His last known position was at the camp
south of the prison and, surprisingly, he's still there! His hostility makes
confrontation inevitable, unless one passes the [Speech 30] check, which has
him give up his pursuits. Despite being Powder Gangers, there's no infamy for
slaying 'em.
2) Eliminate sketchy trader
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Deliver the good news to Eddie (Powder Ganger fame) to get a second task:
investigate the odd merchant hanging around the prison, and either shake him
down or rub him out. The destination is Jean Sky Diving, a small shack NW of
the prison; or, at the intersection one arrives at by taking the Goodsprings
highway south. Trying to get some coin out of him will cause a shootout, but
a [Speech 30] or [INT 6] check will see the bounty hunter for what he really
is, and defuse the situation without bloodshed. The guy does carry some good
stuff, though, so new players may want to nix 'im. [The other Powder Gangers
nearby probably won't assist, note.]
3) Uncover NCR's plans
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Resolve the situation and return to Eddie, earning another helpin' of Powder
Ganger fame. The final task sends one down the nearby highway to Primm, part
of which is an NCR encampment. Eddie thinks they're planning something, and
wants to know what -- the locals might have a clue.
To uncover the NCR's plans, either:
• Speak to Johnson Nash, either at the Vikki & Vance Casino or the next-door
Mojave Express station. A 100-cap payoff works, although it can be mitigated
to 20 with a [Barter 30] check, or even free with a [Speech 30] check.
• Locate Lt. Hayes in his westside military tent, and pickpocket his orders.
If questioned, he won't give any information, so this is the only option.
Once one learns the NCR's amassing troops for a takeback operation, it's time
to decide the course of action.
1) INFORM EDDIE: Doing this ends the quest, with the option of participating
in the raid. [The heads-up won't really give an edge, though some isolated
groups may survive longer than normal.] The NCR is hostile to the player,
although one can avoid damaging one's NCR rep by simply not killing any
of the attackers. If one is 'hidden' and puts on an NCR disguise, they'll
quit being hostile, also.
2) BETRAY EDDIE: Uncovering the operation opens a new line of dialogue with
Hayes, where one can pledge assistance -- one will then be sent toward a
staging area about halfway between the NCRCF and Powder Ganger Camp South.
Rendezvous with Sgt. Lee to learn the goal is Eddie's elimination; this
starts the event, with a hole blown in the fence.
All Powder Gangers will be hostile at this point, although one's faction
rep won't change unless one is caught participating in the killing. That
means, one can simply let the NCR batallion pave the way to the admin
building's doorstep. When Eddie dies, the mission ends. The infamy gained
from this result isn't enough to drop one a rank, though, assuming one's
at true neutrality.
The ensuing carnage leaves a lot of bodies, so make sure to loot 'em -- the
watchtower guards typically have varmint rifles, while the NCR troops carry
service rifles.
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[MQ43] I HEAR YOU KNOCKING
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Client -: Lucius [The Fort]
Prereq -: Start "Render Unto Caesar"
Precedes: n/a
Missable: Yes [Lucius slain or Caesar questline broken]
Reward -: 100 XP, Legion fame
The first time Caesar's fort can be visited is during "Render Unto Caesar,"
which itself is possible by finishing "Ring-a-Ding-Ding!" in the main quest.
After traveling to Cottonwood Cove along the Colorado's banks and visiting
the fort's hilltop retreat, one can find the praetorian guard's leader near
Caesar himself.
Lucius, when asked, comments that a trader recently salvaged a howitzer from
Arizona, and while the Legion wishes to use it, it's in disrepair. Apparently
the Boomers may have a spare firing mechanism, making Nellis Air Force Base
(Mojave's NE area) the next stop. While one can start the mission during the
Fort's first visit, although the Platinum Chip will be confiscated on the
way out supposing one hasn't visited the bunker.
When the chance arises, travel to the AFB. Newcomers to Nellis have the
dreaded task of surviving the mortar onslaught used to drive enemies away --
a very effective way of dissuading, judging by how few people have ever come
there! Near the entry road, by Fields' Shack, is a man named George who for
300 caps, or 200 with [Barter 40], gives a note on correct timing. Despite
the help, a nice supply of stimpaks helps.
To wander freely in the Boomers' environment, one must first reach the base's
front gate, and after a few scenes, talk with Mother Pearl to start "Volare!".
Asking her about the mechanism notes that there may be one in the workshop
nearby. This may depend on Boomer reputation, though -- in that case, one can
visit the place (quanset along west fence) and take it from a gun cabinet.
If one hasn't gotten permission, though, it's considered stealing.
Finish by installing the mechanism oneself (gun is next to Caesar's tent)
and then talking to Lucius. [Oddly enough, if one obtains the mechanism
prior to Lucius' quest, it can't be installed until the quest's given...]
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[MQ44] I PUT A SPELL ON YOU
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Client -: Colonel Hsu [Camp McCarran] or Vulpes Inculta [The Fort]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Hsu is slain]
Reward -: 350/500 XP, 150/250 caps, NCR Fame [NCR Path]
: 500 XP, 150 caps, Legion fame [Legion Path]
This quest can be given from two people, and whichever person gives it will
decide which faction one is expected to assist. Note that Vulpes will only
give this at Caesar's fort if one did "The Finger of Suspicion" and learned
Martina was in contact with McCarran.
1) NCR WALKTHROUGH [HSU]
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Camp McCarran is a massive airport on the Strip's southwestern outskirts, now
functioning as NCR's main Mojave base. Hsu can be found just inside the main
building, and after inquiring about his troubles, the player can ask to help
quash the intel leaks. Captain Ronald Curtis is helming the investigation,
and will send the player in Lieutenant Boyd and Sergeant Contreras' direction.
Boyd is upstairs, watching over a captured legionary in the interrogation
room. She can list several suspicious things of note, but the pertinent one
is the break-ins -- someone's been using an access code to enter late at
night. The lieutenant will even give the tower's entry key when asked. The
sergeant (found in the shack between concourse and outer yard) doesn't have
anything to say regarding this quest...oh well.
That leaves the control tower bit as the only clue. If you hide near the
tower's entrance, at around 1:00 AM, Curtis will approach. If he sees you,
he'll ask what you're doing there -- mentioning the tower lead, or failing
the [Speech 50] check, causes him to leave the premises. Otherwise, he'll
head to the tower. Also, if Curtis sees you and you then hide, he probably
won't go in either.
Follow him in and eavesdrop on his Legion report, which reveals that there's
a bomb on the monorail and it's set to detonate shortly. If you reveal your
position to Curtis (or should I say "Picus"), then the dialogue options'll
only make him hostile. It's possible to just leave if you want him alive,
although his death can contribute to the "Against All Tyrants" GRA challenge.
though. Note that the monorail portion is at the end of his message, and
prematurely springing the tower trap will cut that part off -- in short, the
player doesn't learn about the upcoming disaster.
Hotfoot it to the monorail platform, located in the main terminal's upper
east side (above Hsu's lower room, generally). Once there, locate the slot-
-shaped vent housing the explosive and defuse it. This requires Explosives 35
or Science 45, although if you got the activation code from Curtis (either by
killing him or pickpocketing earlier), that can be used as a substitute. THE
MONORAIL WILL ALWAYS BE DESTROYED if you reported to Hsu first after learning
about the upcoming disaster; or, if you dealt with Curtis before the radio
transmission revealed the monorail was the target.
The final step is reporting to Colonel Hsu. The reward he gives doesn't
depend on Curtis' wellbeing, but the monorail's status. If it's destroyed,
the player gets a diminished 350 XP/150c reward; if it's intact, 500 XP and
250c instead.
NOTE: Completing this quest also allows one to have Hsu send aid to Bitter
Springs as part of the "No, Not Much" quest (only needed if your NCR
standing isn't Liked or above).
2) LEGION WALKTHROUGH [INCULTA]
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With foreknowledge about the spy, one's first job at McCarran is to speak
to Curtis, who reveals his plan: blowing up the monorail to weaken the NCR
supply line. And, to cast suspicion off himself, he'll have the Courier plant
the explosives. The bomb and incriminating documents have been left in the
garbage can near the ticketing terminal, and Curtis recommends planting the
device at 900 or 1800 hours (guard change). The patsy, Private Crenshaw, is
a problem child and has been relocated to south tarmac guard duty. Curtis
suggests killing him before planting the evidence in his locker.
After the briefing, officially agree to help Colonel Hsu with the intel leak
problem.
That can be a lot of info to take in. Here's the correct method:
• Offer one's services to Colonel Hsu. Make sure to do all Curtis' dialogue
first before this part; otherwise, it might start the quest as if one had
gotten it from Hsu, and we don't want to do that.
• Go pick up the explosives -- they're in a garbage can near the eastern
staircase. This container is inaccessible until one tells Curtis (during
dialogue) that one'll go pick it up. Take the components (Abraxo Cleaner,
Conductor, Explosive Charge, Fission Battery, Wonderglue) and Monorail
Sabotage Plans. [If one takes these before getting Hsu's help, checking
the empty can again should clear this objective.]
• Wait for the guard change at 9 AM or 6 PM. Get too close to their position
and they'll open fire, including during their exit as the shift ends.
• Enter the monorail and place the explosive charge in the small vent near
the door -- just inspect it to do so. The train will almost immediately
start leaving, so get off quickly or one'll be detonated along with it.
• Visit the concourse and locate Private Crenshaw's footlocker, which won't
be marked as such until this time. Place the bomb-making components and
the sabotage plans inside.
• Locate Davey Crenshaw on the south tarmac. One can initiate conversation
with him first, learning about his puckish pranks, and there's two unique
'attack' trigger that turn him hostile. Depending on where he is, though,
watchtower guards may help out though (this shouldn't affect quest). The
easier way is just sniping him stealthily.
With the pieces in place, report to Hsu. Davey can be blamed by picking the
plain Speech option that mentions "frumentarius," or by reporting the staged
contents of his footlocker (assuming one did it). The hearsay confession in
the other Speech option, or the bottom of the 4 replies, won't be good
enough. Convincing Hsu earns 100 caps for the trouble. [There's also a funny
option to turn Hsu hostile before trying to pin anything on Davey. Note that
Hsu is involved in several quests, including "No, Not Much" which fails on
his death. Plenty of troopers may also be hostile afterwards, including
Curtis.]
Report back to Curtis. Informing him of Hsu's death gives Legion infamy and
fails the quest. All other options, including ones that don't provide caps
from Hsu, complete the quest normally. [Vulpes Inculta briefly mentions the
successful bombing in his dialogue, too, but that's the only reward from
him...]
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[OW06] INFLUENCING PEOPLE
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Client -: n/a
Prereq -: All My Friends Have Off Switches
Precedes: Field Research
Missable: no
Reward -: 400 XP (LV37)
So you found recovered and reinstalled all ten Sink personalities? What, you
think you're done? Get ready for round two, son! There's several auxiliary
upgrades to locate -- these pertain to functionality, rather than just the
Sink's personalities.
_
|_| AUXILIARY RECHARGER CHIP [Big MT West Tunnel] - Located at the railroad's
west end; the tracks look like an enclosed dotted line on the map. The
tape's found on an interior shelf, next to a duffel bag. The area is
guarded by wimpy protectrons.
Like a few other mods, this allows the LAER to recycle every fourth shot,
making it "free" in a sense.
_
|_| BOOK CHUTE UPGRADE: MULCHING [Little Yangtze] - The Big MT prison is in
the hills NW of the dome, although one need only enter the SE watchtower
to find this upgrade (near coffeemaker).
Never had much use for this myself, but I believe it allows the book chute
to scrap garbage (like clipboards) and make components out of it, similar to
how Muggy breaks down dinnerware.
_
|_| COSMETIC ENHANCEMENTS [Y-17 Medical Facility] - This will have already
been located in the SE in the previous quest. The Auto-Doc upgrade's on
a mid-level catwalk shelf.
Enables the Sink auto-doc to give cosmetic surgery -- basically, rechoosing
facial features like one did at Doc Mitchell's house hours earlier.
_
|_| HAIR STYLING ENHANCEMENTS [Signal Hills Transmitter] - Located NE of the
main dome, in the black-rock hills past the railroad tracks. The upgrade
is within the cement shack, next to a typewriter.
This allows the Sink auto-doc to give haircuts, essentially like choosing a
hairstyle at the game's beginning.
_
|_| IMPLANT C-13 [Y-17 Medical Facility] - Same as the Cosmetic Enhancements,
only on a ground-level desk.
_
|_| IMPLANT M-5 [Z-14 Pepsinae DNA Splicing Lab] - Due east of the main dome,
near the Securitron De-Construction Plant. Like the Crotalus lab, this is
a bunker dedicated to cazadors, and the unique 'Specimen 73' enemy can
be found here. The holotape is in 73's surgery room, on a table.
_
|_| IMPLANT Y-3 [Z-9 Crotalus DNA Preservation Lab] - East of the main dome,
generally between the main east road and the NE railroad tracks. The tape
is found in the underground bunker's operation room, on a surgery table.
The unique nightstalker Shadis is also here.
_
|_| IMPLANT Y-7 [X-13 Research Facility] - This high-tech building's found
due east of the main dome, at road's end. The mod in question is located
in the stealth testing lab, and can be downloaded from one of the upper
technician terminals. Note: to enter said lab, one must first don the
Stealth Suit Mk II, obtained by finding 3 prototype parts in the nearby
anterooms.
The four implants can be purchased from the Auto-Doc for a tidy sum: the
lowest (C-13) gives +10% cazador damage for 8000 caps; the most expensive
(Y-7) gives a bonus HP/AP regen effect from food for 20000 caps.
_
|_| K9000 - MENTAT CHOW [X-13 Research Facility] - Same situation as Implant
Y-7, only on a different computer.
_
|_| K9000 - RESLA COIL [X-13 Research Facility] - Same situation as Implant
Y-7, only on a different computer.
The two K9000 mods apply to the Cyberdog gun. There are downsides, though,
namely that they're removed if one upgrades to FIDO. There are only two
Cyberdog guns in the game, although one is contingent on passing an early
speech check. This can throw a wrench in the plans of those trying to have
one of every weapon.
_
|_| MOOD LIGHTS [Saturnine Alloy Research Facility] - Found SW of the dome,
between Z-43 Innovative Toxins Plant (north) and X-7a "Left Field"
Artillery Launch (south). This can be found near the start, in a shelf
on the main factory floor. Several crazed Mr. Handys are here.
Mood Lights are accessed via either light switch, and give a special 12-hour
rest bonus: +2 CHA, +5 Barter, +5 Speech.
_
|_| MUGGY UPGRADE: PARTS PRODUCTION [Securitron De-Construction Plant] - The
large building near the NE boundary, not too far from the Z-14 Pepsinae
DNA Splicing Lab and Waste Disintegration Platform. The holotape is on
the person of '010011110110111001100101', a unique (berserk) securitron
with rapid-fire missile capabilities.
This allows Muggy to make spare parts for the player. Once per day, one can
obtain: 50 Energy Cells, 50 Microfusion Cells and 5 Scrap Electronics.
_
|_| PRISMATIC LENS [Signal Hills Transmitter] - Same location as the Hair
Styling Enhancements. This item isn't inside the small building, though
-- it's on top of it! One must climb the tiny peak alongside it and leap
down. [One of Elijah's Advanced LAERs and a Torn Journal Page are here.]
This LAER mod drastically increases damage (+30%).
_
|_| SMART LIGHTS [X-12 Research Center] - At the facility's bottom, near an
old projector. This is one of the few items that can't be picked up at
once, instead requiring one have a Sonic Emitter capable of destroying
forcefields. This is accomplished at the eastern X-8 Research Center. See
"X-8 Data Retrieval Test" for more info. [Note that the lower facility
also contains a unique Trauma Override Harness enemy equipped with its
own K9000 Cyberdog Gun.]
Smart Lights are accessed via either light switch, and give a special 12-hour
rest bonus: +2 INT, +5 Repair, +5 Science.
The quest marks these in "batches":
1) LAER and K9000 upgrades
2) All (6) Auto-Doc upgrades
3) Light Switches and Muggy upgrades
Ghost has a perch at Mojave Outpost, an NCR checkpoint in the southwestern
corner of the map -- a giant commemorative statue marks the location for
miles around. The pale sniper has a problem: the nearby town of Nipton has
smoke coming from it, and someone needs to investigate. She recommends coming
back if the situation's life-threatening, though. Agreeing adds the quest
properly. [If one already visited Boxcars in Nipton, one can report findings
immediately.]
Nipton (marked on map if one hasn't been there before) is almost due east of
Mojave Outpost, along the highway. Not a particularly dangerous stretch, but
there may be some scorpions and Jackals gangmembers. At the town's west
entrance is a small convo with Oliver Swanick, a Powder Ganger who won the
"lottery" -- he runs off after it's over. [There may also be an unrelated
convo with Jacklyn or Tomas around here, which has to do with carrying Sunset
Sarsaparilla star caps. If one doesn't have any, it won't appear.]
In town, one can see the carnage that befell the city of iniquity. One can
take a detour into the general store, the current residence of Boxcars, a
mouthy, recently-crippled Powder Ganger. Ask about what transpired to learn
its the Legion's doing -- that's good 'nough quest-wise. [Giving Boxcars some
Med-X for his pain earns good karma, and inquiring about the enslaved people
starts the "Booted" sidequest. Don't kill him, though, or one fails "Booted"
as well as "Wheel of Fortune".]
Supposing Boxcars perished before coughing up his info, one must recon town
hall instead. Speak to the Legion frumentari (Vulpes Inculta) to get his
"Cold, Cold Heart" mission (whose destination is also the Mojave Outpost),
which also completes Ghost's objective.
Once the eagle-eyed ranger gets the lowdown, the quest concludes.
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[MQ46] LEFT MY HEART
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Client -: Frank Weathers [Aerotech Office Park]
: Kenny, Sammy or Mrs. Weathers [Cottonwood Cove]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Any member of Weathers family slain]
Reward -: 1000 XP, 50 caps (quest given from Frank + all survive)
: 500 XP, 50 caps (quest given from Frank + one person dies)
: 300 XP (quest not given from Frank + completed normally)
: 100 XP (quest given from Frank + entire family dies)
There's two ways to start this quest, and the first is talking to Frank
Weathers at Aerotech Office Park, a refugee enclosure east of Camp McCarran
(near South Vegas' farm country). Talking to Franky about his family reveals
they were kidnapped by Legionaries; an [INT 5] check reveals he fled instead
of fighting. The line of questioning automatically asks how one can help,
which adds the quest officially and marks Cottonwood Cove on the map.
Cottonwood Cove, a riverbank encampment in the SE part of the map, is run
by the Legion as a slave-trading operation. Canyon Runner is a slavemaster
found near the "capture pen," a place where potential slaves are kept to be
assessed. The latest bunch of captives is the Weathers family: Kenny, Sammy,
and the missus. Talking to any of them reveals their desire to escape (which
starts the quest if one didn't talk to Frank).
There's a few ways to go about this.
• Simplest method is buying them from Canyon Runner. He has a 300-cap asking
price, but one can whittle that down to 150 by passing a [Speech 50] check,
making him think Sammy is diseased.
• Deactivate their explosive collars. This can't be done through the fence,
especially when guards are around (Mrs. Weathers actually suggests getting
Canyon Runner's key). Canyon's rarely alone, but does sleep in the storage
area at around midnight. It's either that or pick the Hard lock. Anyway,
Explosives 50+ is required to disarm the bomb collars, and one can lie to
the family with Explosives 35 and activate the explosives. Canyon Runner's
key can disarm the explosives on its own, though, so giving the family that
will finish the quest.
Busting the family out this way turns the Legion hostile, and probably has
the Weathers clan dying during egress. [This action alone gives no faction
infamy, however.] If one previously killed legionaries around their pen,
they'll have a better chance of escape. Sneak crits is a good way to pick
off potential killers without making the camp aggro.
• A barbaric way to do this is just killing all the Legion, perhaps in tandem
with "Eye for an Eye," since Boone's special quest is helped along somewhat
when he participates in the Legion slaughter. Then, just give the Weathers
the Canyon's key, and voila! [Note that unleashing the radioactive barrels
from Cottonwood Overlook truck kills the Weathers family, so don't do that,
at least while they're in the vicinity.]
When freed, the family will run out of Cottonwood Cove, hit the highway west
of there, make for Novac, then go north towards Vegas. They have no weapons
and little HP, so they can die pretty easily. The family's deaths fail "Left
My Heart" automatically, unless one got the quest from Frank -- if he's the
quest-giver, a player must report back (in all circumstances) to finish.
Also, supposing at least one family member survived, there's the option to
tell the abuser where they are. A [Speech 35] check mentions they don't want
him around [K+]; two other [Speech 35] challenges convince him he's useless,
making him commit suicide. One can also tell him their new location (Old
Mormon Fort at Freeside) but this affects nothing, just like helping Frank
sober up affects nothing. Oh well...
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[MQ47] MEDICAL MYSTERY
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Client -: Dr. Richards [Camp Forlorn Hope]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Dr. Richards slain]
Reward -: 400 XP, NCR fame, Karma+ (only if Stone turns self in)
: 300 XP, NCR fame (standard reward)
: 300 XP, NCR fame, Karma- (turn Stone in after telling him you won't)
Forlorn Hope is an NCR outpost on the Colorado River's west cliffs, a ways
south of Hoover Dam. One can usually find Dr. Richards in the medical tent,
or in the one next-door during the night. After some prying, he mentions his
supplies (Hydra) have gone missing from his locked cabinet. Asking about the
specifics leads to a [Medicine 50] check where the doc explains the symptoms
of Hydra addiction. Agreeing to help starts the quest officially.
The next part is staking out the medical tent around 0200 hours (2AM) as it
corresponds to the guard change. Note that this quest will usually have a
quest marker in front of the command tent, leading to nowhere. Old versions
of the game had a glitch where the perp wouldn't appear, so waiting in the
tent was the only way to continue. Apparently this was patched so the thief
would appear, just not at the marker (which keeps pointing to nothing).
In the 2-2:30 AM range, one can catch Private Stone red-handed. Asking what
he's doing there will cause him to leave, although on a subsequent chat, one
can pass a [Medicine 50] check to diagnose him as an addict, getting him to
confess. This diagnosis can be done any time of day, actually, which helps
if y'hate stakeouts. Pickpocketing Stone's "Empty Hydra Syringe" is sufficient
evidence as well. Asking Stone to turn himself in meets with resistance unless
a [Speech 60] check is passed. The private will try to give his stolen stash
of 5 Hydra to dissuade the player from tattling -- taking this is an implicit
"I won't tell on you" gesture. The break-in scenario only happens once; on
subsequent nights, it doesn't occur.
Once the encounter ends, it's time to report the findings. Saying one didn't
find anything (lying) finishes the quest with no reward. Snitching on Stone
after ignoring his enticements earns the normal reward (300 XP, NCR fame) --
going to Richards with the syringe evidence is the same deal. Telling Stone
he won't be turned in and then doing just that gives negative karma. The best
reward can only be obtained if Stone turns himself in, done by passing the
[Speech 60] check mentioned above.
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[MQ48] MY KIND OF TOWN
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Client -: Johnson Nash or Deputy Beagle [Primm]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Johnson Nash, Lt. Hayes, Sergeant McGee or Major Knight slain]
Reward -: 300 XP
As a highway town south of Goodsprings, and one involved in several quests
(including "They Went That-a-Way" and "Don't Make a Beggar Of Me"), it's
hard to NOT find this place. Johnson Nash can usually be found at the Mojave
Outpost office or the cross-street casino. Speaking to him about the town's
convict troubles starts the quest.
Turns out the sheriff's been murdered and the town deputy has been captured,
taken to the large Bison Steve Hotel near the rollercoaster. The task then
becomes saving Deputy Beagle, who's located in the ground-floor kitchen. The
place is crawling with convicts (who'll attack regardless of Powder Gangers
fame, note), but it shouldn't be a problem for most characters. The leader'll
have a flame-based weapon if one's at a high enough level, though!
Find Beagle in the kitchen and release him. [If one didn't start the quest
from Nash, this starts it officially.] Passing a [Speech 25] check convinces
him to assist in the convict massacre; otherwise, he'll make up an excuse and
run to the exit. [If one is also doing "They Went That-a-Way," he won't give
any info until he escapes successfully -- pickpocketing his journal removes
that need, though.]
Anyway, after Beagle makes it out alive, he'll suggest finding a new lawman
for the town. [If Beagle died, Johnson Nash mentions this instead.] Either
man suggests two possible candidates: an ex-sheriff incarcerated at the NCR
Correctional Facility north of there, or having the NCR take the town under
its wing. Here's all the possible candidates.
• Meyers: This cowboy is found in the NCR prison's visitor center. Since he's
typically friendly to the player (not a true Powder Ganger), he can often
survive the massacre that erupts during "I Fought the Law". Be careful
about bringing Boone or wearing NCR gear in his friends' presence, though!
The old warhorse would agree to become Primm's lawman, but only if there's
an NCR pardon in the deal. Visit Mojave Outpost's Major Knight and snag
his support with a [Speech 30] option or a 200-cap fee. Deliver the news
to Meyers, who should be hanging out behind Primm's casino, and seal the
deal.
• NCR: Lt. Hayes over in the west NCR-controlled block comments on wanting
to annex the town, but lacking the necessary firepower to hold it. He'll
suggest getting another squad, which Major Knight at Mojave Outpost (SW
corner of map) can set up. Speak to him at the main office -- he can be
convinced to assist with a [Barter 20] option or good NCR reputation.
• Primm Slim: This method is only briefly mentioned in Nash's dialogue, but
can actually be accomplished! Slim is the casino robot and accepts his new
job by either (1) reprogramming him with Science 30+ (2) using 3 fission
batteries and 4 conductors.
Quest ends when a sheriff's selected. Post-quest, Beagle will complain about
all three candidates: Slim's logic is too steely, the NCR's too impersonal,
Meyers' law is too hard... What a big whiner!
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[MQ49] NO, NOT MUCH
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Client -: Captain Gilles [Bitter Springs]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Gilles, McCreadie, Hsu or Polatki is slain]
Reward -: 400 XP, NCR Fame, varying reward (see below)
Bitter Springs is nestled in the mountains NE of Camp Golf (or west of Ranger
Station Bravo), a fact that has led to its isolation. The easiest way to find
it is to look at the map and find the only marked highway in the area -- near
the end, go due north and it'll be nearby.
With the Legion's warfare causing refugees to flood in, Captain Gilles is in
a pickle, what with the isolation and refusal of aid from her superiors. Ask
about what one can do to assist to get the quest started properly. [Note that
if Gilles slain, "Bitter Springs Infirmary Blues" and "Climb Ev'ry Mountain"
fail as well.] She needs three things.
• FRESH SUPPLIES: To finish this portion, one must give Gilles 2 clean supply
caches. The mountains around her camp have 3 caves containing them, so it's
generally a cinch.
1) In cave just north of camp, up the slope
2) In cave just slightly NW of camp, near #1
3) In Oscar Velasco's cave (see "Climb Ev'ry Mountain")
In addition to the quest item supply caches, each location also contains a
few drugs, weapons and ammo. Excluding #2, which has a broken fence, all
areas require one to lockpick through the entrance gate -- having Velasco's
supply key bypasses this, though.
Cave #2 contains a radioactive leak, making the supply cache irradiated.
When handing this one to Gilles, the player can either (1) pass the dirty
supplies off as clean, failing the quest and earning 300 XP (2) pass the
[Science 25] check and show how to clean up the supplies. This counts as
giving her a "clean" supply cache, for all intents and purposes. [+K]
• MEDICAL RELIEF: Gilles says this is Lieutenant Markland's domain; he can be
found at the mess tent. Speaking to him reveals he needs Doctor's Bags and,
more than that, pediatric medical texts. [This starts "Bitter Springs
Infirmary Blues". See that section for further details.]
• NEW TROOPS: Gilles has requested aid from the major NCR outposts in the
region, namely Camp Golf, Camp McCarran and Camp Forlorn Hope. If the player
hasn't visited these regions, they'll can be marked on the map.
Talking with Sgt. McCredie (Golf), Colonel Hsu (McCarran) and Major Polatki
(F. Hope) isn't very hard in general...if your NCR reputation is sterling
(Liked or better). In this case, simply asking the three men for troops will
be sufficient to help out Bitter Springs. If you're not on good terms, one
can do a camp-related quest in lieu of higher faction fame.
- Hsu: complete "I Put a Spell On You"
- McCredie: complete "Flags of Our Foul-Ups"
- Polatki: complete "Restoring Hope"
You can still do the missions normally, of course.
Once all the relief is drawn in, return to Gilles to reap the benefits and
finish the mission properly. Gilles will also give a token of appreciation
depending on the final conversation, and how greedy the Courier acts. In
descending order:
• Nothing [K+]
• $20, 2 Pork N' Beans, 2 Purified Water
• $100 NCR, random amount of Case 5.56mm [K-]
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[MQ50] NOTHIN' BUT A HOUND DOG
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Client -: The King [The King's School of Impersonation at Freeside]
Prereq -: n/a
Precedes: n/a
Missable: Yes [The King, Rex, Julie Farkas or Dr. Henry slain]
Reward -: 500 XP + extra perk
The King is an amazing man to be sure, but he has an equally amazing pet: a
cyberdog named Rex, who often tags along with him. Asking King about the
situation reveals that Rex's brain is apparently going bad, giving him mood
shifts. Asking to help in the matter adds the quest officially, and sends one
to Julie Farkas at the Old Mormon Fort in north Freeside. [If the King has no
option about Rex, complete the bodyguard portion of "G.I. Blues" first.]
Unfortunately, she says there's not much that can be done there, since Rex
requires brain surgery and advanced cybernetics -- the same diagnosis from
months back. Julie does provide a glimmer of hope, though: Dr. Henry, now
residing in Jacobstown, specializes in this field. Inform King about the good
news, and thanks to the player's good work, will give Rex to the player for
the journey. [As for his behavioral issues, Rex may chase rat-type enemies
for long distances. Also, he doesn't like hats or people wearing them, and'll
bark at them.] Rex can be taken along with the Courier even if s/he already
has a human companion, too.
Jacobstown is in the Mojave's northwestern extremity, and is easy to find --
simply go northwest of the Strip and look for the only road leading in that
direction, which eventually stops right at the town's front door. Once Marcus
gives permission to enter, visit the main lodge and find Henry's ground-floor
lab. [If Henry's "Guess Who I Saw Today" quest is active, that may need to be
finished before he speaks on Rex's condition.] The doc will say that due to
neural degradation, the only option left is a brain swap. He mentions a woman
living in Novac as a possible candidate, but also that the Fiends and Legion
use dogs, so that might work too.
There's three brains Rex can get from this quest; the selection determines
what reward perk is obtained. "Search and Mark" is still retained, note.
• GIBSON: Going to Old Lady Gibson's junkyard near Novac and asking for a
brain allows one to get Rey's brain...for 700 caps. Passing a [Barter 70]
check gets it free, however, mentioning Rey's getting immortality of sorts.
• FIENDS: In Fiend territory, SW of the Strip, is Poseidon Gas Station, and
right nearby is a small construct where the Violet's gang resides. They use
dogs alright and one in particular (Violetta) can have her brain donated to
the cause...after you perform some shotgun surgery. [Violet's own head is
part of McCarran's "Three-Card Bounty" quest.]
• LEGION: Access to the fort is possible after finishing "Ring-a-Ding-Ding!"
and subsequently starting "Render Unto Caesar". At that point, one can use
the boat at Cottonwood Cove -- a SE encampment along the Colorado's banks --
to visit. Atop the hill is a dog-fighting arena, and by talking to Antony,
he'll permit the player to have Lupa's brain...if he can kill Lupa in fair
combat. This means no armor and only a machete.
When a proper brain is selected, return to Henry and implant it. Rey's brain
gives the "Faithful Protector" perk, increasing Rex's attack damage. Sticking
Violetta's brain in gives "Unshakeable Tracker" perk, increasing his movement
speed. Finally, using Lupa's noggin gives "Blood of the Legion," increasing
Rex's damage threshold. Putting any brain in finishes the quest, and also
removes any other quest item brains from the inventory.
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[MQ51] OH MY PAPA
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Client -: Regis [Red Rock Canyon], Colonel Moore [Hoover Dam]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Papa Khan, Regis, Jack, Diane or Melissa slain]
Reward -: 500 XP, Great Khans fame
Upon finding Red Rock Canyon, the player can visit the longhouse where Papa
Khan holds sway over his tribe. One of Caesar's frumentarii, Karl, is also
there, having previously told Papa the Khans will be promised great land
rights in exchange for aid in fighting the NCR. Since Papa is a survivor of
Bitter Springs' massacre, this plays off his hate for the group.
To start the quest properly, ask Papa to break his allegiance with Caesar --
he'll stubbornly refuse. The next time the longhouse is exited, Regis will
talk with the player, saying he's of a similar mind. However, to make Papa
see the light, he'll need his 4 advisors to speak out against the allegiance.
Agreeing to help adds the quest properly.
• Sometimes, Regis will appear outside the longhouse as normal, but won't
have any additional dialogue or initiate dialogue with the player. It can
usually be fixed by fast-travelling across the map, returning, then trying
to enter the longhouse's front door. (Passage of time may work, too, but
Regis won't move from his position, note.)
Here's how to get everyone against the rotten deal:
• Regis: Although Regis has misgivings, he says he won't publicly denounce
the deal without proof that Caesar's real intention is to assimilate the
Khans and use them as slaves. Finding the journal in Karl's room's trunk
or slave ledger in Caesar's tent, and showing it to Papa, is enough to get
Regis on the player's side. [This also has the added effect of the faction
driving Karl out of the camp...not that he can even make it to the front
door 'fore overdosing on hot lead!] Note that smearing Karl through his
own dialogue options means the player MUST convince Regis via the ledger.
• Melissa: Karl's talk of making her a speculatore has put her head in the
clouds, although Regis mentions never having seen a woman serve in Legion
armor. Talk with her at the Great Khan Encampment (marked on map if you
haven't been there -- watch out for deathclaws!!) and relay the message
about female soldiers. Merely mentioning the lowdown to her is enough to
change her vote; doing the related "Don't Make a Beggar of Me" quest isn't
necessary.
• Jack & Diane: Regis says convincing one should convince the other as well,
given how close they are. Both can be found at the drug lab past the slot
canyon, the entrance to which is near the practicing grounds. Convincing
Jack requires passing a [Speech 60] check; however, if the player rescued
Anders during the duo's "Aba Daba Honeymoon" quest, Diane immediately
pledges both their support, since she heard how the Legion treats drug
runners. [If you haven't started Aba Daba Honeymoon yet, the option can
be done now.]
############################################################################
ALTERNATE METHOD:
</pre><pre id="faqspan-10">
This can only be done during the NCR questline's "For the Republic, Part 2".
After talking to Regis and learning he wouldn't mind doing an alliance were
he chief, report that to Colonel Moore. She'll want Papa Khan assassinated,
giving 5 Bobby Pins and a Locksmith's Reader for the job. The target retires
to his Hard-locked room at midnight, so one will want to be in there -- try
the back door for a good entry/exit point. [Killing Papa Khan automatically
fails "Why Can't We Be Friends?" however.] Ask Regis about his new station
to finish the quest.
############################################################################
Regis also mentions that Karl has Papa's ear, and may have a less flattering
opinion of the Khans than he's letting on -- finding a way to discredit him
would help the proposed pact-breaking. This is done by either uncovering his
journal in his room's trunk and showing it to Papa Khan; or, talking with
Karl and passing successive Speech 25, 50 and 75 checks. Either way, Karl'll
get toasted. For as enjoyable as this is, though, the rest of the quest must
be completed normally, and Karl's death means Regis' vote can only be earned
by the ledger option.
Regardless of Karl's fate, after all 4 advisors have spoken out against the
union with Caesar, Papa can be convinced himself by passing either [Speech 75]
option in his new dialogue choices. These Speech 75 checks determine how the
Khans act during the Hoover Dam battle, with the first option having the clan
desert Caesar when he needs them most; the 2nd option has them do a suicidal
attack against the Legion instead. If you cannot pass the Speech challenges,
asking Papa Khan about drawing from past inspirations sends the player toward
the Followers of the Apocalypse. These historians associated with the Khans
in the past, and may know how to help.
Visit the Old Mormon Fort in Freeside, the Strip's poor residential area --
there's both an east and north gate, if y'haven't been there before. Inside,
talk with Julie Farkas about the Khans' past, and she'll note that Ezekiel
may know more about the cultural side. Julie's blind to his whereabouts, but
the quest marker ain't -- find him at the 188 Trading Post, along the highway
SE of Vegas. After some exposition, he'll give a book (Pretty Pretty Horsies)
that explains the Mongol culture the Khans are based on. It can also be
pickpocketed, perhaps as a shortcut to avoid visiting the Fort in the first
place.
Giving the book to Papa Khan completes the quest and breaks their alliance
with Caesar. How the player describes the book's contents changes how the
Khans act at Hoover Dam -- the meaner choice ("aping past glories") has them
do a suicide attack against the Legion, while the kinder has them fleeing the
canyon, essentially deserting Caesar in his hour of need.
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[OW07] ON THE SAME WAVELENGTH
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Client -: Doctor 8 [Think Tank]
Prereq -: Welcome to the Big Empty
Precedes: n/a
Missable: yes [Doctor 8 slain]
Reward -: 400 XP (LV30), K+
: 400 XP (LV30), K-, several Energy Weapons ammo (see below)
In case it wasn't obvious from the Think Tank introduction, Eight's voicebox
is malfunctioning, causing him to talk in babble. [Klein and 0 reveal this
was done by a hostile visitor predating the Courier's visit.] Exhausting all
of the mute medico's convos opens [Science 75] and [Perception 7] checks.
Passing either starts the quest officially.
A subsequent [Science 75] check gives a decision: fix Eight's code or hacking
his "voice," robbing him of his ammo supply. The quest finishes whatever way
one sides. For reference, the "evil" decision gleans:
• 20 Electron Charge Packs
• 20 Electron Charge Pack, Max Charge
• 100 Energy Cells
• 100 Microfusion Cells
• 20 Microfusion Cell, Max Charge
• Unlocks his room nearby
• Forces him to side with Courier if need arises
Finishing the quest (either decision works) allows further investigation
regarding the Sonic Emitter. Eight will also map-mark Higgs' Village, saying
an emitter code and two Sink upgrades (jukebox, opera) are there. One of the
silly options mentions Duct Tape and Cram -- picking it has Eight give two
copies of each.
One's choice also affects subsequent visits a bit. Hacking his voicebox can
allow one to take extra energy cell types (usually 10 of each), while coming
on friendly terms can earn skill magazines (Programmer's Digest/Fixin' Things)
and a sensor module.
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[MQ52] ONE FOR MY BABY
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Client -: Boone [Novac]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Boone slain]
Reward -: 150 XP, Novac infamy (no evidence provided)
: 150 XP, 100 caps, 1st Recon Beret, Karma+ (evidence provided)
Boone, an ex-1st Recon member, is Novac's watchman, and can be found in the
dinosaur building's sniper's nest at night. Talk with him a bit to learn his
wife was kidnapped and given the efficiency with which the kidnapping was
carried out, he knows it was an inside job. He tasks the player with sniffing
out the culprit, and if one agrees, the quest is given officially. The object
is to lure the perpetrator in front of the dinosaur while Boone's on watch;
the player is to wear his special hat (Boone's Beret) as a sign.
NOTE: If Boone refuses to talk to the player at all, this is because one's
NCR or Legion rep is too low or high, respectively. One will have to
correct them in order to get the quest!
So, the investigation begins. Cliff Briscoe, Ranger Andy, Daisy Whitman,
Manny Vargas, Jeannie May Crawford, Dusty and Alice McBride will all have
something to say about Carla -- one can get a composite about her actions,
showing that she was rather rude and didn't fit in well around this simple
trade town. [Bruce Isaac, unnamed settlers/merchants and Chris Haversam, if
he came here after "Come Fly With Me," have nothing to say on the matter.]
That just leaves the town crackpot No-bark Noonan, who lives in a shack
behind the Dino Dee-Lite Motel. Although he ain't quite lucid, he mentions
seeing some shadowy folk snatch Carla, and one may have went into the hotel
lobby.
• If you're wondering about the constant quest markers, it's the game marking
applicable NPCs for Boone's meet-at-the-dinosaur portions. They'll stay
there until the quest's finished, not just that the player spoke to 'em.
The motel lobby doesn't have any great hiding places besides the Easy-level
floor safe -- lockpicking or pickpocketing its key from Jeannie May suffices.
Inside, one can find a stash containing a Bill of Sale that proves she was
the culprit. [Don't kill her yourself; this doesn't end the quest, and there
isn't any dialogue with Boone to finish that way either.] If Jeannie May is
slain before you buy the motel room -- either 100 caps or free, if one's town
rep is Liked or better -- then Cliff Briscoe takes over the duties.
Once dusk falls and Boone heads to his position (2230 hours or so), locate
Jeannie May and tell her there's something she should see near the dinosaur.
She'll hurry along to a set position and, if the player is wearing Boone's
beret, he'll shoot her. At this point, return to Boone and show him the hard
evidence, which finishes the mission properly and allows one to use him as a
companion. His companion perk (Spotter) highlights hostile targets in view.
Note that the Bill of Sale is the only evidence available, and only works
for Jeannie May. Picking someone else requires passing a [Speech 55] check
to convince Boone it was the right choice. Failing to convince him either
(1) finishes the quest with the worst possible rewards, and prevents Boone
from becoming a companion (2) turns him hostile, if when asked for evidence,
one says s/he just wanted Boone to kill someone. Killing Boone will fail the
quest.
Also, those wondering about the hotel room (safehouse) Jeannie May sells: if
the quest goes as planned, Cliff Briscoe can take over that duty. While one
has Novac fame of Accepted or higher, he'll give the motel room free next
time he's spoken to.
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[MQ53] PHEEBLE WILL
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Client -: Walter or Ethel Phebus [Las Vegas Boulevard Station on the Strip]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Walter or Ethel dies; Ted Gunderson slain in "Beyond the Beef"]
Reward -: 300 XP (talk Walter out of revenge)
: 100 or 200 XP, 500/1000/1500 caps (both Gundersons slain)
: 200 XP and Karma+ (refused monetary reward)
Walter and his wife Ethel sit outside of the Las Vegas Boulevard Station
(also known as the monorail leading to Camp McCarran) near the Ultra-Luxe
Casino Resort. Talking with either of them reveals two things: Heck Gunderson
is a monopolizing bully and Walter wants to inflict some suffering on him.
The quest starts officially through Ethel's conversation, or Walter's if one
passes the rather steep [PER 7] check and agrees to help -- it's the only way
he'll talk about the score he wants to settle. The [Barter 70] check in Walt's
convo earns 400 caps for the hire.
• In Ethel's conversation, she'll mention she wants her husband to give up
his pointless revenge. Once Pheeble Will begins, talk with Walter again and
tell him about it. Passing a [Speech 75] check finishes the quest with no
harm done to anyone -- 375 XP total, counting the check's XP.
Ol' Phebus wants to know what his arch nemesis is up to at the Ultra-Luxe,
so head over and find out -- Heck's at the bar. Chat him up about his son to
learn Ted is missing; agreeing to help starts "Beyond the Beef," although it
isn't necessary to finish this mission.
Report back to Walter for a 400-cap reward. Tell Phebus about Heck and his
lack of security starts a conversation about killing both Gundersons, and
the pricing. The [Barter 90] and [Barter 80] checks convince Walt only Heck
or Ted is worthy of the choppin' block, for 1000 or 500 caps, respectively.
Failing a check only earns half the wanted reward. If one doesn't negotiate
at all, one MUST kill both targets.
Time for payback. Despite weapons being confiscated inside the Ultra-Luxe,
one can keep holdout weapons like revolvers and 1-handed pistols, supposing
the Sneak 50+ requirement is met. Additionally, if one agrees to help Heck
search for his son, some weapons can be obtained in the course of the quest,
such as an assassin's Silence .22 Pistol. If one hides in a corner and pulls
off a sneak crit, Heck should go fall like a brahmin on ice -- this fails
the "Beyond the Beef" quest, however.
Ted Gunderson is located in Ultra-Luxe's basement kitchen, and can be found
by picking the door in the Gourmand restaurant. Alternatively, break into
the Members-Only section (steal key from a member, such as Marjorie) and use
the other kitchen entrance. There are plenty of ways to enter the downstairs
freezer where Ted is kept -- a reader can learn them in the "Beyond the Beef"
section -- but suffice to say that once one finds the sniveling brat, one
between the eyes is enough.
• This quest can be broken at this point. Ted Gunderson only spawns if one's
started "Beyond the Beef," and killing Heck automatically fails it. This
means if one carries out the hit on Heck before starting it, Ted doesn't
spawn, and the quest marker just stays on his father; there's no dialogue
with Walter to fix it since he's expecting both to die. If one does it
right (start Beyond the Beef first), the quest updates accordingly.
When the brahmin baron and his shavetail son are slain, return to Walter to
finish. The amount of caps one earns is dependant on the prior negotiations,
but each only gives 100 XP. Supposing one passed the Barter checks or didn't
negotiate, the rewards are 1500 caps for both Gundersons, 1000 for Heck and
500 for little Ted. Failing a previous Barter check halves the reward received
(500 and 250 respectively). Foregoing Walter's monetary reward earns positive
karma instead.
Laughably, if you kill Ted/Heck before starting the quest, one can still turn
it into Walter. In this case, Pheeble Will is automatically added and finishes
in the same breath! And although it seems like "Beyond the Beef" and "Pheeble
Will" cancel each other out quest-wise, it's possible to complete both:
1) kill Ted in "Beyond the Beef"
2) report back to Heck to complete that quest
3) Kill Heck
4) Report back to Walter to finish "Pheeble Will"
This is possible because "Pheeble Will" fails if Ted is returned alive, and
"Beyond the Beef" fails if Heck is slain. It's all about the right order.
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[OW08] PICKING YOUR BRAINS
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Client -: Any Think Tank doctor
Prereq -: Welcome to the Big Empty
Precedes: n/a
Missable: yes [Think Tank doctors slain before completion]
Reward -: 400 XP (LV35)
Speaking to any of the Think Tank doctors the first time will trigger this
quest, basically a meet-and-greet with the minds. There's really little to
this quest -- simply speak to each doctor at least once -- but it does serve
as a springboard for the variety of sidequests involving the brains.
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[MQ54] PRESSING MATTERS
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Client -: Alice McLafferty [Crimson Caravan Company]
Prereq -: Finish "You Can Depend on Me"
Precedes: n/a
Missable: Yes [Alice McLafferty slain]
Reward -: 100 XP, 500 caps, NCR fame
Having proved one's worth by completing Alice's tasks in her other mission,
she gives the player another task: finding out who's manufacturing new caps.
The only place nearby capable of such a thing is the bottling plant at Sunset
Sarsaparilla Headquarters -- it's found west of the Strip, between the Monte
Carlo Suites (north) and the Fiends-controlled South Vegas Ruins (south). It
has a gigantic brown bottle in its yard, so once one hits the thoroughfare,
it should be easy to find.
Near the main entrance is an animatronic robot (Festus) who, if asked about
Star Info, starts "The Legend of the Star," the quest that requires one to
collect 50 Sunset Sarsaparilla Star Caps. That has nothing to do with this
quest, of course, but the bottling plant has a heap of sarsaparilla bottles,
so they tend to go hand in hand. [In case one doesn't know, drinking a bottle
gives the player a free cap; it has a chance to be a Star Cap.]
Anyway, the only enemies here will be mediocre security robots, remodeled
versions of the Protectron. Yup, those crappy hunkajunks. In any case, most
of the building has collapsed, making the going rather linear. The factory
floor is in the NW wing, "guarded" by two lethargic security bots, and the
bottle cap press is near a giant crate stack.
Now, unless one wants to loot as many sarsaparilla bottles as possible (start
in bottling room, not factory), all that's left is to return to Alice.
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[HHS5] PRISONERS OF WAR
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Client -: Joshua Graham [Zion Valley]
Prereq -: Gathering Storms
Precedes: Departing Paradise
Missable: Yes [Any major DLC character slain]
Reward -: 300 XP (apx. LV27)
This quest is received from Joshua during "Flight From Zion," the concluding
chapter on Zion's war. In addition to the desecrated cemetery ("Sanctity of
the Dead") and an enemy-fortified route ("Retake the Bridge"), a remaining
problem is captured Sorrows, held at Ranger Substation Osprey.
This area is a stone's throw SW from the Narrows, albeit at a much higher
elevation. The easiest way to find it is returning to the Zion Ranger Station
and following the footpath upwards. There's four White Legs guards at the
watchtower, a mix of Bone-Breakers and Storm-Drummers. At higher levels, they
may be carrying Anti-Materiel Rifles and Brush Guns, in addition to normal
melee weapons.
Luckily for the POWs, their garage-cum-cell is locked (Hard), preventing
them from most stray fire. [NOTE: Killing them by one's own hand fails the
quest and makes Joshua hostile, making him leave the party permanently.] The
key is in the upstairs toolbox, spawning only in this quest. Freeing them
finishes this quest.
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[OW09] PROJECT X-13
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Client -: n/a
Prereq -: Welcome to the Big Empty
Precedes: n/a
Missable: no
Reward -: 800 XP (LV34)
After pursuing "X-13: Attack of the Infiltrator!" a ways and earning the cool
stealth suit, the option to upgrade its capabilities is give. By entering the
testing lab and operating the lower terminal, one can complete a series of
trials -- passing them earns a reward, tangible and armor-related.
The goal of all tests is to stealthily enter the administrator's office and
retrieve a document from the safe. Before starting the test, it's best to get
acquainted with the layout, since it's used in all trials. Failing a trial
(which occurs if detected) lets one retake it, resetting all lockpicked doors,
turret defenses and robot patrollers. Hacked/disabled tripwires will NOT be
reset, though. Also, getting detected by turrets won't fail the test...dunno
why.
• BASIC INFILTRATION TEST: The basic setup is three patrolling robots in the
ground-floor testing area and a few turrets (nonfunctional unless shot at).
Lockpickable doors are easy/average types. Attacking the enemies is fine,
but it should be done stealthily to avoid detection (this also turns on
turrets). REWARD: Stealth Suit Sneak effect raised to +25; safe contains
some ammo and a skill magazine
• ADVANCED INFILTRATION TEST: Same situation as before, except now laser
tripwires are enabled -- these can be disabled with Repair or Science 50+,
disabling them or changing their IFF, respectively. These can be found at
nearly every juncture in the trial area. Enemies' perception gets a small
boost too, although turrets aren't enabled yet. REWARD: Suit gets +1 PER;
safe contains ammo and a skill magazine.
• EXPERT INFILTRATION TEST: On top of things previously encountered, all
eliminated robobrains respawn AND proximity mines are enabled. These are
very hard to find without foreknowledge, but their beeping gives a general
location. They can be disabled if found (no skill prereq). For instance,
there's one behind the main desk in the first room, and another in the
adjacent eastern hallway. [These don't detonate, but the quest fails if
one 'sets' it off.] Luckily, one can seek these out in-between trails, so
that's one way to familiarize oneself. REWARD: Suit gets +1 AGL; safe will
contain skill magazines.
• ROBOT COMPLIANCE TEST: This is essentially the Expert test, just with a
different objective: disable all robots without being detected. This is
possible by sneaking abaft a robobrain and inspecting it -- the same method
one uses with the 'Robotics Expert' perk, really. There's three targets to
do this on, and neither's too hard as they move slow and have set patrol
patterns. If the proximity mines gave one trouble last time, though, and
one still hasn't learned their patterns, this can be rather annoying. [The
proximity mines seem to have larger ranges and faster fuses, too.] REWARD:
suit gets +20% sneak speed effect; safe always contains 'Chinese Army: Spec.
Ops. Training Manual' skillbook.
Note that completing each test gives some XP, but the notification may not
display for each. Three of the tests (first two, last one) overlap with the
"VR the Champions" challenges, each of which gives 100 XP upon completion.
To recap, the fully-upgraded Stealth Suit should have: +20% Sneak Speed, +1
AGL, +1 PER, Sneak +25. Its base stats stay the same.
If one chooses to replay any beaten test, it starts the "Project X-13 Redux"
sidequest, which is no different from a normal trial. Rewards are slightly
different, though, allowing one to earn Stealth Boys and the like.
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[MQ55] RESTORING HOPE
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Client -: Major Polatli [Camp Forlorn Hope]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Polatli, Mayes, Cooper, Dr. Richards or his patients slain]
Reward -: 300 XP, NCR fame
Forlorn Hope is an NCR outpost on the Colorado River's west cliffs, a ways
south of Hoover Dam. Inside the main command center -- or, at night, a tent
near it -- one can find Major Polatli, the leader 'round these parts. He'll
mention he wants to take back the town south of there, Nelson, which was
overrun by legionaries...but he can't spare the resources or men. Yet. Agree
to help to get the quest added officially.
Polatli has several tasks to do, and they must be done in sequence.
• PART 1: Quartermaster Mayes has been griping about supply deficiencies.
Ask what's to be done, learning the soldiers he sent on a supply run to
HELIOS One never returned. The giant power plant in question is nearly due
west of camp, across Highway 95. It's possible to find the NCR corpses on
one's own though -- they're about halfway between Hwy 93 and the camp, in
a small gulch. [If Lt. Haggerty at HELIOS One was slain, this is the only
option to do. Otherwise, she can mark the killing field on minimap.] Once
the supplies have been recovered, 3 Recruit Legionaries spring an ambush.
They're not well-equipped by any means, plus give positive karma and (if
witnessed) Legion infamy on death. It's possible to sneak past them with
high enough stealth, or just make a break for camp and have the rangers
earn their pay. Deliver the supplies to Mayes to finish.
• PART 2: Dr. Richards may need some help with the wounded men. Talking with
him about assisting allows one to inspect his patients, providing one can
pass the miniscule [Medicine 20] check. The patients can be cured either
with a doctor's experience or bootstrapping with various supplies, some of
which can be found in the tent. Saving a patient gives 80 XP.
- Medicine 35 -or- Med-X, Whiskey and Surgical Tubing
- Medicine 50 -or- Med-X, Bonesaw and Medical Brace
- Medicine 75 -or- Med-X, Super Stimpak and Tweezer
Report back to Richards to finish this segment. Telling the doctor one has
no medical knowledge in the initial conversation turns this segment into a
minor fetch quest: deliver a status report to Polatli.
• PART 3: (This only occurs if Nelson hasn't been retaken yet; if Nelson was,
it's skipped entirely and the quest finishes immediately after dialogue.)
Polatli says that retaking Nelson would be a blow to the Legion and
give the place a nice morale boost, in addition to making the NCR a little
better prepared for the upcoming Hoover Dam skirmish. The player can start
the quest immediately, or earn more troops by completing additional quests
around town. These include: (1) Richards' Medical Mystery quest (2) Mayes'
unmarked quest for collecting NCR dog tags. He gives 2 caps per; bringing
him 15+ earns 100 XP and a reward of 100 caps/6 Beers. Declining the reward
gives positive karma instead. (3) Private Sexton has an unmarked quest for
collecting Legion Ears, a killing competition to raise morale. After giving
him about 35 ears, the player wins the competition.
Once the player accepts, locate Sergeant Cooper north of Nelson in the
minefield south of Hope. The player can choose to deploy everyone on the
eastern ridge where the height advantage is strongest, or attack from the
north, near the guard towers. The objective is to kill Dead Sea, the Legion
commander at Nelson, and his location is added to the Pip-Boy. As for the
actual fighting, if the player partially cleared out Nelson, either as an
independent action or during "Back in Your Own Backyard," things'll be
smoother. If said quest is done in tandem with this one, Ranger Milo can
provide some covering fire as well from the western ridge.
Dead Sea is located in the barracks. To get to him, one usually scrapes with
the outer contingent, about a dozen legionaries (including surrounding area)
and a few mongrels. If the player slew all the external forces earlier, the
only foes around will be a mongrel or two, which may respawn. The quest'll
fail if Cooper is killed, so if nothing else, help 'im out. In any case,
once the opposition is slain, it'll be up to the player to slay Dead Sea.
There's a little dialogue before he turns hostile, and his two flunkies'll
back him up. DS uses a 10mm Machinegun and carries the unique melee weapon
Liberator, essentially a better machete.
Once Dead Sea is slain, return to Polatli to finish.
Finishing this quest automatically fails Dead Sea's "We Are Legion" quest,
although there's no notification if it wasn't started. Should one want to
change horses midstream and switch to his side, do so before staging the
attack on Nelson (i.e. telling Polatli you're ready to attack, spawning the
helpers and Coop).
Also note that Nelson will eventually be reoccupied by some NCR troops, so
if you're fast-travelling there wearing Legion or Brotherhood colors (or have
a companion wearing them), it can set off some hostilities.
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[HHS6] RETAKE THE BRIDGE
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Client -: Joshua Graham [Zion Valley]
Prereq -: Gathering Storms
Precedes: Departing Paradise
Missable: Yes [Any major DLC character slain]
Reward -: 300 XP
This sidequest is received from Joshua only during "Flight From Zion," the
final chapter on the park's warring tribes. He mentions several lingering
problems with the escape, one of them being the enemy-held East Fork Bridge.
This is the main escape route towards Pine Creek Bridge, making it worth
clearing.
The enemies found here are three Bone-Breakers topside, all carrying melee
weapons (mantis gauntlets) typical of their kind. Eliminating all of them
completes the mission. It's worth noting this sidequest is very difficult
to intentionally avoid, since the bottleneck is the only path to Pine Creek
Tunnel. Going around won't work since the lower under-bridge path is blocked,
and the sides are typically too steep to climb. [At best, one bypasses the
enemy but alerts them in doing so.] Joshua may also become stuck if one goes
up the hill.
Reyes is found in the command center of Forlorn Hope, a dreary encampment
on the Colorado's high west cliffs (between Hoover Dam to the north and the
Legion-ruled Nelson to the south). It can be kind of annoying to reach in
general, since cutting east from Highway 95 usually leads to cazador fights.
Talk with her to learn she thinks the NCR's security codes are compromised,
and needs someone to deliver replacements ASAP. Take on the task to add the
quest officially.
The job is to speak to the comm officers at various ranger stations -- these
are marked on the map if previously undiscovered. In the event a CO perishes,
one can manually update the codes at their ham radio. [This can't be done if
they're alive.]
• Alpha: [CO Castillo] Located in the NCR-controlled Lake Mead area, west
shore -- this will be NW of Hoover Dam, and south of Camp Golf.
• Bravo: [CO Tilden] Located in the reddish foothills north of Lake Mead and
Hoover Dam, in veritable nowheresville. If one finds Callville Bay along the
water's edge, then goes north to Bitter Springs, Bravo will be a ways NE of
there. Tilden also mentions having extra ammo, and if one wants it, ask him,
then Ranger Ericsen -- supposing one's in good NCR standing, she gives some
(60 5.56mm Rounds, 30 .357 Magnum Rounds).
• Charlie: [CO Stepinac] Found on a lonely stretch of highway SW of Novac, SE
of REPCONN Facility, and north of Wolfhorn Ranch. The exchange here is
generally quite simple, but it's possible for legionaries to attack this
place, so be ready to help fend 'em off or manually change the codes! Mr.
Stepinac also mentions getting spare medical supplies, which he'll give if
one's reputation is good enough (Liked+). They can also be stolen when he
isn't looking...
• Delta: [CO Scheffer] The nearest location to Forlorn Hope, it's basically a
stone's throw north, then over the east ridge. Players who can't find this
should be busted back to boot camp!
• Echo: [CO Green] Sandwiched between two Legion encampments at Nelson (north)
and Cottonwood Cove (south), getting to Echo is problematic if one guesses
the best entrypoint. Since the terrain is mostly cliffs and steep hills,
the west and southwest areas near Highway 95 work best. It's possible to
use the bluff north of there, too, but there's tons of geckos that way.
• Foxtrot: [CO Lenk] Undoubtedly the most isolated of all posts. To uncover
this mountainous retreat, one must take the Strip's NW highway into the
Jacobstown basin, a forested area filled with bighorners, mantises and
cazadors. Once one can turn left (SE) off the highway, it's just a matter
of navigation -- the comm tower landmarks it. Kudlow will also mark the
Great Khans' Red Rock Canyon on the map if asked about 'em.
With all stations up-to-date, return to Reyes to receive another task: she's
received disturbingly odd reports from some camps (Alpha, Delta, Foxtrot) and
thinks their accuracy is suspect. These were already visited, so it's just
a matter of talking with the rangers in charge (Lineholm, Pason, Kudlow).
All confirm the reports as bogus, and when Reyes is told about the findings,
she asks the player to investigate the source, Camp Golf. One also gets an
advance reward (300 XP, 300 caps, NCR fame) for getting this far.
Camp Golf is on the shores of Lake Mead and Lake Las Vegas, so it'd be easy
to find even if it wasn't map-marked. Chief Hanlon is the person to talk to,
and if it's light out, he'll probably be on the main resort's 2F balcony.
When confronted, he'll relocate the conversation to his ground-floor office,
where one can choose how to proceed.
- Keep his secret safe. Agreeing to the coverup ends the mission.
- Turn him in. He'll suggest going to get a ranger, then. When one leaves his
sight a ways, he locks himself in the office and gives a broadcast, then
commits suicide. [Note that the broadcast can often glitch and won't play
the full thing, or any of it. When one hears the gunshot, the door unlocks.]
- Tell Hanlon you're going to kill him, which turns him hostile the second
time it's done. Offing the chief fails the quest, and will probably turn
the rangers hostile (although it's possible they don't). He can be looted
at this time, too.
The XP reward is both dialogue options, but the incentive to tattle on the
chief is simply getting his rare revolver, a Ranger Sequoia. A trooper will
run to the office and watch over the body, though, so if one wants to steal
the weapon, take it before he gets there or first carry it elsewhere. Is a
cool NPC's death worth a 5-shot revolver? Only you decide... [Note that on
occasion, the Sequoia glitches into the floor or disappears entirely.]
Post-quest, one can inform Reyes of what went on or (depending on result)
tell her to drop it, or outright lie to her. If Hanlon perished in a fashion
other than suicide, Reyes gives an additional reward (800 XP, 300 caps, NCR
fame). This can't be obtained in any other way, including the coverup method.
Perhaps it's a way of keeping his sterling reputation unsoiled...
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[HHS7] RITE OF PASSAGE
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Client -: Waking Cloud [Sorrows Camp]
Prereq -: Deliverer of Sorrows
Precedes: n/a
Missable: Yes [Any major DLC character slain]
Reward -: 300 XP (apx. LV27), She's Embrace
This quest is started by:
• Asking Waking Cloud about her yao guai gauntlet
• Talking to White Bird at any time
• Accepting Waking Cloud as a companion
When Waking Cloud joins, she says White Bird wishes the player's presence;
she also map-marks the nearby cave (if 2nd or 3rd option chosen). In any
case, when first speaking to him, he'll talk about visions, mentioning to
return with Sacred Datura Root. This appears as a tiny cluster of white-
-petalled flowers, often growing around roadsides and such. Those who don't
want to undertake a botany expedition can buy them from Joshua Graham, too.
Return to White Bird with 3 datura roots. It's recommended to save first,
'cause agreeing to drink his 'vision tea' adds a hallucinogenic screen effect,
one that's permanent until the next part is complete: defeating the Ghost of
She. The map marks a dead end southeast of the Sorrows' colony. Fighting in
the current state is very annoying; Waking Cloud's companionship can offset
some of that annoyance.
Following the Virgin southeast, then going north a bit leads to the defunct
'Vault 22 Dwellers' Guard Camp'. It's noticeably empty, probably due to the
Ghost Den's proximity just west of there. Enemies in this area include spore
plants/carriers and geckos, plus (towards Ghost Den) several yao guai. If
one cleared out the dwellers' camp and foothills earlier, the enemy forces
may be considerably less. If one only finds yao guai cubs, too, good on ya!
At the map-marked crevice, the spirit quest takes an interesting turn: She,
a large flaming yao guai, appears to do battle. It's not much harder than a
regular adult, but at low health, it does a ninja technique, splitting into
multiple parts -- this forces one to find the real one. Each copy will have
low health, though, so this is a pitiful distraction.
With the fight ended, claim "Ghost of She's Paw" from the corpse and bring
it to White Bird. He'll change the body part into "She's Embrace," a unique
yao guai gauntlet. It has no special effects, other than being better than
normal version and looking badass. [Quest ends now.]
And yes, the trippy screen effects ends, too.
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[MQ57] RUN GOODSPRINGS RUN
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Client -: Joe Cobb [Goodsprings]
Prereq -: Ain't That a Kick in the Head
Precedes: n/a
Missable: Yes [Joe Cobb slain]
Reward -: 200 XP, Powder Gangers fame, Goodsprings infamy
• This is the flipside of "Ghost Town Gunfight," where Goodsprings fights
off the Powder Ganger attackers. Pursuing this one ends up fails that.
To start this mission, one must first have witnessed the scene between Trudy
and Joe Cobb at the Prospector Saloon -- this only occurs after Sunny Smiles
has directed the player to Trudy, either after opting out of her tutorial
missions (Back in the Saddle/By a Campfire on the Trail) or completing both.
After the argument, Joe will run off, settling alongside a Goodsprings house
near the highway.
During a line of questioning -- including a [Speech 20] check to learn what
got Joe locked up -- one can suggest helping Joe overtake Goodsprings. Pass
the [INT 7] check or just suggest a normal incentive for the deed, and Joe'll
want the player to knock off Ringo, the trader evading his sights. Agreeing
to will start the quest officially. [It's worth noting that killing Joe fails
the mission but gives no Powder Ganger infamy.]
The quest marker directs one toward the hilltop gas station, unlocked for the
purposes of this quest. Ringo will draw a gun immediately, but will put it
away if one convinces him there's no harm. [Earlier connection to Cobb won't
allow one to offer merc services, if one offers to help Ringo's plight, and
fails "Ghost Town Gunfight" immediately.] In any case, eliminate Ringo.
Return to Cobb to give the news (Powder Ganger fame+) and also see his allies
have arrived. Joe admits his supplies aren't what they could be, and he'd be
more comfortable if one gave Doc Mitchell and Chet a shakedown before the
plan's sprung.
• Doc is, of course, at his house. Lying about helping an injured man on the
roadside gives a [Medicine 25] to dupe the doc, earning 'Spare Medical
Supplies'.
• Chet's the stingy proprietor of the store, and true to his nature, he won't
want to give the Powder Gangers squat. A [Barter 25] or [Speech 25] check
changes his mind, though, and he'll donate 9mm Ammo (30) and Leather Armor.
Doing the "supply run" is optional, but each success gives faction fame, and
delivering the meds earns some for oneself (5 Stimpaks, Super Stimpak, and a
Buffout). When the optional parts are done or ignored, tell Joe the takeover
is ready to begin.
The next step is defeating the hostile militia at the saloon, namely the
big names 'round town (Doc, Easy Pete, Sunny, Cheyenne, Trudy). There's no
Goodsprings faction loss unless a player overtly kills one of 'em, although
that's usually a necessary action -- the typically destroy the Powder Gangers
while suffering little to no fatalities. [Chet won't participate, and Victor
may not either, thankfully.] Mission concludes when all targets are slain.
Afterward, speak to Joe to get a token of gratitude: passage into the NCR
Correctional Facility, plus a word of warning about rogue Powder Gangers
in Primm -- they'll fire on anyone.
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[HHS8] SANCTITY OF THE DEAD
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Client -: Joshua Graham [Zion Valley]
Prereq -: Gathering Storms
Precedes: Departing Paradise
Missable: Yes [Any major DLC character slain]
Reward -: 300 XP (apx. LV27)
This sidequest is automatically added during the "Flight From Zion," one of
the final mission in the park's storyline. Joshua will notify the player of
several Sorrows-related issues, one of them being the desecration of their
cemetery. The Burial Mound can be located SE of the Narrows, by following the
Virgin south a ways and turning. There's two ways to proceed.
• EVACUATE: Dancing Flame and his buddy are crouching near a tree, wanting to
assist in the mound's cleansing. He can be told to wait or assist, which
relates to the 2nd option. Or, passing a [Speech 75] check will convince
him to get out while he still can.
• KILL EVERYONE: There's usually five White Legs tribesmen lurking here, a
Light-Bringer and four Pain-Makers. The latter force will use melee weapons,
typically Shishkebabs at high levels; the former prefers guns, often 12.7mm
or .45 Auto SMGs. [Try not to laugh too much at the thought of Joshua being
set on fire again, eh?] Having Dancing Flame participate isn't necessary,
but another body in the battle can't hurt...well, unless he dies, in which
case the quest fails. Oops.
When all five are killed, or Dancing Flame skidaddles, this finishes.
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[MQ58] SOMEONE TO WATCH OVER ME
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Client -: Crandon [North Vegas Square]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Crandon or Jules slain]
Reward -: 150 XP (Alice stays); 280 XP, 500 caps (Alice stays + Barter check)
North Vegas Square (NVS) is a small shantytown erected on the Strip's north,
outer wall. It doesn't connect to the Strip, but can be entered from two
upper entrances -- one is near Freeside's north gate, in fact -- and connects
to the sewers as well. One of the main players 'round here is Crandon, who,
along with Jules and other folks, try to keep the community clean of rabble
who don't belong. Asking about his role allows one to inquire about work, and
passing a [Speech 45] or [Barter 35] check earns enough of his trust to help.
This is a three-part mission that must be done in sequence. Completing one
segment unlocks the next when reporting to Crandon.
• PART 1: Clear out the squatters in NVS' playground. Starting the quest'll
spawn some rabble nearby, and Crandon wants 'em gone. Their head honcho is
Squatter Bill, and how the player interacts affects how this portion goes.
Passing a [Barter 45] or [Speech 45] check makes them leave peaceably. If
a player can't do that, attacking is the only option outside of quitting
conversation. Note that the belligerent first choice turns the squatters
hostile, and killing them gives NCR infamy. [Reward: 50 XP, 50 caps]
• PART 2: Quash the greaser threat. Some troublemakers have nestled into the
sewers, and although their firepower is low, Crandon considers 'em a threat.
Use the manhole on the NVS street and navigate the labyrinthine connecting
tunnels (follow quest marker) to find the greasers. Like before, they have
a leader, and talking to Greaser Johnny affects how the rest of the crew
acts. Passing a [Speech 65] does the trick or the player can pay them a
100 caps to vamoose. A [Barter 50] option will cut that down to 50 caps.
Killing these four varmints gives positive karma, if one goes that route.
The nearby New Vegas Citizens are NOT enemies in this scenario, even though
they may turn hostile against Greasers when one attacks and remain in that
state afterwards! [Reward: 100 XP, 100 caps]
• PART 3: Save a daughter from herself: travel to the Hostetler stead a ways
SE of town, past the Crimson Caravan Company and New Vegas Medical Clinic.
Talk to the missus to learn her daughter Alice is hanging out with "street
scum" in NVS, and she wants to know the lowdown. Agree, then return to NVS
to talk with Jules, the sheriff-like figure -- he mentions Alice has been
hanging out with Andy in The Gray, a crumbling building nearby.
The mission objective now is to search the hotel for information. There's
currently no sign of either person, but by breaking into Andy's room (an
Average lock) and stealing a note on a small table, one can learn what's in
store for her. [There's a guard posted outside Andy's door who has a key to
Andy's room, but a sneaky character can get in and out, no sweat. If one
stole the note earlier, the objective finishes automatically.] Upon leaving,
Andy Scabb, Alice's ghoul friend, comes in wonders why the player's there.
It's possible to ignore his questions and leave without hostility; choosing
to reveal knowledge of the note can lead to belligerence, or the player can
ask for a cut of the money Alice is acquiring.
Return to the Hostetler's house, only to be accosted by Alice immediately.
The player can either egg on her plan to rob the family's Crimson Caravan
funds or try to talk her out of it. If the former is done, Alice will,
reluctantly, shoot open the door, gun down her mom, and flee in horror at
her actions -- this gives negative karma. Taking the 1000-cap prize off
Mrs. Hostetler finishes the mission, but gives no XP. [Andy Scabb and his
thugs disappear after this result, also.] Note that you can only tell Alice
Andy sent you if you asked him for a cut of the action. Killing Alice and
then her mother (who turns hostile anyway) is another way to finish, but
letting Alice die gives negative karma.
Talking Alice out of her heinous actions is a little more difficult. The
initial [Speech 70] option can stop her plan dead in its tracks, although
an [INT 7] check can be a nice backup. Showing her Andy's note makes her
mad but doesn't affect much besides that. The INT check lets the player
suggest Alice:
• Stay: There's a few speech options that prod Alice in this direction,
including a [Speech 75] check. If Alice ends up staying, the player gets
good karma. Talk to Mrs. Hostetler at this time to get the 200 caps she
promised. Letting her keep the money earns 50 XP and positive karma, but
passing the [Barter 65] option bumps the reward to 500 caps and gives
280 XP instead of 150. [This is likely because the game doesn't give the
immediate speech challenge bonus until the final total.]
• Leave forever: unlike the above option, this happens immediately and
finishes the mission. Mrs. Hostetler can then be hit up for the money
she promised (200 caps). Telling her Alice would've left anyway allows
the player to take 500 caps; letting her kep the money earns 50 XP and
good karma, like the option above.
Even after finishing on a good note, Mrs. Hostetler has the 1000 caps on her
person. Just in case y'get any ideas... =)
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[OW10] SONIC EMITTER UPGRADE
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Client -: Doctor Klein [Think Tank]
Prereq -: Welcome to the Big Empty
Precedes: n/a
Missable: no
Reward -: 400 XP (LV35)
Although this quest is doled out by Dr. Klein with several main ones, it's
technically optional. Also, it's best done in tandem with "X-2: High School
Horror!" since it overlaps somewhat. That X-2 Research Facility is nearly a
straight shot east of the main dome, at road's end.
Now for the overlap part: go down the southern stairway, eliminate any robot
hostilities (Mr. Handy types) and operate the computer, choosing the Basic
Test. After completing the test (see section OWB4 if details are needed), the
overlap ends: "High School Horror" requires taking the Residential Cyberdog
Test, whereas this quest requires doing the Advanced Test. [Note that each
trial is represented as the minor "X-8 Data Retrieval Test" in the questlog.]
Back in the simulated school, the nearby computer panel is now fair game, and
downloads the Sonic Emitter upgrade (EM Pulse Wave function) automatically.
This can occur regardless of whether a Sonic Emitter is in the inventory. To
finish the quest, test fire the gun on any of those blue forcefields -- they
disintegrate on contact!
Note that, while this item isn't necessary for completion of OWB, it does
help in several ways, including during the optional "Influencing People" or
just getting the special suit from the Hazmat Testing Ground earlier.
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[MQ59] STILL IN THE DARK
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Client -: Elder McNamara [Hidden Valley]
Prereq -: n/a
Precedes: Eyesight for the Blind (McNamara), Tend to your Business (Hardin)
Missable: Yes [Elder McNamara slain]
Reward -: 1000 XP, Brotherhood of Steel Fame, Brotherhood Safehouse Key
Hidden Valley is an odd barren zone in the shadow of Black Mountain, notable
for the gigantic fence circling its perimeter and the nighttime duststorm
that deters trespassers. It can be found ESE of Goodsprings, SE of Sloan,
and NW of Primm, in addition to Black Mountain's looming northern presence.
In addition to half the world's bark scorpion population (I kid, I kid), one
can find three bunkers. Most have little to speak of, but the northwestern
one... There's a couple ways to get into its depths.
• Pick the Very Hard door (100 Lockpick required)
• If Veronica's with, a short scene will allow entry
• Use intercom after finding one of the BOS Holotapes on a dead paladin
• In the main questline, it'll be unlocked when one needs to go here
Additionally, a four-man paladin squad patrols the Hidden Valley region
from about 0100 hours to dawn. Each carries a 'Hidden Valley Bunker Key' but,
if encountered, will be hostile. Killing them earns negative karma and, if
witnessed, BoS infamy -- this usually drops one to "Shunned" immediately. Not
the recommended method of getting inside, usually.
Downstairs, one learns this is a Brotherhood of Steel compound. Paladin Ramos
will "suggest" visiting the elder, McNamara. Refusing to do so turns everyone
hostile, so play along. If Veronica used her finesse to gain entry, Ramos'll
cut the player slack, allowing him/her to wander around, mentioning the Elder
wants to speak to the player on LV2. This -- finishing Ramos' dialogue --
starts the quest.
Entering McNamara's chamber happens automatically if Veronica's not with and
officially starts the quest, too; the player will have no equipment at this
time. Speaking with McNamara leads to the same end: despite the Brotherhood's
rather extreme self-imposed isolation, he may have work for an outsider, and
suggests taking care of an NCR ranger inhabiting one of the other bunkers.</pre><pre id="faqspan-11">
This is not optional, and to underscore the point, McNamara fits the player
with an explosive collar that detonates if one runs off. Gotta focus on the
mission, fella!
• If Veronica is the companion during the Brotherhood portion, she'll vouch
for the player. This skips the entirety of McNamara's 1st quest and jumps
right to the 2nd: finding the holotapes. See below.
All equipment is recovered after exiting the bunker, so it's time to search
out the ranger. [Note that due to the collar, which cannot be unequipped, the
fast travel option is also a no-go.] The target, Dobson, can be found around
the arid bunker area of Hidden Valley or just south of there, along the
highway. Passing the hilarious initial [Speech 30] check is just for fun;
the only real ways to get Dobson to amscray are either killing him or making
him think the Powder Gangers use the bunkers, the latter using a [Speech 50]
check. Killing him doesn't give NCR infamy.
The more interesting (easily missable) way to do Dobson in centers around the
broken radio in his bunker base, nearest the highway he patrols. Smashing it
will complete the current objective, but turns the ranger hostile if he sees
one do it. Rigging it to explode will draw Dobson's attention, and if one
passes the [Speech 40] check, he'll try out the "working" radio, only to get
a face full of kaboom! If the player rigs it and tries it out, it only acts
like one smashed it though.
• Blabbing that the Brotherhood has a base here will automatically fail the
quest, and Dobson reveals the explosive collar is a normal slave collar,
which he then removes. Doing this spawns a 5-person Brotherhood hit squad
nearby, which comes after the duo in full armor and with high-powered
energy weapons, like Gauss Rifles. If Dobson survives, he'll start walking
back to base; this gains NCR fame. It's still possible to return to the
BOS bunker, but everyone will be hostile. VERY hostile.
Once done, return to McNamara. He'll say something different depending on
if one scared Dobson off, killed him after gathering intel or flat-out slew
him like a barbarian. The kill-with-no-intel part has an optional [Speech 65]
check that can convince Mac one's actions were just. The 'how' is irrelevant
though; what matters is that the player passed the test. This removes the
explosive collar, lets the player come and go at will, and allows the second
task to start once Mac returns to the command center.
SECOND QUEST: The elder sent out some special patrols recently and they have
not returned, so to avoid worrying the Brothers, he wants the player to seek
them out. Each has a holotape that must be recovered. This quest is actually
the "first" quest if Veronica is with, since it skips the whole Dobson test.
Also, McNamara allows the player to purchase some equipment from the store
upstairs. This includes a lot of energy and heavy weaponry, like the Thermic
Lance, Fat Man or Grenade Machinegun. No power armor available (just Combat
Armor Reinforced mkII stuff), although one can steal a T-45d Power Armor &
Helmet set from outside the vending window, by standing on the left-hand side.
One can also pickpocket Knight Torres' shop key when she gets off work. The
negative karma might be worth outfitting Veronica in some nicer threads.
On the way out, Head Paladin Hardin pulls the player aside, mentioning that
the compound has been on lockdown for years and it affects morale. Since the
player is an outsider and won't be viewed as suspicious for asking questions,
he asks if the player will help him oust McNamara. This part of the questline
is completely optional, but here's how it goes.
#############################################################################
HOW TO OVERTHROW ELDER MCNAMARA:
1) Speak with red-robed Scribe Ibsen in the main computer terminal area. He
mentions the data is a little wonky at the moment thanks to a virus. One
can volunteer to help, which starts a "fun" little "game". The computer
bug has infected all terminals nearby and periodically moves around. To
contain the sucker, one has to find all 3 terminals it's located on within
one minute, and lock them down. Infected terminals will have a taunting
message within their datastore; normal ones have gibberish. Ibsen will
count down the 1-minute period, so wait for his signal to begin. Failing
the "minigame" allows it to replay; just speak to Ibsen. Each "game" is
randomized, so hopefully one'll get lucky in the spread.
• Passing Ibsen's initial [Science 70] check makes it so one can isolate
the virus by finding it 3 times total, not 3 times in one minute.
2) Fixing the datastore gives access to non-classified topics, but there's
nothing useful about elder dismissals. Ibsen'll note that part falls under
Ramos' aegis; he also mentions any senior-level staffer could unlock the
info, but only Ramos can do this. He'll skeptically allow access to the
databank's history portion.
3) View the second file in the new section to hear "The Chain That Binds"
mentioned. One can ask Hardin about it, but it's really Ramos who helps
on the issue, saying it's an old principle that amounts to "follow your
superior's orders". He unlocks the terminal entry on the subject.
4) Read the Chain's data entry and report to Hardin that the well-known BOS
fundament has a lesser-known second part. Doing this will automatically
end the mission, earning 1000 XP and Brotherhood fame. The only difference
is the safehouse key is obtained during the next convo, not immediately.
#############################################################################
There are three missing patrols. If the player found any earlier and told
the Elder as much, the rest still must be located.
• Black Mountain: This is the one nearest Hidden Valley, found due east.
Navigate the ridgeline to find a crater area, irradiated from a bomb in
the olden days. There's centaurs and evolved centaurs here, including Moe,
a named centaur living at the crater's bottom. There's two dead paladins at
the crater's bottom.
• REPCONN Headquarters: This building is in the southern reach of New Vegas'
farm country. The easiest way to find it is to locate the train track near
Goodsprings (appears as dotted line on map), and follow it as it runs north
along the highway. When it bifurcates, take the track going east and the
building'll be nearby.
Once inside, pick the door or hack the computer (both Average) to gain
access to an office. The far west door is Very Hard and is a shortcut to
the Q-35 Matter Modulator, a unique plasma rifle; otherwise, one must go
the long way around. The nearby stairway leads up to 2F. The robots here
will turn hostile if the player refuses to leave, although if one snagged
Jenny Millet's security passcard in the ground floor planetarium, they'll
be docile. Using the main stairway, reach 3F and the paladin corpses will
be right nearby.
• Nellis Air Force Base: The main way to reach this place is to follow the
main highway NE of Vegas, then branch off the trail towards the ruined
town encircled by railroad tracks. Of course, it ain't that simple -- the
area is controlled by the Boomer faction and they'll sling nonstop mortar
rounds. To combat this circumstance, it's suggested to head towards the
source, such as along the western ridge or through town, using buildings as
shields. When close enough, they stop firing, and by talking to them, one
can make them stop permanently, by starting the "Volare!" quest.
When that's done, that leaves the player to search nearby without danger of
getting blown to smithereens. [One can dash in and dash out, but that's a
big risk, even with a quest marker.] In one of the bomb craters will be a
paladin, usually a ways into the AFB's old "base town".
Return to McNamara when finished, and he'll assign another task: three scouts
were sent out with the other patrols, and when the patrols failed, the others
were asked to maintain radio silence. Contact them in person and ask if "the
bears are still hunting". [The scouts don't appear until this quest begins.]
Each scout has a target to reconnoiter; here's their locations relative to it.
• Nipton: cliff to the NE, near Coyote Den and Hidden Supply Cave
• Camp Forlorn Hope: bluff between the camp and Nelson (to the south)
• NCR Correctional Facility: east of prison, small hill
All one need do is collect the reports from the scouts and bring them back to
McNamara. If a scout "somehow" perishes, the report can be collected from
their corpse. Blatantly killing a scout usually drops one's reputation to
Vilified, though, and their positions usually prevent them from catching the
foes' attention (unless one draws them close, that is). McNamara won't even
mention the scouts' welfare, anyway.
The fourth and final task is a very important one: fixing the bunker's air
filtration system. The only other person to know about the problem is Senior
Knight Lorenzo. Speak to SKL to learn that this mission is apparently a
suicide mission, but who doesn't love proving an exception to the rule? The
target locations are old Vaults that have technology similar to the bunker.
If a quest marker doesn't appear on the map, it's probably because y'picked
up the item without realizing it!
• DIFFERENTIAL PRESSURE CONTROLLER: Vault 11 houses this sucker, and can be
found a little NW of the El Dorado Dry Lake, between Novac and the 188
Trading Post (all locations are near Highway 95). Outside of the stupid
mantis and rat enemies inside, all that's left of the Vault's denizens is
posters displaying their political climate. The goal is to reach the lowest
level of the vault where the overseer's office is -- convenient signs'll
point the way there. [Might wanna detour to the Security station, though;
picking the Hard lock/computer gains access to some decent ammo, including
a Mini Nuke.] One can find the DPC in a locker within the submerged south
passage. It's not fully underwater, though, so no Rebreather necessary.
And if one's curious about the vault's fate, locate the atrium terminal's
ombudsman speech that tells the overseer's password. Operate the computer
in the overseer's office to open the sacrificial chamber. [Save!] Continue
down the path, sit in the chair when asked, and watch the film -- then
fight off 2 Sentry Bots, 4 ceiling turrets, a Robobrain and Protectron. The
eastern mainframe can override the lockdown, and the two messages tell just
how things went down.
• REVERSE PULSE CLEANER: Vault 3 is located in the South Vegas Ruins, itself
SW of the Strip. This is Fiend-controlled territory and the vault is the
domain of Motor-Runner, a player in the "Three-Card Bounty" and "Aba Daba
Honeymoon" quests. I would suggest doing the latter before this portion.
Anyway, enter the southern living quarters and track down Daniel near the
southern flooded passages -- he carries the Vault 3 Maintenance Key, plus
the prisoner key if y'want to help the poor guys caged in a previous room.
Return upstairs and enter the northern maintenance wing. In Motor-Runner's
room, in a locker, is the Reverse Pulse Cleaner. Killing everyone can be a
drag, which is why coming here on friendlier terms in "Aba Daba Honeymoon"
is recommended.
• HEPA CARTRIDGE FILTERS: The six filtration cartridges are located in Vault
22, due west of Westside, the NW suburb on the Strip. It's a cinch to find
since it's got plantlife out the wazoo. I recommend heading due west rather
than fast-traveling to a south position and heading north -- that is, unless
y'like cazadors by the boatload. This is also the location of the McCarran
quest "There Stands the Grass," so y'may wanna start that as well.
Once inside, the goal is to reach Level 4 - Commons Area, conveniently
accessible by the elevator (Repair 50) or by local stairways. In any case,
make way to the overseer's eastern chamber and use the computer to unlock
the crew quarters and data backup. Or, pick the Average lock to the crew
quarters north of the level's garden area. The first door on the left has a
shelf containing a cave access keycard. Head upstairs to Level 3 and unlock
the east door to the caves. From here, take the right-hand branch that goes
back up to Level 2. In the dead-end chamber, locate the cartridges in one
of the lockers.
Deliver the goods to Lorenzo, then speak with McNamara, to end this mother of
all fetch quests. The reward is faction fame and the key to the Brotherhood's
safehouse, located NNE of Camp Golf and ESE of Nellis AFB -- that is, the
mountainous region leading toward the Bitter Springs area. [Deathclaws live
right next door, but can usually be avoided by approaching from the E/SE.]
Items within that safehouse include a Tesla Cannon, Gatling Laser, Missile
Launcher, and a set of BoS wear (T-51b Power Armor, T-45d Power Armor, Recon
Armor). It'll all be in disrepair, but with Jury-Rigging, it ain't so bad.
The bunker also has beds, containers, a workbench and reloading bench. Still,
annoyances exist: Paladin Sato, the safehouse's repairman, can take items
sitting around, or in lockers if hostile. Plus, dropped items can glitch
under the floor, or can't be picked up in 1st/3rd person POV, so be careful!
Finishing things means Hardin's coup doesn't succeed. As long as the quest
remains undone, one can oust McNamara, though, so keep that in mind.
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[MQ60] SUNSHINE BOOGIE
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Client -: Loyal [Nellis Air Force Base]
Prereq -: Started "Volare!"
Precedes: n/a
Missable: Yes [Loyal slain]
Reward -: 300 XP, Boomers Fame
Loyal, Nellis' head mechanic, asks the player to fix the solar array atop the
generator (the same one seen in Raquel's "Ant Misbehavin'" quest). When asked
where to search, the old-timer draws a blank -- if there were parts laying
around, he would've done the work himself. The player can suggest salvaging
from the HELIOS One plant, if it was located earlier (north of Novac). There
are two ways to finish Loyal's request:
• SALVAGE: Even if the player's never visited HELIOS One, the quest marker'll
direct one to that location. This power plant is part of "That Lucky Old
Sun" quest, so for more information on getting in, read that quest. Anyway,
the goal is simply to make it into the plant's backyard, fenced-off to keep
intruders out. The quest markers denote 5 locations to pick up spare parts;
this requires one's Repair to be 20+. If there's less than 5 marked, be
mindful that the arrays can be salvaged before starting the quest, so some
'Solar Array Parts' may be in the inventory already! Once found, head for
the Nellis Array (NW of AFB) and fix the devices by viewing the broken ones.
• JURY-RIG: Instead of runnin' around like a fool, picking up junk, a player
with can manually repair the five broken panels if his/her Repair is 65+.
Repairing the panels gives 30 XP per, and when everything's up and running,
the computer nearby is operable. Passing the [Science 50] check allows one to
optimize the array's alignment, giving an extra 50 XP. Return to Loyal to
finish the mission. Note that in addition to the fame awarded on completion,
informing Loyal of a satisfactory job gives fame as well.
• If one repairs the array before receiving the quest, Loyal gives faction
fame, then "Sunshine Boogie" finishes normally. Might be a way to earn a
bit o' extra fame...
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[MQ61] TALENT POOL
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Client -: Tommy Torini [The Tops Casino on Vegas Strip]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Tommy Torini, Hadrian, Bruce, Billy or Lonesome Drifter slain]
Reward -: 600 XP
Tommy is an agent located at The Tops casino, and can often be found in the
Aces Theater. Ask him about new acts and volunteer to find 'em for him, with
a finder's fee of 3%. One can boost it to 5% with a [Barter 50] check. Each
successful addition also earns Strip fame.
• BILLY KNIGHT: This comedian can be found just inside the Vegas Strip after
entering from Freeside -- he's standing on the sidewalk near a securitron.
The guy is so desperate he's willing to work for 10 caps a night, but with
a [Barter 25] check one can make him rethink his idiocy. If one skips the
first check, it shows up again in Tommy's conversation as a [Barter 50]
instead. Max reward: 150c
• LONESOME DRIFTER: This troubador can be found along the highway east of
Novac, camping underneath a giant billboard. After jawing awhile, tell him
of Tommy's offer and he'll head there immediately. There's another reason
to recruit him, though -- he carries the unique Mysterious Magnum revolver,
and one can earn it through a [Barter 50] check. Max reward: 166 caps
• BRUCE ISAAC: This singer inhabits in the Novac motel, living in fear of his
old boss whom he robbed...and kinda sorta plowed his daughter. Telling him
he's going to suffer in the initial dialogue turns him hostile; otherwise,
informing him of Torini's offer is simple. Reward: 250 caps
• HADRIAN: The ghoul funnyman can be found at Freeside's Atomic Wrangler bar,
and after a few repartees, admits that Tommy's offer is entice -- too bad
he's under James Garret's contract. One can break that "ironclad" contract
by offering Jimmy 150 caps, or 100 with a [Barter 35] check. Alternately,
one can pass the initial [Speech 50] or [Barter 50] checks; if one already
did James' "Wang Dang Atomic Tango" quest, calling in a favor buys the
contract for 75 caps. Max reward: 210 caps
Mission ends when all Tommy pays the player for all four acts.
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[MQ62] TEND TO YOUR BUSINESS
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Client -: Head Paladin Hardin [Hidden Valley]
Prereq -: Finish "Still in the Dark" by ousting McNamara
Precedes: n/a
Missable: Yes [Head Paladin Hardin slain]
Reward -: Power Armor Training perk, T-45d Power Armor, T-45d Power Helmet
After McNamara gets the boot for violating the Brotherhood's sacred tenet,
Hardin will be in charge. During the first conversation with him after the
switch, he'll give the Brotherhood Safehouse Key as a gesture of gratitude.
Ask the new elder about joining the faction, and he'll offer a task that'll
prove one's loyalty -- accept to start the quest officially.
In Elijah's day, there was a group of upstart energy weapons dealers that
evaded the Brotherhood, since their thoughts were more focused on holding
HELIOS One. Now that Hardin's in charge, he'd gonna take a hard line against
them. The job is to slay the Van Graff family in Freeside's Silver Rush shop,
after which a cleanup crew will confiscate the merchandise.
• NOTE: Killing the Van Graffs will fail the "Birds of a Feather" quest, but
can gel with Cass' "Heartache by the Number". In addition, the confiscation
part is mostly storyline-related -- if one already robbed the place blind
and sold it, that's perfectly fine.
Freeside is the first step into entering the Vegas Strip, and can be accessed
from the north or south exits. Enter the southern sector and locate the shop,
during which the gate guard will attempt to confiscate the player's weaponry.
One can either agree and gain entrance, which allows for a stealthier bent;
or, kill the guard, turning all people hostile inside immediately. In any
case, Gloria Van Graff, Jean-Baptiste Cutting and their four guards all need
to bite the big one -- she uses a plasma pistol while JB favors a laser rifle.
In addition, there's no Freeside infamy for slaying the VGs or their thugs,
nor is their a karma penalty for looting things marked as stolen. [Excepting
the storefront chest containing the Van Graff Combat Armor, that is.]
Return to Hardin to finish up, getting the same rewards as McNamara's quest.
• Power Armor Training perk. There's only two ways to obtain it in New Vegas,
and completing this mission is one of 'em. It's impossible to equip power
armor/helmets without it, as one may know. This bulky, heavily fortified
suit boasts some of the best defensive capabilities around, and the T-51b
model gives bonuses to STR, CHR and Rad Resistance.
• Full shop access. Outside of the combat armor and energy weapons previously
available, power armor is available too, including the better T-51b model.
Since the player's reward armor is "refurbished" -- i.e. a few hits from
breaking -- consider selling it, putting the funds toward the better set
which carries no AGL penalties. [At 100 Barter, one can buy the T-51b set
in moderate condition for around 4250 caps total. Dead paladins found in
the holotape fetch quest also carry T-51b types, although these variants
have 'Brotherhood' in the name and are considered faction armor/disguises.]
• Player can come and go as s/he pleases. This is more of a symbolic "mi casa
su casa" gesture, since it was already obtained earlier by finishing the
last quest.
• Recycled ammo in a footlocker near bunker entrance. This is technically
received before finishing, but I'll put it here anyway. The scribes will
leave amounts of energy ammo (Electron Charge Packs, Microfusion Cells,
etc.) here. The amounts are cumulative and don't overwrite each other, so
it's handy for anyone going on long journeys, like in the Dead Money,
Honest Hearts or Old World Blues DLC.
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[MQ63] THAT LUCKY OLD SUN
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Client -: Lt. Haggerty or Fantastic [HELIOS One]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Fantastic slain]
Reward -: 350 XP + (see below)
This mission will take place at HELIOS One, due north of Novac; or, for those
who haven't found Novac yet, find the Colorado River in the eastern part of
the map -- Novac is along the highway running (roughly) parallel.
Once the base is located, note that simply running to the plant's front door
turns the NCR hostile, even on good terms. Instead, try the diplomatic route
by speaking to Lt. Haggerty -- with a [Speech 30] or [Science 30] check, or
with decent NCR rep (Accepted+), one can gain admission, officially starting
the quest. If one has no particular NCR rep, a [Speech 35] option appears in
place of its counterpart. Note that killing Haggerty doesn't fail the quest
as one can just break into the side entrance. Also, breaking in and leaving
via the main entrance while Haggerty lives still makes the NCR aggro.
Now inside, head through the first-floor passageway, eventually entering a
tall chamber with many catwalks. Continue further west to reach a lower area
with two scientists, Ignacio Rivas and...Fantastic. Talking with the latter
reveals the NCR has been trying to use the power plant to send power back to
McCarran and the Strip...only problem is the solar dishes aren't aligned and
pre-war security makes it too dangerous to try. Someone would have to use the
two towers' panels and hook up the mainframe to get everything working right.
If the player agrees to take on this mantle, Fantastic gives the western
reflector terminal's password as a gift (this officially starts the mission
if one broke in, also).
Before going, make sure to talk to Ignacio as well. If the player has started
the mission, a dialogue option ("The NCR asked me to help increase the plant's
power output.") is added that lets one receive the east reflector terminal's
password as well. Using the Confirmed Bachelor perk or [Speech 35] check also
gets info out of Rivas. Said password can also be obtained at a 2nd-floor dead
end room in the eastern part of the facility. The exit near Rivas' position
leads into HELIOS' backyard.
This place has a massive solar array, in addition to a few barracks and light
NCR presence. Before ascending any towers, the smart play is to search the
grounds for two small fenced-in areas containing computers for reconnecting
the mainframe. Both must be used in the course of the mission, and both have
backup -- one has 3 guard dogs nearby, the other has a rigged shotgun, bear
traps and mines. With the computers switched on, the next step is ascending
the solar collection tower. [Terminal 1 requires that e. terminal password,
so if one hasn't gotten it, that's why it's locked.]
The pre-war technology spoke of earlier is here en masse -- sentry bots and
turrets in particular. Sneak-attacking the turrets at the beginning is a
cinch, although the nearby booby-trapped room contains an computer (Easy
hack) that deactivates 'em. A locked safe nearby contains Pulse grenades and
mines, which are effective against robots. Using the western tunnel, one'll
pass a few cots and encounter a room with a Mister Gutsy, which is equipped
with a flamethrower and plasma ammo.
The final stretch contains only Protectrons: slow, weak pushover robots. Just
south of the room housing four of 'em is an empty room -- well, except for
that Poseidon Energy ID Card we'll need. Take the lift to the observation
deck to find the messed-up mainframe. It isn't operating right, so first
restore power to the auxiliary generator by activating the 2nd-floor Python
fixbot (requires Poseidon ID Card or Science 45). It'll repair the power, and
with a few clicks, the Courier can distribute the plant's power how s/he sees
fit.
With the grid configuration saved, exit onto the observation deck proper to
lock it in. [The panel can only be operated during the 9AM-3PM peak sunlight
hours.] If the player enabled the Archimedes Plant Defense System after the
distribution target was chosen, flipping the switch burns all NCR soldiers
alive, even the ones on the other side of the base or inside -- it also ends
the quest immediately. No additional reward is gained, except NCR infamy, but
Ignacio and Fantastic will have hilarious reactions to the atrocity. One can
loot remains in the backyard as well (miraculously, dogs may survive).
If the defense system isn't enabled, one has to speak to Fantastic or Rivas
(depends) to end the quest. In addition to 350 XP, the player obtains items
based on how generous s/he was diverting power.
• McCarran and Las Vegas Strip --- NCR Fame
• Full Region (Emergency Output) - 3 Stimpaks, 2 Doctor's Bags
• ARCHIMEDES II ------------------ 2 Stimpaks, Doctor's Bag, Followers Fame
• Fremont and Westside ----------- 3 Stimpaks, 2 Doctor's Bags, Followers Fame
• Full Region -------------------- 3 Stimpaks, 2 Doctor's Bags, Followers Fame
Big Book of Science
Sending power to ARCHIMEDES II lets one use it as a weapon once per day, if
they have the right weapon. Said device is Euclid's C-Finder, in the hands of
a child (Max) in Freeside. The player can buy it off him (1K caps or 20, with
Barter 45) or pickpocket him when he sleeps. This item also respawns on him.
Either way, this is the only way to get the thing. The C-Finder doesn't fire
projectiles, though; instead, it "lases" the target, painting an area for the
orbiting satellite. After a few seconds, the satellite shoots its laser,
decimating the target. This can only be used outdoors, however!
Aerotech Office Park is located on the SE outskirts of the strip, SE of NCR
Sharecropper Farms and NW of the Grub n' Gulp Rest Stop (on highway). Captain
Parker is the ranger assigned to help the dissidents who try to make it on
the Strip but end up washing out. Speak to him to learn he has a problem:
some families have gone missing recently. Most seem to have had dealings with
Dermot and Saint James, two scavengers living in Westside. [This adds the
quest officially.]
Westside is the "gated community" on the Strip's west perimeter, making it
easy to find if one just follows the walls 'round. Once there, locate Saint
James and ask him about the missing refugees; he'll accidentally mention more
info that one said, incriminating him and Dermot. [Killing either before the
quest marker moves to the nearby apartments fails the quest.]
The next step is snooping around their rooms, both on the ground floor of
Casa Madrid Apartments. Dermot's door might be hanging right open, allowing
one to take his ledger on the table. Saint James' room has an Average lock,
and picking it gives negative karma, naturally. Upstairs, if one asks Sweetie
about Saint James, one can pay her 200 caps, or 100 with a [Barter 30] check,
to learn that he's been bringing a teddy bear to their encounters...creepy!
She can also give Saint James' key for a 250-cap sum. In any case, take the
teddy bear from his room.
With both rooms' evidence taken, one has either:
• Confront the scavengers with the evidence they've been selling families to
the Fiends. Saint James won't react if his teddy bear is revealed, but the
ledger turns both hostile. No other Westsider turns hostile, though, so it
isn't a massacre. Dermot uses a 9mm Submachine gun; his partner, a power
fist. Neither has any useful armor, although Dermot has a RobCo Jumpsuit
and Police Hat one may want to take for collection purposes.
• Return to Parker without confronting anyone.
The reward is the same either way, although the scavengers disappear after
the mission concludes. Guess Parker made good on his promise...
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[MQ65] THE FINGER OF SUSPICION
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Client -: Vulpes Inculta [The Fort]
Prereq -: Start "Render Unto Caesar"
Precedes: I Put A Spell on You
Missable: Yes [Vulpes Inculta slain or Caesar questline broken]
Reward -: 200 to 300 XP, Legion fame
Caesar's fort cannot be accessed until completing "Ring-a-Ding-Ding!", after
which Vulpes Inculta will contact the player outside the Tops, conveying the
invitation to visit. [This is done by way of Cottonwood Cove in the SE, along
the Colorado's banks.] After talking with Caesar on the hilltop, Vulpes can
give his own little mission: saving Martina Groesbeck, a Strip gambler with
a knack for learning secrets, from Omertas who would do her harm. Agreeing to
help adds the quest officially, and can be done during the first visit to
the Fort. [If one still possesses the Platinum Chip, that will be confiscated
supposing one leaves before doing the bunker events.]
Martina can be sought out in the Strip's Vault 21 Hotel. Locating her room
makes it clear one's stumbled onto a hit squad about to kill her. If one
finished "How Little We Know" in favor of Cachino, mentioning connections to
their boss makes the thugs leave. A [Speech 50] option scares them with Legion
retribution, and telling the thugs they can if one can loot the place earns
negative karma. Killing them outright is possible, too.
Return to Vulpes to finish, regardless of Martina's health. If one learned
from Martina that she's been in contact with Captain Curtis at McCarran,
telling Vulpes will start the "I Put a Spell on You" quest. [If one finished
it previously, nothing else happens.] Getting the quest from Vulpes places
the player on the Legion side automatically, meaning if one completes it in
favor of NCR, it betrays one's allegiances. Talking with Col. Hsu at McCarran
can begin said quest on the NCR's side.
• Note that sometimes the XP rewards don't seem to match up, and may give
lesser values for the same accomplishment. [Ex: 100 XP for running the
Omertas off with the Speech option or killing them outright.]
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[MQ66] THE HOUSE HAS GONE BUST!
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Client -: n/a
Prereq -: n/a
Precedes: n/a
Missable: no
Reward -: 500 XP
This "quest" is more of a notification one gets for slaying Mr. House in his
Lucky 38 control room (this is required in all non-House questlines). Doing
the deed will trigger this quest and have it fail in the same breath. There
is no reward for doing this, although news of House's death will have spread
on the Strip, something most NPCs will now comment on.
If one kills House first-hand, rather than using the PC, he counts toward the
"Abominable" challenge. "A Slave Obeys," a GRA-specific challenge, completes
if one kills House with a golf club. Finally, the "Meat of Champions" perk
can be obtained if one consumes House (and other Mojave luminaries); this
requires the Cannibal perk.
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[MQ67] THE LEGEND OF THE STAR
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Client -: Festus [Sunset Sarsaparilla Headquarters]
Prereq -: n/a
Precedes: A Valuable Lesson
Missable: no
Reward -: n/a
This quest is started officially by Festus, an animatronic cowboy found near
the Sunset Sarsaparilla bottling plant's front desk. Asking him about the
contest reveals one has to collect 'Sunset Sarsparilla Stars,' a special type
of bottle cap one can find by drinking the related beverage (rare), or by
locating them in certain wasteland locations. Occasionally, a person will
have one/some, but that's rarer.
To complete the quest, one must find fifty (50) special caps -- these will be
listed in the items' miscellaneous section. Many out-of-the-way shacks and
such may have a star cap inside -- their bluish shine makes them easy to spot.
There's really too many to list off the top of my head, so try mining the
wiki's tally: fallout.wikia.com/wiki/Sunset_Sarsaparilla_star_bottle_cap
One encounter that's nearly impossible to miss is Malcolm Holmes', though --
after a few caps are collected, he'll run over and tell the player about the
whole "legend" and that people are still searching. He himself carries 6-7
caps. Later, near Nipton, one can encounter either Tomas or Jacklyn, who've
had a shootout over the caps. He's a docile NPC who carries about 7 caps, and
can be charmed out of them with a [Speech 50] check. Jacklyn appears friendly
at first, but turns hostile out of dialogue, forcing one to put her down --
she has 2 or so caps. [A common situation is the victor approaching the
player, but without the player seeing the shootout; finding the loser's body
in this case can be hard -- look by the highway first. This may precede the
Malcolm Holmes encounter, too, depending on location.]
Some other "renewable" star cap resources:
• [Camp McCarran] Sometimes Sgt. Contreras sells them.
• [Sunset Sarsaparilla HQ] Festus' blackjack-like "Lucky Horseshoes" game
occasionally gives them out as rewards, instead of the usual bottlecaps or
caravan cards.
FINALLY, after collecting fifty caps, return to Festus and cash 'em in. [The
quest won't update upon hitting 50, to wit.] He'll give the real prize: the
history behind the sarsaparilla company. Afterwards, the quest automatically
fails; when one inquires about the real prize, the follow-up "A Valuable
Lesson" quest is added.
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[MQ68] THE MOON COMES OVER THE TOWER
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Client -: Emily Ortal [The Vegas Strip]
Prereq -: The House Always Wins I or killing House
Precedes: n/a
Missable: Yes [Mr. House or Emily Ortal slain]
Reward -: 500 XP, Followers fame + medical supplies (if Barter check passed)
This event occurs after the Platinum Chip is delivered to House, requiring
"The House Always Wins I" to be finished. Emily Ortal, a Follower of the
Apocalypse, will petition the player (outside the Lucky 38) to bug House's
network, since his life support technology is of extreme medical interest.
Passing an [INT 6] check can inquire how Emily passed the Strip's 2000-cap
credit check.
If one agrees, the quest is added officially, and a packet sniffer is given
for the bugging. Passing a [Barter 40] check earns medical supplies at the
quest's conclusion, too. Declining can either give Followers fame (trying to
preserve House's trust) or infamy (not caring about Followers' plight). Emily
can be found in front of the Lucky 38 or at the Vault 21 Hotel.
Assuming one agrees to help, the easiest bugging spot is the casino's VIP
Lounge terminal, right inside up the stairs. Although it's a Hard-level hack,
one can bug it without a proper Science rating (earning 50 XP). Note that one
can actually tell Mr. House about the hack, at which point he doesn't mind if
one tries, since it'll be removed promptly. [This conversation may not occur
if one started "The House Always Wins II," since House will command one to
visit Fortification Hill and allow no other conversations.]
Return to Emily to finish. This earns the normal XP and fame, plus a lot of
supplies if one dug into the Follower: 5 Stimpaks, 2 Doctor's Bags, 2 Super
Stimpaks, 2 Med-X, 2 Today's Physicians. The bug always gets removed, note,
even if one killed House already.
The lieutenant is found in the main terminal at McCarran, the Mojave's main
NCR base -- it's south of the Strip, surrounded by high concrete walls. Speak
to her about missing soldiers, after she mentions Bryce Anders, ask again to
learn about Corporal White. He was a promising soldier until his moonlighting
made him disappear... Agree to help to start the quest officially.
• Sometimes Boyd's convo trigger (within the 'seen anything suspicious?' line
of questioning) doesn't appear. In this case, starting Colonel Hsu's "I
Put a Spell on You" quest and getting redirected to Boyd from Curtis will
do the trick.
Boyd has two leads, the nearest of which is White's things. The concourse's
left-hand barracks contains the enlisted men's lockers; White's is nearest
the aisle. Within is a journal noting odd water outflow going to Westside,
from both the North and South Cisterns.
The other lead is a Dazzle, a hooker working at the hedonistic Gomorrah on
the Vegas Strip (first requiring access from the nearby suburb of Freeside).
In the Brimstone bar's courtyard, Dazzle will reveal she hasn't seen White in
awhile, but he droned on about water and a fella named Bascom.
Trent Bascom is found at the NCR Sharecropper Farms, located SE of Vegas and
just a little bit north from McCarran. The poor farmer reveals that White was
here asking him about water and tech, things above his pay grade. Lieutenant
Romanowski was the last one to see him, apparently, so locate him near the
central building. He'll mention White's conspiracy about a water shortage is
foolish speculation, and he went to find Tom Anderson in Westside. Passing
the optional [INT 6] doesn't convince Romanowski of anything, though.
Next stop: Westside. It's the fenced-in farming village on the Strip's NW
side, which one can typically find by following the Vegas perimeter in that
direction. If Tom ain't out and about, he'll be in the Casa Madrid Apartments.
If one's on good standing with the Followers, or passes an [INT 6] check, Tom
reveals he slew the corporal to protect Westside's self-reliance. He's the
one who rigged the pipes to send water to the local cisterns.
If one can't pass the INT check or lean on Tom due to Followers fame, it's
time to find another eyewitness. The quest marker will go on Hector, a town
youth, who will spill the beans with a steep [Speech 80] check. This check
disappears in subsequent conversations, so get it the first time! Getting the
kid to tattle is enough to confront Anderson about his dealings.
The mission can be finished in a few ways:
• Take out Anderson -- any option that flat-out says this, or if one doesn't
agree to protect the town's secret, turns Tom hostile. A confession note's
found on his corpse, but taking it isn't required, oddly 'nough.
• Agree to secrecy on Westside's water theft in exchange for Anderson taking
the rap. Boyd will mention he came in of his own volition, commenting that
Dazzle must be "some girl" to make a man confess like that. :p
• Help Tom's coverup by blaming White's death on the local Scorpions gang --
this means lying to Lt. Boyd about the real culprit.
If Arcade Gannon's with, he'll typically comment on the player's decision.
Being party to the coverup with Tom surviving is the best option, although
if one kills him, one can only get the point by passing an [INT 7] check and
doing a subsequent explanation. The INT check doesn't appear if one the stat
is at 6 or less! [I almost missed this myself thanks to the Claustrophobia
perk...]
In any course where the Courier protects Westside's secret, the option to do
it free exists -- this alone gives Followers fame. However, one can muscle in
on the co-op's profits, taking 10% initially; a [Barter 50] check bumps it up
to 20%. The dirty money (usually around 300 caps or so) can be taken daily
from Etienne at the co-op.
Return to Boyd to finish -- what choice the player makes doesn't affect the
rewards. If one agrees to keep Westside's secret, it's still possible to turn
Anderson in. However, if one killed Anderson (only choice that returns water
to the sharecroppers), post-quest one can return to Bascom to receive ten
Maize, Banana Yucca Fruits and Coyote Tobacco Chews.
Also, for those wondering where the MP footlocker is, it's right across the
hall from the cell Boyd usually stands in. The contents are randomized, but
there's usually a bunch of skill magazines, maybe a few medicinal items like
Stimpaks and Doctor's Bags, etc. This chest can also be picked with maximum
Lockpick, too.
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[MQ70] THERE STANDS THE GRASS
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Client -: Thomas Hildern [Camp McCarran]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Thomas Hildern slain]
Reward -: 1600 XP and 600/1200 caps (data retrieved)
: 1300 XP and 800 caps (data erased, Keely saved)
In the main airport building's ground floor, there's a small science lab run
by the ambitious Mr. Hildern. He assumes the player is contacting him about
a Vault 22 job, which, apparently, has discovered the secret of abundant
vegetative growth. Thomas wants the player to go there and download whatever
data there is from the central server, in addition to bringing back possible
samples. Agreeing starts the quest officially.
When the player turns to leave, Hildern's assistant (Angela Williams) sticks
her nose in the situation, asking if the Courier's going to Vault 22. Turns
out Hildern's didn't mention the previous mercs he sent out, none of which
returned. Regardless of the player's response, the optional objective to
locate Keely, one of the scientists sent to the vault, is given. [If Angela
"accidentally" dies, the objective isn't added.]
• This conversation opens up a new (one-time-only) dialogue branch with
Hildern, letting the player question him about previous applicants. Pick
"How many others have you sent to the Vault?" to open up the [Speech 45]
check, doubling the amount of caps one receives as payment.
Vault 22 is located due west of the Strip, and is almost directly west from
Westside (basically NW extremity of Vegas' surrounding area). In fact, it's
recommended to take a path that's a straight shot, rather than traipsing
through the cazador-infested mountains. The vault will be situated in a li'l
gully, easily identified by the verdant scenery and mantis welcoming party.
Just inside is a small camp left by Keely, and down the first steps, a path
branch. Fixing the broken lift (Repair 50) gives easy access to all five
levels of this gigantic place; otherwise, the player'll have to hoof it the
hard way.
NOTE: Key items for other quests exist here, although claiming them now is
the player's decision. The LV3 Food Additive is part of an unmarked quest at
Camp McCarran's cafeteria. The six HEPA filters found on LV2, by way of LV3's
caves, are part of Hidden Valley's "Still in the Dark" quest. Also, said
caves contain the mantis egg cluster necessary for the "Bleed Me Dry" quest,
given by Red Lucy at The Thorn near Westside. The eggs only appear during the
course of that quest, however.
• The goal is Level 5 - Pest Control, and will have to be reached on foot if
the lift's a no-go. Vault technicians made easy-to-see placards directing
one to the staircases, so reaching Level 2 - Oxygen Recycling, Level 3 -
Food Production, and Level 4 - Commons Area is simple, if y'ignore most
exploration. Note that Level 3 is the first area where spore carriers,
creepy plant-like humanoids, appear. Additionally, Level 3 also contains
the quest item Food Additive on a northern lab's computer desk.
Once y'reach Level 4, the main thing to do is reach the eastern overseer's
office and unlock the doors to Crew Quarters and Data Backup. [Cavern Access
isn't available here.] From the eastern garden area, the southern room has
a Flamer and fuel, while the northern Crew Quarters contains a Cave Door
Keycard -- check first door on the left. With the keycard obtained, trek
back to Level 3 and use the newly-opened SE room to visit the caves, which
allow proper access to Level 5.
NOTE: There is also a unique laser rifle, the AER15 Prototype, located on
Level 5. After exiting the elevator, turn right and pick the door. The
clogged between-floors stairway contains the rifle and some mantises.
Once at LV5, make way to the NE cave tunnel, leading to a much larger chamber
filled with mantises and spore plants. They're pushovers, but have advantage
where numbers are concerned. Keely, the ghoul scientist, can be found in the
southern recess. She'll say that something has to be done about the plants,
and, regardless of the player's assistance, will relocate to Level 2's lab.
Follow her up and she'll explain everything: the plants' spores are toxic to
humans, and to combat it, she's pumped flammable gas into the vault. Any
kind of explosion, fire (flamer, shishkabob, etc.) or laser would be enough
for ignition. If the player didn't bring any, there's the Flamer on LV5 and
the grenades in her bag nearby. Additionally, a quarantine is in effect,
preventing passage in or out -- although Keely doesn't say SHE did this part,
so one can pickpocket the password to operate her computer, if needed.
Keely mentioned LV5 had the highest concentration of spores, so she pumped
the gas there. Locate the quest marker and note that the mainframe chamber
is right nearby. Use a preferred method of ignition (preferably one with
a time delay, like grenades) and seal oneself in the mainframe door, letting
the massive fireball clear the plantlife without killing the player...which
it will do if you're in the hallway when it happens. [Use this time to get
the mainframe's research data, completing the main objective in this quest.]
Return to Keely to learn her intent: deleting the research files so no one
may replicate the vault's "success". If one copied the files earlier, the
log will report that to Keely, and she'll ask the player about it. Telling
her about one's activities, then refusing to let her erase the Pip-Boy data,
turns her hostile. [Lying about taking the data gives negative karma; letting
her delete the data gives positive karma.] If one did not DL the data on LV5,
passing a [Speech 50] challenge prevents her from deleting the files.
In any case, once the files are dealt with, it's possible to leave and report
back to McCarran. Angela Williams gives 800 caps if Keely survived the Vault
ordeal; if Keely died, one can lie during a [Speech 50] for the cash. [No
caps are received for confirming her demise.] Giving the retrieved data to
Hildern gives 1600 XP and either 600 or 1200 caps, depending on the initial
barter challenge. One can squeeze and extra 600 out of him by passing a final
[Barter 50] challenge. Do note that the conversation tree with Hildern can be
attempted ONCE, so make sure to save before doing it, in order to get all
possible rewards.
The quest finishes when the player reports to both scientists, or just Angela
if the data was erased.
Camp McCarran is a fortified NCR compound in the ruins of an airport -- it's
southwest of New Vegas, and easily visible thanks to its high concrete walls.
The major typically wanders around the parking lot-cum-encampment, although
he doesn't hang out with 1st Recon, really, making him harder to find than
most NPCs. Begin the search near the airport's main entrance, specifically
the road leading up to it. He may be hanging out around here when night falls
(9PM-ish).
Dhatri's got an inborn hatred of Fiends and'll mention it often during his
dialogue. Asking him about his problem lets one know he wants three players
in the Fiends gang dead -- this starts the quest officially. Dhatri's lined
up three victims, but will only pay the full bounty (100 XP, 250 caps, NCR
fame) if one brings back their intact head -- that means no dome-splattering,
cranium-exploding headshots! One can collect their quest item heads from the
corpses if all goes well. [Beware if Boone is with -- he may snipe their
domes, ruining the collection!]
• VIOLET: Not much is known about her 'cept she's a lunatic who enjoys the
company of wild dogs -- that makes up a good amount of her gang. Dhatri's
in the dark to her location, but one can find her almost due west of Camp
McCarran, near the Poseidon Gas Station a stone's throw from the mountains.
• DRIVER NEPHI: He's found a bit southwest of McCarran, near the South Vegas
Ruins' southern extremity, in a bombed-out apartment building. He'll have
plenty of Fiend lackeys with him and may come after the player with his
trademarked 9 Iron (technically a unique item).
• COOK-COOK: This sadistic rapist/chef/torturer is found in circumstances
similar to Nephi, only he's near the bombed-out building close to the South
Vegas Ruins' west entrance. He's also got a couple lackeys, and his weapon
of choice is a massive Flamer. If one kills his prized brahmin Queenie
first (she's right nearby), he'll frenzy and start killing his own allies.
The mad chef will usually kill everyone, leaving him at low enough health
for a nice kill steal! Save before this, in case someone does manage to
slay Cook-Cook with a headshot. Y'never know!
Each bounty turned in earns 100 XP, 250 caps and NCR fame -- in addition to
the finishing bonus. Here's some other tidbits about this quest:
• Killing the target(s) before starting Dhatri's quest affects nothing
• Corporal Betsy gives the player NCR $380 for killing Cook-Cook.
• Completing two bounties moves the 1st Recon platoon to Camp Forlorn Hope.
• Completing the quest may (eventually) make Little Buster, the mercenary
near the McCarran entrance, turn up dead in Freeside, near the railroad
tracks alongside the Old Mormon Fort. He carries the unique "Cram Opener"
bladed gauntlet (both before and after relocation).
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[MQ72] UNFRIENDLY PERSUASION
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Client -: Marcus [Jacobstown]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Marcus slain]
Reward -: 350 XP (enemy ran off w/o fighting) or 250 XP (killed mercs)
Jacobstown is a super mutant colony in the far NW mountains, in what appears
to be (from the in-game map) a large crater. The highway ends there, so it's
quite easy to locate. Do note that cazadors are found in the mountains and
the NW Vegas highway's farm country, so bring some Antivenom!
After entering the main lodge, the next time one finds Marcus, he'll initiate
dialogue about a problem: NCR mercs are camping on the road nearby, riling up
the mutants in a hope they'll attack, just so they can exterminate 'em. But,
Marcus is smarter than that, and wants a peaceable resolution. Agreeing to
help adds the quest officially.
Norton and his four allies can be found down the road a ways. There's a few
ways to complete the quest:
• Passing Norton's [Speech 65] check scares them off.
• Pay Norton the rest of his job's fee (2500c) and they'll scram. This can
be from the player's own pocket, or one can ask Marcus for the funds. Lying
to Marcus about the mercs' fee (3000c) gives negative karma.
• Kill 'em! Turning them hostile creates a shootout, and witnessed deaths
give NCR infamy (all the more reason to have a companion do it!). Also, the
mutants near the Jacobstown gate assist if the fight's in their proximity.
Norton always cares a Sunset Sarsaparilla star cap, too.
Marcus gives 350 XP for running the enemy off, either by buying cooperation
with one's own funds or using the Speech check. However, the most lucrative
course of action is milking Marcus for 3000 caps, then killing the mercenaries
before delivery -- this lets one get their valuable loot (metal armor, sniper
rifles, etc.). One can also take Marcus' dough and use the Speech option to
settle things for the full XP reward; this can be boosted even further by
stealthily slaying Norton's companions. As long as he's alive, the mission
can conclude normally. [If one wanted to do the mission "right," then kill
the mercs as they leave the Jacobstown basin, that'd be fine, too.]
There's no long-term repercussions for dirty dealing, so may as well get rich
off the backs of these mutants...
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[MQ73] VOLARE!
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Client -: Mother Pearl [Nellis Air Force Base]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Pearl, Loyal, Jack, Raquel or Argyll slain]
Reward -: 400 XP, Boomer Flightsuit, Boomers Helmet, Boomer fame
The first step to doing this quest is simply reaching Nellis AFB, located in
the high NE quadrant (near the highway that runs straight to northern edge).
Since the southern road is the simplest way, a player usually goes right by
Fields' Shack, and will meet George as he stands on the road nearby. He'll
mention that Nellis is home to the Boomers, a faction of reclusive artillery-
-slingers who bombard any trespassers on their land. Their aim is deadly
accurate...and even when they miss, the explosive radius can make short work
of most people! For 300 caps, or 200 by passing the [Barter 40] check, George
will give a note on the artillery timing, which can help one proceed through
the bombing range. Boomers quit firing when one approaches their fence, making
it a nice safe zone.
NOTE: One can also enter the Boomers' space by taking the abandoned train
tunnel. This requires 100 Lockpick (on both ends) though, and the south
entrance is near a bunch of deathclaws. The dotted line on the map
represents railroad tracks, and by finding the segment immediately
south of Nellis' area, one can locate the insertion point. This way
gives no real benefits, though; it's simply more adventurous!
After speaking to the gate guard, Raquel transports the player to Pearl's
barracks inside Nellis. The enlightening chat reveals that the old woman has
been waiting for an outsider to come for many years, and she wants the player
to assist in a few minor things before letting the Courier in on the big plan.
Passing a [Speech 20] check sheds light on Pearl's mindset. Regardless of
whether the player pledges assistance, Volare! starts properly.
Although "Volare!" resembles an overarching quest, it really isn't -- Pearl
sending the player to help Jack, Loyal, Raquel and Argyll isn't necessary at
all. What matters is increasing one's fame in the faction -- the goal is to
reach Idolized status, unlocking the real mission. Anyway, the quest markers
lead to the following, which, while not mandatory, do provide the fame needed
to continue.
• Young Hearts (Jack)
• Sunshine Boogie (Loyal)
• Ant Misbehavin' (Raquel)
• Several chats with the Mini Boomer children (CHR 7+ checks). Note that
other special options that appear, like giving chems, gives Boomer infamy
instead. Which option is the "bad" option should be self-evident.
• Talking with Pete at the museum reveals the storied history of the Boomers,
as they left Vault 28 and travelled to Nellis, bombing savages along the
way. This is an incredibly easy way to build up faction reputation, as even
the normal flattering-type answers give fame. For reference, the checks are:
Explosives 40, Science 35, Survival 40, Speech 40, Speech 55, Repair 40.
• Doc Argyll will be (unsurprisingly) in the medical tent, and allows the
Courier to inspect his patients, but only after passing a [Medicine 40] or
[Speech 35] check. To cure each ant victim, one needs to pass checks of
Medicine 40, 50 and 60. If the player took the Comprehension perk and has
the minimum Medicine required, reading a "Today's Physician" gives the 20
points needed to do everything sufficiently. Each patient cures gives
Boomer fame, although the player need only cure two overall. [Argyll won't
sell meds to the player unless his reputation's high enough, also.]
Once the player gets enough fame to be Idolized, the player can return to
Mother Pearl for the next step. [Boomer-related quests above can still be
completed despite not being marked -- just speak to the appropriate person.]
A quick way to gain fame is selling scrap metal and missiles to Jack and
Raquel, respectively.
Pearl sends the player to Loyal, who confides the Boomers' fondest dream --
raising a fallen bomber from Lake Mead, transporting it back to base, and
putting it into working condition. One can refer to the idea rather rudely,
but it doesn't fail the quest. If the player's game, Loyal gives his special
detonator and ballast, plus the destination is marked on the map.
OPTIONAL: Loyal mentions Jack was working on a Rebreather to help underwater
exploration. The player gets it by passing a [Science 45] check, or
by giving him a pressure cooker for repairs. This is a weightless
quest item that can never be removed, though. Need a cooker? There
is one on the stove at Doc Mitchell's house in Goodsprings. [This
item can be obtained after completing "Volare!" also.]
For the final stretch, visit the Crashed B-29 and dive down to attach the
ballast, one under each wing. It's possible to do without the Rebreather's
help, but that does make things a lot easier. When both are attached, land
ashore at the designated spot (Callville Bay) and use the detonator when it
starts beeping. If all goes well, the ballast will make the bomber surface.
Pretty audacious considering the proximity to Hoover Dam and Caesar's fort!
Finally, return to Loyal to deliver the promising news. If one inquires into
the old-timer's tactics, passing an [INT 7] check makes him spill the beans.
Once Pearl is informed, the long mission is finally in the history books.
NOTE: If this mission is completed before the second Battle of Hoover Dam in
the main questline, the Boomers will fly overhead and drop ordnance on the
opposing faction!
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[MQ74] WANG DANG ATOMIC TANGO
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Client -: James Garret [Atomic Wrangler at Freeside]
Prereq -: n/a
Precedes: n/a
Missable: Yes [James Garret slain]
Reward -: 150 XP
Mr. Garret runs the Atomic Wrangler casino in Freeside, which caters to a
bunch of clients who want their fetish fulfilled. Three requests have come
in as of late: a ghoul cowboy, a smooth talker and a sexbot. If the player
demands 100 caps minimum for the finders fees, a subsequent [Speech 40] or
[Barter 40] check can boost it up to 200 caps per. The quest starts for real
when one agrees to help Garret.
All the candidates can be found in Freeside! One earns 35 XP per recruitment,
plus a reward (100 XP, 100 caps, Freeside fame) when reporting in.
• GHOUL COWBOY: Beatrix Russell can be found working as a hired gun at the
Old Mormon Fort, and she expresses boredom at her current surroundings. If
the player explains the Garrets' dead, passing a [Speech 35] or [Barter 35]
check seals the deal, sending her off to the Wrangler.
• SUAVE TALKER: Santiago is a sleazy bum standing near a drum fire behind
the ruined building at Freeside's east entrance. Informing him of James'
offer sends him off there immediately. Alternatively, one can ask Old Ben,
the man standing near the Strip's main entrance, if he'll return to the
world of escorts. This will require passing a [Speech 50] check; using the
Black Widow perk option is fine, too.
• SEXBOT: James suggests visiting Ralph of Mick & Ralph's store for info. He
suggests searching Cerulean Electronics, a local business on Freeside's
west side. [To get there, head west towards the town water pump, navigating
the crumbling overpass to find it in a cul-de-sac.] Additionally, a player
can have Ralph manufacture a holotape to program the bot's...services. This
costs 150 caps normally; a [Barter 35] or [Speech 35] check cuts it to 100.
Wait on the street for 24 hours, and the tape'll be done.
After clearing out the rats, locate the working terminal -- it requires a
Science 50 skill or the terminal access card in the Average-locked cabinet.
The cabinet's key can be found underneath a skeleton near the TV, also,
but it may be harder to find if y'killed some giant rats there. With this,
the player can upload Ralph's holotape -- or program it oneself using with
Science 60 -- to transform the poor Protectron into a dirty, dirty sexbot.
Don't miss the "Lying, Congressional Style" skillbook on the floor near a
desk either! Passing a [Barter 40] or [Speech 40] first gives an additional
40 XP and 150 caps.
Collecting all escorts' finder's fees finishes the mission. It's possible to
complete the mission even if all (4) candidates have been slain, but failing
to successfully fill all open positions results in no XP. Plus, one has to
pass a steep [Speech 70] check to get the promised bonuses.
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[MQ75] WE ARE LEGION
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Client -: Dead Sea [Nelson]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Dead Sea slain]
Reward -: 300 XP, Liberator, Legion fame
Nelson is a town decimated and overrun by Legion, found west of Novac and
south of Camp Forlorn Hope. If one has neutral/good Legion karma during the
first visit, any legionary will order the player to visit the commander Dead
Sea, or die for refusing. Accepting brings one to the barracks he stays in.
Even if the player's has tons of infamy (Vilified even), he may be not be
hostile on sight. Asking about his situation reveals that Caesar wants the
area held and secured, despite Dead Sea's wish to attack the nearby NCR
encampment. When he asks the player jokingly to attack Forlorn Hope all by
oneself, agree to start the quest officially.
The goal is to slay all four named officers in Forlorn Hope, which is quest-
-marked if y'haven't found it. One can stroll right in if on good terms with
the NCR. The targets' locations:
• Dr. Richards - medical tent (day) or next-door tent (night)
• Quartermaster Mayes - QM tent (day) or western sleeping areas (night)
• Major Polatli - command tent (day) or next-door tent (night)
• Tech Sergeant Reyes - command tent (always; she never rests)
Note: Private Sexton is named but Dead Sea doesn't care about him. Boohoo. :(
Stealth killing is crucial to avoiding NCR infamy and alerting the entire
base. Slaying Dr. Richards stealthfully should be the first target since once
one exits, no one else should know anything. Mayes' daytime placement in a
tent is isolated enough that one can probably get away with it, despite the
death turning everyone temporarily hostile. [Just wait a few minutes while
hidden for things to return to normal.] Finally, Reyes and Polatli will be
in the main center, which has enough places that a sneak crit master can
pull off both jobs. [Additionally, fewer people means the move from caution
to hidden is faster.]
Note that killing these officers will fail a number of quests. Here's a list
of what quests fail and what character's death makes them fail.
• Medical Mystery (Dr. Richards)
• Restoring Hope (Dr. Richards, Quartermaster Reyes, Major Polatli)
• Return to Sender (Comm Officer Reyes)
• No, Not Much (Major Polatli)
• Mayes' unmarked dogtag-collecting quest (Mayes, naturally)
Return to Dead Sea for congratulations, finishing the quest. Dead Sea also
gives his personal weapon, the unique machete Liberator. The player can get
a funny reaction by calling the weapon garbage, too, although none of the
post-quest dialogue affect anything.
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[MQ76] WE WILL ALL GO TOGETHER
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Client -: First Sergeant Astor [Camp Searchlight]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Astor slain]
Reward -: 100 XP, Service Rifle
Camp Searchlight is a truly awful place, completely irradiated thanks to a
Legion attack years ago. Astor, who inhabits a small camp on the outskirts
with his men, mentions that the soldiers in the town have turned into feral
ghouls. He'd love to put 'em out of their misery, but hasn't a heart old
comrades in himself. Agreeing to help starts the quest officially.
As said before, Searchlight is irradiated -- the enemies within won't be very
tough, but the constant rads (which increase toward the town center) is going
to be annoying. Bringing some equipment with rad resistance, like power armor
or radiation suits, helps, in addition to obvious supplies like Rad-Away and
Rad-X. [Note that only 'Ghoul Troopers' carry Irradiated Dog Tags; the feral
and glowing types don't apply.]
Searchlight is (or was) a decent-sized town, and has a large bridge, police
station, fire station, a church and some outbuildings. Luckily, both stations
are locked, making the search area just the city streets. There's nine (9)
ghoul targets to kill here, most of which have a similar constitution to a
normal ghoul. Turret emplacements can be switched on by hacking nearby PCs
(Very Easy to Average level), although this may hinder the search more than
it helps.
In Searchlight's southern part, one of the boarded-up homes is inhabited by
Private Edwards, a survivor of the original attack. He also carries a dogtag
for this quest, and one can get it in a few ways. [I'll just list all related
situations here.]
• Pickpocket it off him. He'll carry it on his person at all times, unless
he gets relocated (it may disappear).
• When Edwards reveals his fear of radscorpions, one can volunteer to cleanse
his yard of them. Doing this spawns 3 Giant Radscorpions near his porch,
in addition to the two normal ones around there. Kill 'em, report back, and
it'll be possible to get his dogtag by asking. [Edwards cannot relocate if
one gets it this way, though.] One can mention that Astor might welcome him
into the platoon. Check with Astor and pass a [Speech 50] or [INT 7] check,
then tell Edwards he's welcome aboard. Reward: 100 XP, 50 caps, K+.
If one can't pass Astor's checks, he'll note there's a ranger station near
Searchlight that accepts ghouls. Relay this info to Edward and he'll set
off into the wilds, his destination being Ranger Station Echo (a location
visited in the "Return to Sender" quest).
• Edwards dies. Doing the deed oneself is simple enough and doesn't affect
karma. Telling the private about Astor's intentions, and subsequently doing
a [Speech 60] or [STR 7] check causes him to head for Astor's position with
a ghoulish retinue he picks up along the way. They'll almost certainly die
firing squad style. Lying to Edwards about killing the radscorpions, or
that mindlessly saying Astor'd love to have him aboard -- both requiring a
karma-reducing [Speech 60] check -- gets him sixed.
Each tag turned in earns 25 XP and 25 caps. After all ten are given to Astor,
the quest ends. Note that just because one solved Edwards' problem does NOT
mean one got his tag -- it'll still have to be taken if he's relocatd. In
fact, it's possible his tag disappears altogether. Thus, I suggest taking his
tag before solving his issues. If Edwards' tag is the 10th received, which
progresses the quest to the turn-in stage, it may not be possible to relocate
him to Astor's unit or Ranger Station Echo.
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[OW11] WHAT'S IN A NAME?
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Client -: Doctor 0 [Think Tank]
Prereq -: Welcome to the Big Empty
Precedes: n/a
Missable: yes [Doctor 0 slain]
Reward -: 400 XP (LV30)
Asking the grumpy doctor about his name's origins starts this quest, although
it takes a [Speech 65] check to proceed. Pass the subsequent [INT 7] finishes
the quest, and the [INT 9] check reveals he should simply put a slash through
his name to differentiate between 'O' and '0'. Picking any option (besides
the one calling him an "incompetent") gives an optional Math Wrath perk check
that brightens his spirits.
Passing the INT 7 check allows one to, on subsequent visits, ask about new
discoveries, earning Scrap Electronics and Scrap Metal. FREE!! Like 0 says,
he wants the player to hold onto the junk...forever. Thanks, I guess...
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[MQ77] WHEEL OF FORTUNE
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Client -: Logan [Camp Searchlight]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Logan or Boxcars slain]
Reward -: 100 XP
Camp Searchlight is an irradiated town near a highway crossroads, east of
Nipton and west of Cottonwood Cove. It's quite a dreadful place, not for the
faint of heart or those without healthy doses of Rad-X and Rad-Away. Inside
the western church's basement is an old NCR storehouse, also inhabited by
some prospectors and their leader, Logan. He's quite rude, but questioning
reveals that he's looking to get on the nearby computer (Average lock) as
it gives locations of radiation suits. Report the logs' info to Logan and
he'll allow one to come along, supposing the player recovers those suits.
Passing a [Speech 50] check allows one to get a bigger share. Regardless, the
quest starts officially at this point.
The logs suggested looking in Nipton, so that's the next stop. Visit the
general store and talk with Boxcars, a survivor of Nipton's lottery. When
pressed, he mentions seeing some legionaries carrying boxes north. The north
quest marker leads to the Hidden Supply Cave, where one may finds a "Radiation
Suit Package". This quest spawns the item here, so it's not possible to fail
the quest due to previous looting. Getting in does require Lockpick 50+,
though. Bring the swag to Logan and tell him it's time to move!
• Note that Camp Searchlight also plays host to the "We Will All Go Together"
quest, wherein one performs mercy killings on the town's trooper ghouls.
Each carries an Irradiated Dog Tag, nine of which are found on enemies who
roam the streets. This quest is far easier if one methodically slays the
ghouls, so if y'wanna get a leg up on it, tell Logan it's not time.
Logan's got the only keys to the town's locked buildings, and the first stop
is the police station. Everyone'll have put on radiation suits and follows
one's lead there (the player does not get a free suit, however). The streets
will have enemies on it regardless of "We Will All Go Together," although if
one finished it, slightly tougher Glowing and Feral ghouls will have replaced
the crappy Trooper Ghouls.
Inside the police station, the looting begins -- Logan wants any NCR-branded
item relating to weapons, computers or radios. In short, anything starting
with "NCR" in its title. These items are quest items, so one can't use the
weapons found in this way. There's ten (10) items to find, and they're found
in/on desks and within the storeroom. One is also found in a jail cell. Once
all are located, Logan will give the fire station's key, making it the next
target.
Fight through some respawned ghouls to reach the fire station. I highly
suggest making a new save outside of it, because once inside, everyone is
attacked by a radscorpion queen and its brood. This is an easy way for Logan
to die; if that happens, the quest's kaput. [There's also dead legionaries
here, an interesting reminder of how the town was irradiated.] The radiation
here can reach upwards of 8rad/sec, so be sure to have mitigating equipment
or chems working at all times.
Once upstairs, it's time to start looting. Like before, there's ten "NCR"
things to find -- they're on shelves in the fire chief's office, duffle bags
in the quarters, and a pistol in the kitchen. Once all are returned to Logan,
he thanks the player before turning hostile. One must then kill him and all
prospectors. This "completes" the mission, although it's not much different
than Logan dying some other way. [The police chief's computer also hints at
the radioactive truck on the Cottonwood Overlook, which can be used to kill
the legionaries down below.]
All the items one gave to Logan can be looted from his still-warm corpse,
only most aren't "NCR" brand anymore, they're normal. Here's the final list:
• 10mm Pistol (2)
• 9mm Submachine Gun (2)
• Frag Grenade (5)
• Grenade Rifle
• NCR Computer Parts (6)
• NCR Radio Parts (4)
The computer/radio parts have a value, but they're still quest items, so why
bother cluttering up the inventory with 'em? Also, don't forget to uncover
"Knock-Knock," a unique fire axe in the 2F bathroom!
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[OW12] WHEN VISITORS ATTACK!
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Client -: Doctor Klein [Think Tank]
Prereq -: Welcome to the Big Empty
Precedes: He Came...and Went
Missable: yes [Doctor Klein slain]
Reward -: 400 XP (LV30)
Asking Klein about the "strange passive sensation" and "anti-aggression
programming" reveals previous visitors made the precautions necessary; asking
about them starts the quest officially. Klein suggests talking to Dr. 0 and 8
for more info.
• EIGHT: His voicebox is screwed up and is worthless to the investigation...
unless one finished his "On the Same Wavelength" quest, which breaks the
language barrier with him. One can learn the visitor didn't damage his
voicebox, he reprogrammed it. A [Speech 50] option sympathizes with him.
• ZERO: After his preamble dialogue, one can ask him point-blank, learning
the escapee broke out using the train system.
The quest ends only when 0's information is learned, however.
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[MQ78] WHY CAN'T WE BE FRIENDS?
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Client -: Philip Lem [Vault 19]
Prereq -: n/a
Precedes: n/a
Missable: Yes [BOTH Philip Lem and Samuel Cooke slain, Papa Khan slain]
Reward -: 300 XP (Samuel); 250 XP and Powder Gangers Fame (Philip)
Vault 19 is cleverly hidden in an abandoned parking lot's booth, between the
nearby locations of Whittaker Farmstead (east) and Bonnie Springs (west). If
the player follows the highway that cuts through Goodsprings north, and
turns east at the first true intersection, it shouldn't be very hard to find.
Inside, the player can find a group of Powder Gangers led by Samuel Cooke.
[Even if one's reputation with the group is at Vilified, they won't attack on
sight.] The only area available to start is the Overseer's Office -- where
Philip Lem is -- and the cafeteria and adjacent hallways, which contain the
bathrooms and clinic. There's a lot of medicinal items to take from these
areas, plus some odd patient tapes in the clinic (usually discarded on the
floor).
Talk with Phil to learn that a group of the Powder Gangers want to break away
from Cooke, thinking he's leading them astray. To continue the plot, ask Phil
who he is and if he's got any work -- he'll want the player to cut off access
to the sulfur caves beneath the vault, since Cooke is planning to use it for
larger, more dangerous explosives. Agreeing to help earns the player a Blue
Sector Keycard and starts the quest properly.
Next-door is another overseer's office where Samuel Cooke stays. Prying into
possible work will have him ask if the player wants to kill some geckos down
in the sulfur caves. Agreeing to get go genocidal on the geckos earns the
Red Sector Keycard and also starts the quest, if not done previously.
• If the quest isn't being added by doing the above, check your log to make
sure it hasn't already failed due to Papa Khan's death.
The northern Blue Sector and Red Sector doors both lead to small residential
neighborhoods where Lem and Cookes' loyal men hang out. There's nothing much
of use here outside of the computer logs and a few goodies. Each elevator
leads down to the living quarters and is slightly different in design, but
both have 2 things in abundance: frag mines and fire geckos. The paths will
rejoin in the eastern lounge as it contains the sulfur caves' main entrance.
There's two ways to finish the mission, depending on who one allies with.
• SAMUEL: Slay every gecko in the caves, then report back to Samuel. [Note
that informing him of the success kills Philip, so there's no going back.
One can use the B2 tunnels and hack the overseer's computer to find his
remains.] Checking in earns 50 XP, 75 caps and Powder Gangers fame. The
next segment relates to Samuel wanting to seek refuge in the Khans' ranks.
Agree to help by visiting Red Rock Canyon nearby and asking Papa Khan for
assistance, which can be done easily as there's no speech challenges to
pass. Report back to Samuel to finish up for the XP reward (no fame).
• PHILIP: After traversing the caves a bit, the quest marker leads to a large
microcline rock. Here, the player can detonate C-4 and the caves, providing
the explosives are on-hand. It requires 3 bricks to destroy the caves or
5 to destroy both the caves and the vault. [Destroying the vault alongside
the sulfur pits kills everyone inside, fails the quest and destroys the
premises, preventing further access.] Note that a C-4 Detonator is NOT
required for this mission.
Destroying just the caves automatically transports to the B1 lounge. Return
to Philip to report the findings (50 XP, 50 caps, Powder Gangers fame). One
can also report the gecko kills to Samuel, although he naturally won't pay
anything for the trouble one's caused. The plan to surrender to the NCR can
go on as Philip planned, although passing the [Speech 40] check can
successfully suggest joining the Great Khans as Samuel wanted. This follows
the same guidelines listed above in Samuel's section.
Not toting any C-4? That makes sense. The vault actually has four instances
hidden around, but even attentive players can't be faulted for missing 'em.
• 1F Cafeteria: between vending machines
• 1F Clinic: between cabinets
• B1 Blue Sector, suite farthest from elevator: underneath couch
• B2 area near exit to Overseer's Office: on junk pile near door, floor level
Note that the one under the couch can disappear completely, leaving the player
screwed on that end. If one needs to turn to outside assistance where C-4 is
concerned, try the NCR outpost near Nelson; Mick of Mick & Ralph's (Freeside)
or the merchant at 188 Trading Post; hidden in the Black Mountain store room;
many pieces in a crate in the Guardian Peak cave. Chet of Goodsprings may
even have some! There's more of course, but those ones spring to mind.
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[OW13] X-8 DATA RETRIEVAL TEST
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Client -: Doctor Klein [Think Tank]
Prereq -: Welcome to the Big Empty
Precedes: n/a
Missable: no
Reward -: 400 XP (LV35), DNAgent perk
This is the "main" portion of the X-8 Research Facility's testing grounds,
overlapping somewhat with both "X-8: High School Horror!" and "Sonic Emitter
Upgrade". Down the south stairway is a console that allows one to undertake
several trials, all done within Doctor Borous' simulated high school. Each
trial has to be completed in order, not dissimilar from "Project X-13" across
the crater.
• BASIC TEST: The goal is to traverse the high school simulacrum, retrieve
the three student files and avoid...well, dying. Enemies are cyberdogs,
basic turrets and a few lobotomites. The files needed are located on PCs
in (1) a southern 1F classroom (2) northern 1F library (3) southern 2F
ball storage.
• ADVANCED TEST: Same as before, except (1) the Sonic Emitter upgrade can now
be downloaded from the lobby's console (2) protectrons are mixed in with
the normal enemy spread. All student records are in the same place. [All
turrets will have respawned, too.]
The final trial isn't available off the bat, and requires gaining access to
X-8's kennel. This requires getting the Sonic Emitter upgrade, traveling to
X-13 Research Facility, and taking the key from the workshop (behind pesky
forcefield). The key's in a suitcase.
To reach the kennel, one must travel into the observation hallway usually
seen after completing the high school trial; or, use the lower entrance near
the main testing door. [The latter allows for better, safer vantage points,
plus a set of combat armor and ammo.] Inside, eliminate the vicious
nightstalkers, then use the PC to release the 'unusual specimen'. The K9000
FIDO schematics are found next to said PC.
• BASIC TEST: With the specimen released, taking the first test again reveals
some radical changes. There's now forcefields blocking many exits, turrets
locations may differ, target terminals WILL differ, and all cyberdogs are
replaced with nightstalkers! All the doors start closed by default, though,
preventing the foes from swarming the player -- groups of 2-3 are the
typical size. Reconfiguring the turrets' targeting parameters isn't a bad
idea for these tests.
• ADVANCED TEST: Generally the same as before, although one can avoid most
of the hubbub by going to the nearby classroom, cutting upstairs through
the clinic, and finally triggering the last terminal on 2F. Some of the
nightstalker spawns may be protectrons, too, making things a bit easier.
With all nightstalker tests complete, return to the lobby's terminal and
download the results -- this ends the quest and grants the perk, giving a
permanent (+10%) damage bonus against nightstalkers.
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[MQ79] YOU CAN DEPEND ON ME
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Client -: Alice McLafferty [Crimson Caravan Company]
Prereq -: n/a
Precedes: n/a
Missable: Yes [Alice McLafferty slain]
Reward -: 600 XP
The Crimson Caravan Company is a caravaneer's compound near the Vegas Strip's
northeast side. Alice, usually found in the head office, gives this quest if
one agrees to help with her runner jobs. The first job:
• Deliver an invoice to Dr. Hildern at Camp McCarran, an old airport the NCR
transformed into their main base of operations. It's found south of the
Strip, almost a straight southwest shot. Hildern's in the main terminal's
ground-floor lab, pretty easy to miss in general. It's a simple delivery,
although if one finished Hildern's "There Stands the Grass" quest by having
his data erased, he may not speak to the player. 25 XP is gained just for
the delivery. Reward: 25 XP + 150 caps. (If "Heartache by the Number" has
started: after finishing this segment, the quest marker will point toward
Cass' caravan site in the South Vegas farmland. This is an error and will
probably correct after leaving McCarran or fast-travelling somewhere near
there.)
After proving one's usefulness, Alice allows the player to pick his/her own
task from the three available. They are: (1) deal with Henry Jamison (2) do
a negotiation with Cassidy Caravans (3) steal weapons schematics from the Gun
Runners' compound. Since the third quest above is optional, it's possible to
decline it -- this affects nothing completion-wise, outside of the XP lost
from not doing it.
• BREAK-IN: Gun Runners is a weapon manufacturing compound located just 'round
the bend from CCC. They are widely known for their crafting acumen and the
trade secrets they keep. To complete this job, it helps to be companionless
and of a sneaky sort, although there's ways around that (Stealth Boys in
particular). Needless to say, if any guard or Gun Runner sees the player,
they become immediately hostile. Pick the Average gate (K-) and sneak in
when the guard rotation allows.
The manufacturing specifications are located in the workshop, on a computer
off to the side. However, there's a bunch of workers here, and it can be
quite hard for a loud, un-stealthy person to get there without attracting
attention -- try waiting for them to slumber. Getting out is hard, too,
since one doesn't know the guards' placement. One thing that can be
controlled though is the time of exit and if one's using a Stealth Boy -- at
nighttime, one might be able to hide in a corner (or in broad daylight w/o a
SB if one's good enough), waiting for the opportunity to leave. Reward: 500
caps & NCR fame (perfect stealth) or 300 caps only (killed a Gun Runner
guard or employee).
If one did perfect stealth through this optional mission, Alice will start
manufacturing Gun Runners merchandise, and allows one to purchase it at a
discount.
• HENRY JAMISON: This screwup who only got work at the CCC due to family ties
can be found at Freeside's Atomic Wrangler bar. Speak to him to learn he
doesn't wanna leave his cushy job. Convincing him is done a few ways:
- Henry's very untimely death
- [Speech 50] Mention telling the Omertas about his debt
- Strike a deal that has his debt paid off, plus a severance bonus
- With significant NCR rep, throw your weight around to make him split
If one chooses to have McLafferty do a severance bonus, a [Barter 50] check
can convince him just having his debt paid is enough.
• NEGOTIATION: Alice is interested in buying Cassidy Caravans, and its owner,
Cass, is likely at Mojave Outpost, an NCR installment in the SW corner of
the region. She's hesitant to sell, but with a little hounding, one can get
her to come around -- this requires passing a [Barter 50], [Barter 75],
[Speech 50] or [Speech 75] check. The Barter 75 check challenges Cass to a
drinking competition, the winner deciding who's right. One'll have to find
a dozen bottles of normal Whiskey to do this -- most bartenders should have
some. Reward: 500 caps, NCR fame.
If one does both mandatory portions and chooses not to do the Gun Runners'
bit, the quest automatically ends.
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[MQ80] YOUNG HEARTS
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Client -: Jack [Nellis Air Force Base]
Prereq -: Started "Volare!"
Precedes: n/a
Missable: Yes [Jack or Janet slain]
Reward -: 300 XP, Boomers fame
Jack, Loyal's protégé, can be asked if he needs help with anything -- and boy
does he ever! In addition to buying any scrap metal the Courier can offer (it
is a good way to increase Boomers fame), he has another problem...a girl
problem. He won't admit this until the player passes a [Speech 35] check, or
uses the Black Widow/Confirmed Bachelor perk to pull it out of 'im.
Seems while watching a far-off Crimson Caravan Company outpost, Jack spotted
a cute redhead, and she seemed to be watching him back. The Courier can offer
to be liaison, which is the only real option since Boomers will shoot anyone
who wanders too close. This starts the quest officially.
The quest marker now goes to the main C.C. Company outpost on New Vegas'
upper east side, not too far from where the highway goes toward Nellis AFB.
Jack's dream girl (Janet) is usually working in the brahmin pen during the
day. Telling her about the situation makes her ask what Jack's like; using
the Black Widow perk here makes up Janet's mind quickly.
At this point, she asks if things are prepared for her. Passing a [Speech 55]
check assures her they are; lying during this, which is mandatory if one does
not have requisite Speech, causes her to run off there, perishing at the end.
If the player doesn't want to Janet's death, return to Pearl and ask her
permission. Passing a [Speech 50] check gives Pearl's permission, although
this can be gotten through normal dialogue as well.
Once Pearl's convinced, return to Jack and inform him of the good news -- he
will give a (quest item) Boomer Outfit for Janet. Return to the happy redhead
to deliver the uniform -- a player can also take this time to lie to her face,
sending to an explosive death by failing the previous [Speech 55] challenge.
However, there's one final impediment: Janet's boss and head of the New Vegas
CCC branch, Alice McLafferty. Since she's still under contract, Janet can't
just pick up and leave without her wages! Talking with Alice lets one easily
get her out by forfeiting the wages anyway, although passing the [Barter 65]
or [Speech 75] checks gets the due pay. Inform Janet of the outcome and she
will head for Nellis immediately.
If y'wanna meet Janet at the AFB gate, fast-travel there and wait an hour or
so. Otherwise, just go to the mechanics' hangar where Jack normally is, and
finish there. [NOTE: Sending Janet to her death at any time fails the mission
and gives negative karma.]
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________________________________________________/ V. DLC WALKTHROUGHS [DLCW] |_
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DEAD MONEY [DLC1]
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Dead Money is the first New Vegas add-on (released in December 2010), taking
place at the Sierra Madre Casino and its isolated environs. It costs 800 MSP
in the Marketplace, but comes "free" on the Ultimate Edition's 2nd disc.
Installation also increases the level cap by 5. Here's an overview:
ACHIEVEMENTS: The add-on contributes an extra 5 to the tally. Four relate to
the main storyline (2 for final mission climax), plus another for collecting
500+ SM chips.
DIFFICULTY: This DLC isn't too hard, although the circumstances in which one
starts it may add another layer of annoyance. It's usually recommended to do
this add-on 1st or 2nd of the 4 available, depending on experience.
ENEMIES: Debuting here, there's the creepy ghost people & security holograms.
The former type can "revive" from the dead if they're not dismembered, while
the latter are invincible fighters unless their Achilles' heel is located. A
few old friends may appear (hi, radroach!) but the aforementioned types are
the main opponents.
REVISITABLE: No. After completing the DLC and leaving the Casino's general
area, returning is impossible. This also means residual challenges & looting
are impossible, too.
VENDORS: Most vendors around may have 0 caps, which does crush the trading
spirit somewhat, not to mention the circumstances one encounters soon after
arriving (see walkthrough). The unexpected downside is carrying weapons around
with no way to unload, short of dropping 'em.
WEAPONS: Several new explosives (demolition charge, gas bomb), melee weapons
(bear trap fist, cosmic knife types, knife spears) and guns (police pistol,
holorifle, automatic rifle) get added in Dead Money. Since this add-on isn't
revisitable upon completion, it's recommended to find all upgrades available
before leaving. The Holorifle is also unique, so don't lose it.
TABLE OF CONTENTS
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01) Sierra Madre Grand Opening! ........................................ DM01
02) Find Collar 8: "Dog" ............................................... DM02
03) Find Collar 12: Christine .......................................... DM03
04) Find Collar 14: Dean Domino ........................................ DM04
05) Fires in the Sky ................................................... DM05
06) Mixed Signals ...................................................... DM06
07) Strike Up the Band ................................................. DM07
08) Trigger the Gala Event ............................................. DM08
09) Put the Beast Down ................................................. DM09
10) Curtain Call at the Tampico ........................................ DM10
11) Last Luxuries ...................................................... DM11
12) Heist of the Centuries ............................................. DM12
Unfortunately, Dead Money adds no sidequests. Bummer!
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| | ) ) | | | DM01 | SIERRA MADRE GRAND OPENING! |============================
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Client -: n/a
Prereq -: Ain't That a Kick in the Head
Precedes: Find Collar 8: "Dog"
: Find Collar 12: Christine
: Find Collar 14: Dean Domino
Missable: no
Reward -: n/a
Like all DLC, after exiting Doc Mitchell's Goodsprings clinic, the game gives
a notification, officially adding this quest. At the same time, the quest's
first destination (Abandoned BoS Bunker) is map-marked. One can find this
tiny bunker entrance on the Colorado's upper cliffs, between Camp Forlorn
Hope (north) and Nelson (south). Low-level players seeking to visit here may
wanna keep to the highway: from Goodsprings, follow south past Primm, turn
east at Mojave Outpost, continue through Nipton, then north toward Novac.
Without the DLC, this bunker is forever locked...but if one's installed the
add-on properly, it should be open. Inside, the first door gives the "point
of no return" prompt.
• The game suggests being LV20+ before undertaking this place. It's not quite
necessary (I've done it at LV8) but it can't hurt.
• Leaving this DLC is impossible until it's finished, so coming in with as
little weight as possible helps (mostly for post-DLC reasons).
Upon entering the door, one can enter the side chamber ('Average' hack) to
find a living quarters. There's little of use here now -- besides a copy of
"Dean's Electronics" -- but that'll change post-DLC. Surprisingly, the chem
set is usable (Science 25+) from the get-go, allowing one to harvest cloud
residue.
When ready to commit fully to the Sierra Madre events, approach the empty
room with the haunting radio to finish the quest.
PREAMBLE
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After the opening preview, the player awakens in a deserted plaza, in the
presence of Father Elijah (well, his hologram). He explains the situation:
the player has an explosive collar attached, and if one doesn't do what he
wants -- namely finding other survivors for the casino heist -- then things
won't go smoothly. He also mentions that, if one of the survivors perishes,
all the others do too...quite an incentive for stayin' alive!
As Elijah mentions, all one's equipment (sans quest items) was confiscated
by casino defenses, returned to the starting bunker. In terms of firepower,
ones as naked as a newborn babe! Since this wasn't Elijah's doing, he's
given one a Holorifle, and urges the player to find other defenses since its
ammo is limited. This weapon is good against the Villa's ghostly inhabitants,
though.
Finally, the captor mentions that radios and speakers can affect one's bomb
collar, setting it off prematurely if too close. That infernal beeping (get
used to it...it'll be heard often) denotes one's range, and the more it beeps,
the closer one gets to becoming a human grenade. Some radios can be shot or
punctured with throwing weapons; shielded ones, unfortunately, only cease to
be a threat when deactivated via terminals. Supposing they have one...
When Elijah's convo concludes, the three "Find Collar ____" missions are
added officially. If asked, he suggests finding Dog first (in the western
police station) although they can be done in any order. Personally, I usually</pre><pre id="faqspan-13">
go for Dean Domino since his perk helps with exploring the Cloud.
• Exploring the villa at this time helps for two reasons: getting accustomed
to the inhabitants and finding Sierra Madre Chips, the only 'currency' one
has available. Those chips can be used to purchase items at vendors and the
(more plentiful) vending machines. Certain items can also be traded in to
said machines in exchange for chips, so finding junk (cigarettes for one)
one may normally ignore helps. Locating vending machine codes expands all
of their inventories, so search hard!
As for safe resting places...THERE ARE VERY FEW. One cannot rest in areas
exposed to the area's "Cloud," i.e. the red gas. This means relying on food
and water items becomes more important, at least until one finds stimpaks
and such. Crafting items (including weapons) at workbenches is recommended
too.
Additionally, Dean Domino has left secret stashes around the Villa and its
side areas, 15 in all. A few can be found off the bat, and they offer food,
stimpaks and weapons. They're marked with a glowing handprint, and some are
better than others. Example: the NE store's 2F balcony leads to a Cloud-
-filled courtyard; by taking the 2F tiled roof east, one can find a stash,
plus a first aid kit and automatic rifle!
One more thing about ghost enemies: they will revive eventually if one just
shoots or stabs them. Dismembering them (before or after knocking 'em out)
ensures their death. The Holorifle isn't good about doing this, though, so
scoring melee kills is a good way to proceed in the early going, until one
gets better weaponry.
Client -: Father Elijah [Sierra Madre Casino]
Prereq -: Sierra Madre Grand Opening!
Precedes: Fires in the Sky
Missable: no
Reward -: 800 XP (LV43)
The police station is located in the Villa's southwest reaches, accessed from
the main road. There's a few accessible buildings along the way, most with a
bit of ammo or weaponry (one gun cabinet has a laser pistol). Puesta del Sol
has its access point en route, but can't be entered until much later. That
said, south of there, in a tiny plaza, is one of Dean Domin's secret caches.
Like most of his, they're found in suitcases and marked with a handprint.
Working west from there, Elijah reminds one about killing the ghosts (blow
'em up or disintegrate 'em), although if one explored the Villa's east end,
using a throwing spear or police pistol can work, too. After encountering
the Police Station (lit-up and has an annoying alarm that plays even while
paused...ugh), make sure to search the surrounding areas too. For instance,
the apartment south of there has a gun cabinet (Hard) and Sierra Madre Armor.
The Cloud cloaks a couple buildings in this area, too: (1) A SE apartment,
leading up to a supply-laden balcony with grenades (2) a NW workshop in a
toxic alley. This one has grenades too, only in the form of a tripwire trap
that causes a ginormous explosion. Coming through here with Dean later on is
fine, too, if that extra damage ain't worth it.
POLICE STATION
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Upon entering (from either door) should reveal a caged mutant. BUT, hold on!
As Elijah mentions again, radios can prematurely set off the bomb collar, and
there's plenty of 'em here. Ham radios and the old-timey versions can only be
deactivated and there's a few around here: two on desktops, one 'neath a desk
and one near the jail cell table.
With them neutralized, exploration is a cinch. Three vending codes (.308
Rifle Rounds, Steady, Weapon Repair Kit) are found in the lobby, bathroom and
atop the jail corridor cabinet, respectively. One of Dean's stashes is in the
other bathroom. The locker room contains Sierra Madre Armor/Helmet, plus a
Police Pistol -- multiples can be found in the surrounding desks, too. The
'average' locker has C-4 and a Detonator. The kitchen has grub, a hot plate
and a Cosmic Knife. (Cosmic Knives are used in crafting better melee weapons,
so try to take all y'find. Same goes for Abraxo Cleaner.) By comparison, the
jail has little loot, but it does provide a place to sleep.
Finally, there's the contraband room, near the police chief's desk. Hacking
that computer (Science 75+) can unlock it, plus has files contributing toward
the "History's Sake" challenge. Inside the room is a treasure trove of chems
(Med-X, Buffout), stimpaks, booze, an Automatic Rifle w/ ammo, Brass Knuckles
and the .357 Magnum Rounds vending code. Oh, and grenades.
AAANYWAY, back to Dog and his cell. It can't be picked and the captive can't
be spoken to, so the player's left to find the correct method. Visiting the
basement earns a chat with God (that is, Dog's split personality) who wants
one to follow his voice -- at the corridor's end is a pesky radio and Dog's
Command Tape. That's the only useful item to find down here, except an issue
of 'Grognak the Barbarian' on the supply closet's floor.
Upstairs, play the command tape (via Pip-Boy) near the holding cell to start
a dialogue. Dr. Lecter--err, God reveals he's Dog's voice of reason, a part
his savage other half keeps hidden. Some optional checks -- [Science 35],
Medicine [35], [Lockpick 35] -- are found by chewing the fat. Inquiring about
the radios in a separate [Science 35] check opens an [INT 8] and [PER 6]
check, also. Asking about getting God out will allow one to free him as-is or
bring out Dog. Either personality is fine, although bringing out Dog at any
time affects a later quest.
Letting the mutant out finishes things up. Dog/God can be a companion now,
or told to wait at the fountain plaza, where all "freed" companions'll idle.
Each has a special perk as well: Dog will devour unconscious ghost creatures,
ensuring they never arise a second time; God gives a stealth bonus and one
won't set off traps (like tripwires, bear traps, etc.) while he's with.
Before leaving the police station into a Ghost Trapper ambush, make sure to
grab the '8 of Spades' (for "Dead Man's Hand" challenge) in Dog's cell.
ADDITIONAL DOG/GOD INFO
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• Playing the command tape and Elijah's "Prisoner Commands" recording allows
one to switch between God and Dog's personalities, respectively. God has an
optional [Speech 65] and follow-up [Speech 85] check that sheds light on
Dog's susceptibility to conditioning, and his own protective nature.
• Asking Dog about how he reached the Sierra Madre allows one to get a point
for "The Whole Sad Story" challenge. This requires having 4 INT or lower,
however, which may require some inebriation on one's part (one of the few
things this DLC has in spades).
• After seeing Dog consume a ghost creature, a new option appears in his
dialogue. Inquiring about witnessing his feast grants one the "Ghost Hunter"
perk, which has ghostly foes occasionally die instead of going unconscious.
This can be granted without doing the optional [INT 6] check.
• Dog/God has ridiculously high HP (as shown in the companion wheel) and it
appears to be dependant on the player. At LV43, he had over 1500+! How do
ya like them apples?
Client -: Father Elijah [Sierra Madre Casino]
Prereq -: Sierra Madre Grand Opening!
Precedes: Fires in the Sky
Missable: no
Reward -: n/a
As the quest marker and signposts'll tell a player, the clinic is in the
Villa's western area, right near the fountain plaza, in fact -- its entrance
landmarked with a vending machine. But, to reach Christine's location, one
must first traverse the dangerous medical district. Unlike Dog's police
station which had only a few speakers interfering, this place has tons, and
Elijah regurgitates his prior speech about them.
Right in the first tunnel is a wall-mounted speaker, glowing bluish in the
Cloud's fog. Graffiti actually warns one of its presence, and will continue
to do so throughout this annoying neighborhood. In any case, going north
finds that the shortcut to the clinic is blocked off by a cave-in, forcing
one to get creative...this means going east, the long way.
A harvester is found in the first tiny square off the main street, and this
sidewalked area also has some ammo (SE corner). Advancing north leads to
another radio signal, this time in the adjacent square's upper balcony (south
wall). It, too, can be shot. The correct way from here is west at street
level, although one can venture up the north (cloud-infested) store and
backtrack via balconies and apartments -- gives chips and ammunition, but
not much besides.
After slaying another harvester, one will be at the clinic's doorstep. But,
there's a little exploring to do first. Street level's a wash, but another
store gives 2F access -- a 'very hard' desk contains some lame junk. One can
walk west across the decorative arch to an adjacent apartment, containing a
hot plate and 3F access. From here, one can exit onto the next roof, giving
access to one of Dean's stashes (NE corner) and a west gift shop. There's a
radio here (street level, exterior wall), and a stairway that leads down to
the clinic's back door.
Regardless of ingress, the destination's the same, yo.
VILLA CLINIC
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Unsurprisingly, this place has radios. And, unlike the other companions'
recruitment quests, security holograms! As Elijah's stated, these cannot be
killed in any way, but can be deactivated permanently by (1) disabling them
via PC or inspection; latter requires high Repair stat (2) shooting their
projectors. Speaking of the latter, on 2F is a glowing blue bulb -- shooting
it nixes the first patroller. [This is a preferable option compared to using
terminals to change the patrol pattern.] Time for exploration! Notable things
include:
• Stimpak vending machine code (1F reception desk)
• Assassin Suit (1F surgery room with all the headless corpses; on gurney)
• Mentats vending machine code (2F office, on bookshelf)
• Med-X vending machine code (download from 2F office computer)
• Clinic Basement Key (2F office desk)
The Assassin Suit has lower DT compared to Sierra Madre Armor, but boosts
Sneak (+10) to offset it. Those with max Sneak may want to give it to Dean,
if he's with -- Dog/God can't wear it, naturally. [It's also light armor, so
it can be repaired with crappy pre-war outfits one finds.]
A 1F corridor leads to Christine, but is "booby-trapped" with unbreakable
radios en route -- it's impassable. To rectify this, visit the basement (use
key or pick Hard lock) and operate the console. A 'D.C. Journal of Internal
Medicine' skillbook is found on a nearby shelf, too.
With the power disengaged, one can visit the auto-doc wing. These pieces of
crap heal broken limbs, not restore health, making them nigh worthless. Once
the malfunctioning machine is inspected, one uncovers Christine within. She's
mute, so communicating is rather hard, not to mention a well-known glitch
that messes up the camera during the first convo. [This may be tied to having
a companion accompanying.]
After some trouble with the language barrier, Christine will join up. [Saying
one'll put her back in the auto-doc gives negative karma.] She begins with
no weapon, but excels at melee/unarmed attacks. As usual, completing the
mission spawns a few ghost people (harvesters) at main entrance.
ADDITIONAL CHRISTINE INFO
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• Christine's perk is "Signal Interference," granting a grace period before
outside signals screw with one's collar, plus a 50% longer delay until
said collar explodes. Considering how many radios, speakers and other junk
that lies ahead, she can make an excellent ally. A "conversation" hinting
at the perk's origins occurs in the hallway outside her auto-doc, by
passing an [INT 5] or [Science 60] check.
• It's hard to talk to Christy without passing certain checks. [Medicine 75]
deduces some of the surgery she's had; [INT 7] learns she's a Brotherhood
scribe; [Speech 50] reveals Elijah separated her from someone, and the
[Confirmed Bachelor] deduces it was her girlfriend. Separately, an [INT 7]
reveals she can't communicate through writing, leading to a [Medicine 60]
that diagnoses it as pre-war electrode therapy. Laughably, there's also a
Math Wrath option that shows her skill with numbers is intact.
Outside that, she has several [PER 6] checks admitting she isn't leaving
the Villa area even after the heist, and she wonders why the player's here.
A separate check has her inspect a Madre chip, leading to an [INT 6] check
that bestows the "Coin Operator" perk. With a Fission Battery and 2 Scrap
Metal, one can make counterfeit slugs worth 50 chips. The vending machines
won't know the difference. Haw haw...
Client -: Father Elijah [Sierra Madre Casino]
Prereq -: Sierra Madre Grand Opening!
Precedes: Fires in the Sky
Missable: no
Reward -: 800 XP (LV43)
Dean is located somewhere in the Residential District, its main entrance
near (SE) from the Villa's fountain plaza. Entering coaxes a warning from
Elijah, mentioning signals are interfering with one's collar transmitter --
in other words, premature 'splosions. Speaking of which, there's an armed
frag mine and un-armed gas bomb near the ghost seeker's corpse, a harbinger
of what's to come. [A vending machine is nearby, as well as a 'hard' gate,
allowing one to bypass much of the troubles ahead. The walkthrough will take
the long way, though.]
Up the stairway, rigged shotguns will trigger via the pressure plate. With
them nixed, there's little to find here besides ammo, including a minor stash
behind the couch. A grenade bouquet tripwire lurks outside the south stair,
and can be robbed for 3 grenades. [If y'haven't started saving frequently,
reconsider that position.]
At street level, the wall lamp semi-cloaks an armed frag mine. With it gone,
one can safely loot coins from the defunct fountain. SE of the first house
is a similar one, with tripwired door -- oddly enough, the tripwire may not
drop the bouquet hidden around the corner (bumping it certainly will though).
Loot the first aid kit and make for the balcony, populated by a trapper. It
can be blindsided if one's stealthy enough, i.e. no obnoxious companion. A
frag mine is along the route, but it sure beats walking in the Cloud below.
• Speaking of which, the lower sidewalk area (which is a dead-end location)
has one of Dean's secret stashes, in the southern covered area. It's hard
to miss, both for the handprint landmark and the frag mine guarding its
entrance. [Those brave enough to enter the Cloud area can stockpiled ammo
near the planters, plus a first aid kit. One is a 'hard' lock.]
The balcony connects to a west room, unsurprisingly booby-trapped -- a gas
canister propped in front of a shotgun rig. Speaking of rigging, if one has
the "Jury Rigging" perk, one can use those crappy outfits one finds here (and
anywhere) to repair Sierra Madre Armor, which is also 'light' classification.
Same goes for SM Helmets and eyewear.
Once again, the upper path provides protection from the Cloud, which is good
since the main street is mined. Passing into the east apartment (entrance is
tripwired) allows passage onto the west balcony, containing more magnum ammo.
Eventually a player must get down to the lower sidewalk, though, and get past
the patrolling trapper. [Backtracking at street level allows a little more
loot, plus access to a vending machine near the north staircase.]
Anyway, the east plaza is now encountered, and the quest marker will point
to a nearby villa. 2F contains a hot plate and balcony ammo, and 3F has a
meeting with Dean himself. After sitting alongside him, he'll mention the
chair's rigged; an [Explosives 25] check allows a repartee. A [Speech 25]
check can flatter him, and when he tries to convince one he's the boss, a
[Barter 50] check sets him straight. These checks don't affect him joining,
but they do bruise his ego, negatively impacting a later quest. [Note that
he's not bluffing about the shaped charge...refusing to work with him leads
to instant death. Hilarious!]
Dean mentions a shortcut back to the district's entrance -- this is actually
that 'hard' gate one saw at the beginning. It's also automatically opened if
one couldn't pick it before. If one heads in that direction, make sure to
inspect a NE apartment for one of Domino's stashes (behind couch). Finally,
whichever way one takes to the entrance, reentering the main Villa streets
spawns a few ghost people to fight
EXTRA DEAN DOMINO INFO
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Not much to say about him besides his "Unclean Living" perk. As its prompt
states, one can briefly enter the Cloud without taking damage, allowing for
better exploration. Additionally, when one DOES take damage, that pain and
sufferin' is reduced by a quarter (25%).
[Regarding Dean's optional conversations] After finding one of his secret
caches, the option to question him about them arises, and can lead to one
learning the Sierra Madre Martini "perk" -- basically just a special recipe
for the chem. Running through his questions also gives a [Guns 50] check,
revealing that shooting the ghost people's bombs is a quick way to eliminate
'em.
Client -: n/a
Prereq -: Find Collar 8: "Dog"
: Find Collar 12: Christine
: Find Collar 14: Dean Domino
Precedes: Trigger the Gala Event
Missable: no
Reward -: 1050 XP
This quest is added automatically after recruiting the 3rd & final companion
for Elijah's heist. [Getting this far respawns some ghost people in the main
Villa streets, too.] Speak to Elijah's fountain hologram again to learn the
Sierra Madre's doors were keyed into the opening itself...an opening that
never took place, thanks to pesky bombs falling.
The object is now to get the three companions to their places -- the events
cannot be done by one person. [Finishing Elijah's conversations begins "Mixed
Signals" and "Strike Up the Band" officially, too.] The quests can be done in
any order, each dropping a specific ally at a location. They won't be usable
as companions from then on, so if y'wanna have fun with 'em, now's the time.
Additionally, each companion has a specific task, so no mix-and-matching!
No recommendation on order, really, although doing Dog's last works best --
Dean and Christine both stay in the west village, and doing Dog's last'll
ensure minimal backtracking for the preceding quest.
Dog/God is the star of this job, and must be taken to Salida del Sol in the
east. Passing a [Speech 65] check in Dog's dialogue reveals the Gala event
was triggered once previously, and that's how Elijah entered the casino.
SALIDA DEL SOL SOUTH
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This delightful sojourn begins with a street fight against some ghosts, and
depending on which of the three new quests one does first, this may be the
first time encountering Seekers -- the kind that throw gas bombs. Luckily,
one can rely on Dog/God's brute strength, and simply thwacking unconscious
bodies if his mighty fists don't do all the work.
The first crossroads is mostly blocked off, its north courtyard-bound door
(unpickably) locked, while the east route is irreparably barred. The first
two apartments this south street brushes against are on its west and east
sides. The west apartment can be accessed from the 2F balcony but also has a
south entrance, found in the nearby alley. Unfortunately, that old pool hall
has little of worth 'sides a little booze. The eastern house fares better,
thanks to its hot plate and foodstuffs. Both areas also have bear traps, a
common feature in the Salida del Sol area.
• The west apartment's alley also opens into a dead-end building, accessible
only from that side. Its gun cabinets can contain an Automatic Rifle and
Laser Pistol; upstairs, another hot plate and miscellaneous/food items. On
an end table nearby is another 'Journal' entry.
Main street leads south to a vending machine's junction, although we can
ignore the cloud-filled (east) route for now. Two of Dean's secret stashes
are near here:
1) the sidewalk tunnel SW of the vending machine, in an offshoot
2) the 2F apartment NW of the vending machine (requires being on 2F ledge)
The nearby villa contains an 'average' PC that turns off nearby speakers,
making it a great detour. There's a gas leak here, though. For all intents
and purposes, though, one need only go west along the sidewalk, through the
tunnel, toward the destination. [Before that, though, go north a bit to the
deserted store, using another vending machine if needed. No need to explore
east yet -- that'll all be covered in the "Trigger the Gala Event" chapter.]
Like all companions, once one nears the target (switching station), Dog/God
will initiate conversation. To make God behave, either:
• Pass the [INT 7] check relating to the diagram, getting God to stay here
immediately. This appears regardless of whether one's inspected the diagram
and/or passed its INT 7+ requirement.
• Agree to bring back the remains of two ghost people, to sate Dog's hunger.
These can only be collected from living foes, and going this route may
actually despawn some of the previous corpses. [Targets are quest-marked.]
• [Lie] Only pretend to go along with Dog/God's suggestion about gathering
food, earning negative karma. Instead, use the outer terminal to bar the
gate, trapping the super mutant inside, much to his chagrin. The terminal
option can be done even if one does go food hunting, and earns no karma
loss -- it still affects things later, though.
If one tries to do this portion with Dog, he'll resist staying as it reminds
him of the police station cage. This requires locking him inside via the PC.
Getting Dog/God to cooperate, or shutting the gate, finishes the quest. Note
that the "Bear Trap Fist - Heavy Duty Springs" code is on rubble within the
switching area, and locking the gate prevents one from getting it now.
Client -: n/a
Prereq -: Started "Fires in the Sky"
Precedes: Trigger the Gala Event
Missable: no
Reward -: 1000 XP
With Elijah's ramblings done, it's time to bring Christine to the Puesta del
Sol destination. Upon first talking to her, she has a [Science 75] check to
determine if their captor is using a Pip-Boy himself, plus an [INT 6] that
mentions the other companions lack her technical knowhow. A [PER 6] follows
up that. All that's left is to get underway!
Puesta del Sol North is the first part of the village encountered, and houses
the Switching Station. To reach it, one simply loops "counterclockwise," from
north to west. Upon finding a Cloud-soaked alley, head west through it and
voila! The target building is just a bit north.
• For in-depth info on all the junk found in Puesta del Sol's normal areas,
see Dean's "Strike Up the Band" quest, which focuses on both halves of the
village.
SWITCHING STATION
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Just inside, one will find a locked door with no possible key. It's instead
opened by hacking a nearby fusebox -- this requires Repair 60+ or spare some
spare parts. If one chooses the latter, the Electrical Box Fuses are found...
• [Switching Station] In toolbox near the nearby shelf
• [Puesta del Sol North] From the crossroads near the Villa entrance, head
northwest at street level, using the nearby apartment to get 3F roof access.
An EBF is in the central roof's toolbox.
• [Puesta del Sol North] After getting the 3F fuse, take the 2F tiled roof
counterclockwise -- that is, a southwesterly direction. Near the Switching
Station's cloud-filled junction is a radio room with a safe inside -- a
fuse can be found in the balcony toolbox.
The fusebox restores power to the facility, opening the south passage. Wall
graffiti betrays the wall radios' positions nearby, hidden near pipework and
by the console further on. At corridor's end is the first factory floor.
This is a three-floor area, with Cloud choking the lower reaches. Radios can
also be found here, making players scramble for safe zones. One must traverse
the toxic fumes below to reach the far staircase (there's an ammo cache
hidden near the southern tank stack). On 3F, the southern operator's booth
has a 'very easy' PC that can disable all radios here -- just watch for the
tripwire hidden inside! [The grenade bouquet is hidden near the ceiling,
between upper consoles, in case one wanted to preemptively nix it.] A "Dean's
Electronics" is found near the merc's corpse.
At the catwalk's north end, one can enter the lounge separating the first
plant area from the second. Besides a first aid kit and ventilation console
(removes Cloud from area), there's also a PC (for "History's Sake") and
some lockers. One contains the 'Toxic Samples' note and Ennis' (very hard)
contains the remote maintenance terminal password. Alongside the lockers is
an Automatic Rifle and some ammo, too.
Within the second plant, several more unbreakable radios are found. The goal
is to reach the 3F operating booth, but getting there's a bit harder thanks
to the broken walkways. [A "Chinese Army: Spec. Ops. Training Manual" can be
found on one of said routes. A single Mark II turret exists here, and will
be hostile unless its 'hard' console says otherwise...not worth it, really.]
Near one of the computers here, Ennis' Key can be nabbed -- it unlocks the
titular locker mentioned earlier.
Christine must be brought to the other (very hard) PC, only possible after
unlocking a door along the main route. This requires lockpicking (hard) or
disengaging the lock via the northern booth. [The 'very easy' computer here
will turn the speakers off.] In her automatic convo, she'll be hesitant to
be left alone here. The only ways to proceed are:
• [Say one'll find another way] This requires operating the 'very hard' PC
near the elevator. Finding the password in Ennis' locker removes all its
encryption. Relay the good news (manually) afterwards.
• [Lie] Telling her to check upstairs puts her in the elevator, prompting
the player to hit the "down" button into the manual override chamber.
Making Christine cooperate finishes the quest. If one avoids sending her to
the claustrophobic lower chamber, one can hold her hand before setting off
(good karma). One can use the elevator as a shortcut to Puesta del Sol North.
PS: The "Hologram Rifle - Reinforced Components" code sits on a west console.
|¯¯¯¯\ (¯\_/¯)______ _____________________________
| |¯\ \| |¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | ) ) | | | DM07 | STRIKE UP THE BAND |============================
| |_/ /| | | |______|_____________________________|
|____/ |_|_|_|¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Client -: n/a
Prereq -: Started "Fires in the Sky"
Precedes: Trigger the Gala Event
Missable: no
Reward -: 1050 XP
After Elijah lays down the next task, one can begin the quest to position
Dean in Puesta del Sol, the western village. This is a good one to do first,
as one never has to return there afterwards. Dean has an optional [Speech 25]
check before tagging along, too, if one investigates.
PUESTA DEL SOL NORTH
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This massive village is split into two parts. Right inside is an encounter
with some ~4 ghost people, all running around at street level. Seekers, the
"strain" that uses gas bombs, appear here, and if one's smart, shooting their
explosives in hand or midair is great for crowd control. With them gone,
the only way forward is north, thanks to the crossroads' two locked doors
(leading to service route and south sector).
The storefront near the vending machine has two levels, but only the first
can be explored at once. Part of it has a gas leak that, if ignited, explodes
and burns those in its midst. With Repair 25+, one can deactivate it via the
nearby pipe's valve. A radio here (on 2F) keeps the player in check, although
there's little here -- even the 'very hard' safe is mostly junk.
A little bit more about street level areas. The NE Cloud-filled square has an
adjoining shop, containing a first aid kit and "Return Outfit Item" vending
code (register). This is the same code found in several other registers, but
it helps nonetheless. Further west, leads to another Cloud-smothered street,
alongside which is a 'very hard' gate -- this leads to the service route's
other entrance, and has little to speak of. Further west is the Switching
Station, where Christine goes during her quest, and south of there, the
exit to Puesta del Sol South. [Another service route exit is near there.]
Okay, that covers 1F crap -- but that still leaves the upper areas, where all
the radios are! And we can't be safe 'til they're exterminated, eh? Near the
very first square (NW building) is stairway access up to 3F. This apartment
contains cigarettes, a clever vertical shotgun trap and Mentats.
The 3F roof nearby is worthless (although Elijah's 743.00hz and an Electric
Box Fuse are up here), but the height advantage allows one to jump to the
plentiful 2F roofs nearby. To start, one can enter the cloud-smothered 2F
apartment above the east store, destroying its radio and gaining access to its
safe (average). Similarly, the 2F tile roof allows one to reach a 2F house
east of the square near the store, but there's little here besides booze and
a 'Stained Note' on the desk. [The interfering speaker is built in to the 2F
ornamental statue outside and can't be destroyed.]
Continuing west at 2F height, one can make a pitstop in a room accessible
only at this level -- it has a first aid box and usable terminal. [The wall
hole opposite this place is a one-way drop accessible only from PdS South.]
SW of there is a radio room with a safe (average) and PC (very hard), the
latter of which can activate a hologam below. A tool kit near the entrance
contains another 'Electric Fuse Box', needed later on.
West, towards the switching station junction, is a gas-filled apartment with
its own PC and shutoff valve. Going further west at this level isn't needed,
as the only remaining room -- 2F, near the Cloud-filled dead end -- can be
accessed from a ground-level staircase, near the switching station. The desk
contains the Foreman's Key, letting one into the service route. [1F of that
room has a few useful items, typically the med kit contents and Mentats.]
With that, the only thing remaining to do in the north area is visit that
service route, from any of its three entrances. Outside of acting as a
shortcut, and having a terminal with the "Demolition Charge" vending code,
there's little else to do here. Waste of a sheltered spot, man...
PUESTA DEL SOL SOUTH
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Right on the first street, get ready to fight off a gaggle of seekers and
harvesters, about 4-5 nearby and a few more in the vicinity. Eradicating the
nuisances allows safer exploration this new district.
First off, the SE square, covered in Cloud. The buildings here can be
accessed from the square itself or the crossroad south of the area's main
entrance. The annoying radio here is on the 3F external statue's base,
susceptible to well-placed shots. Another "Demolition Charge" vending code is
in the 3F pool hall lounge, and several drained MFCs are near the beach
chairs. Down one floor, in the maintenance area, is first aid kit and PC (very
hard) -- the latter activates a hologram if hacked. By comparison, the
quarters west of this building have little of interest.
Eastward (still at street level) brushes along an old store, containing a
vending machine, "Buffout" vending code and several registers to loot. Along
the road, a large plaza with a spotlit tree is found. Most areas here are at
2F, leaving only a SE route through the Cloud-ed alley. This building through
this route gives 3F access, and leads to the spot Dean waits at during his
quest.
• Before doing that, though, there's still optional places to explore. The
ruined cafe near the start can be used to get outdoor 2F access, and whose
west path can lead to a 3F tower. Here, one can find the "Hologram Rifle -
Advanced Calibration" vending code, along with MFC, normal and drained. The
NW balcony near here leads to a ruined building safehouse, and can't be
accessed except by jumping to its platform. It also opens into PdS' north
sector.
Reaching the designated spot gives a mandatory conversation in which Dean
refuses to go on without some protection, namely holograms to distract the
inevitable ghost people. The "mean" route is to tell him one'll break his
legs and leave him here, finishing the quest easier -- but failing that, one
really must activate the two sentries nearby.
1) The building just NW of Dean's waiting spot: 2F terminal
2) From cafe 2F (north) balcony, enter adjacent building; on terminal
If one had to reactivate the sentries, Dean is only partially reassured, and
has a few optional checks to steady his nerves: [Repair 35], [Barter 25] or
[Speech 80]. Convincing Dean to stay, with or without holograms, finishes the
quest, and prevents one from using him as a companion again.
PS: The "Automatic Rifle - Upgraded Internals" code is near Dean's cables.
Client -: n/a
Prereq -: Mixed Signals
: Fires in the Sky
: Strike Up the Band
Precedes: Put the Beast Down
Missable: no
Reward -: 2100 XP
As "Fires in the Sky" before it, this quest is automatically added after
finishing the previous batch (i.e. all companions led to their destinations).
This final piece of the puzzle relates to the Courier's actions alone, and
speaking of "alone," without companions, one has to go it alone! Hooray...?
SALIDA DEL SOL SOUTH
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The bell tower Elijah mentions is in the Salida del Sol area too, and the
journey begins by heading eastward, through either of the toxic alleys. The
northern route's radio interference is on the east side of an arch, right
after exiting the Cloud; the southern route's radio is on a 2F balcony. These
areas have also spawned extra enemies, usually Seekers.
Near the third speaker (above northern arch passage) is a toxic store housing
one of Dean's stashes and another "Return Outfit Item" code, in the register.
Further up the street is a vending machine and entrance to the 'Salida del
Sol House', essentially a minor saferoom entering into the courtyard area.
Before that, though, be sure to loot the apartment opposite its entrance,
as it contains a first aid kit, a PC (for "History's Sake") and the skillbook
"Tales of a Junktown Jerky Vendor".
SALIDA DEL SOL NORTH
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Here's where the "fun" truly begins. A 'Torn Journal' page can be found atop
the stair, which leads down to street level. The way west is blocked (a gate
previously seen in the SDS South's first crossroads) but north and east are
A-OK.
Let's go east first. Destroy the ghosts hanging around the stairway and keep
an east course, entering a dilapidated bar with a radio (behind counter). One
of Dean's stashes is here on the upper shelf. Rewind a bit and take the south
staircase to the apartment.
• By jumping the staircase's railing, one can find several things: some MFC
ammo (east), a Weapon Repair Kit (north through Cloud) and one of Dean's
stashes in an apartment (west). Said apartment also contains the DLC's
only snowglobe, on a crate -- finding it gives 2000 Sierra Madre chips
automatically, not caps.
Southward from the stairway, one can find the "RadAway" vending code in the
downstairs bar (near fridge), along with a trapper. North leads to a plaza.
Trying to take next tunnel reveals a radio signal from somewhere, and after
some careful ghost killing, one can find its source near the north stairway,
on the south upper wall. Heading further west leads to a Cloud-choked street
adjacent to two stores. The eastern one has another "Return Outfit Item" code
in its register.
Destroy the radio in said store (wall near entry) and the one across the
street (interior countertop) for good measure. Traveling west through this
new shop leads to a 2F balcony overlooking a Cloud-drenched sitting area. It
has a secret stash and automatic rifle, but there's no escape until one finds
the key next to skeleton with a toolbox! [And even after that, the only way
to return to Salida del Sol North is by taking the long way!]
WHEN READY TO CONTINUE onwards, return to the tunnel near the "tree plaza".
It should be radio-free now, allowing one to explore at leisure. That tiny
stair tunnel leads to the adjacent courtyard's 2F balcony. To reach the 4F
rooftop, though, one must enter the main building itself. [Interior: 2F has
a vending machine, 3F a mine box; 4F has PC for "History's Sake" and "Rad-X"
vending code.] A rooftop board stretches into the cross-street flat.
• Failing the jump lands one in the alley behind the four-story complex. The
lowest area leads into a bathroom (first aid kit in stall) and there's a
handy plywood ramp leading up to the target, too. Also, a grenade box is
sitting at the 2F roof's east end.
Past the tripwire, navigate the building back down to a vending machine shop.
Again, the register contains a "Return Outfit Item" code -- they're really
hammering that crappy function home, aren't they? The double-stair promenade
leads further north or back south (through Cloud), and contains several ghost
stooges to bury. One of Dean's stashes is actually hidden past said Cloud,
at the west end.
Either way, the passage to the immediate east contains a terminal ("History's
Sake" applicable) and a radio above its stair. Going further north along the
main road leads to...
CAMPANAS DEL SOL
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Better known as the belltower's massive courtyard. At street level, the only
places to go are east (dead-end office) and west, toward the church/funeral
parlor. A few ghost foes are found in the basement wine cellar, a necessary
stop en route to the 2F balcony. Reaching this height spawns a couple ghosts
nearby, most in the lower courtyard. The proper way to go is further north,
past decaying sleeping quarters, to a small courtyard.
If one's a good shot, it's possible to snipe the radio visible in the 2F
broken-wall "window". If not, one must race upstairs and deactivate it to
make things safe. From the 2F balcony, collect any ammo nearby (average box
near west door). All that's left is to climb the belltower!
Collect the "Super Stimpak" and "Hologram Rifle - Focusing Lense" codes, and
trigger the switch when ready. Starting the spectacle completes the "Having
a Ball" challenge/achievement, but one must enter the Sierra Madre from the
main Villa fountain to finish the quest. This means traversing Salida del Sol
in full while tons of ghost people are roused! Not fun...luckily, those who
know the terrain can simply run past them all. [I suggest taking a shortcut
to the south district, via the SW "Dean's stash" courtyard mentioned earlier.]
Salida del Sol South's enemies won't have respawned, but the Villa's will
have, in addition to that section having new (unbreakable) radios to mess
with the collar. They'll glow red, so try to feel out their locations with
that info.
Anyway, entering the Sierra Madre prevents one from returning to previously
accessible areas (for awhile), so if one wants to find Dean's stashes, weapon
upgrades and the like, do so now! [See challenges section for most of their
locations.] Creating extra Holorifle MFCs ain't a bad idea either.
Onward to the heist!
|¯¯¯¯\ (¯\_/¯)______ _____________________________
| |¯\ \| |¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | ) ) | | | DM09 | PUT THE BEAST DOWN |============================
| |_/ /| | | |______|_____________________________|
|____/ |_|_|_|¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Client -: n/a
Prereq -: Trigger the Gala Event
Precedes: Heist of the Centuries
Missable: no
Reward -: 1600 XP
Bursting into the casino triggers the security, knocking out all companions
and oneself. After coming to, Elijah mentions the comrades were shuffled
around, and that one must first "wake up" the casino to gain access to the
closed-off locales. This quest starts officially 'round this time.
The lobby gives access to several places: the Tampico Theater (west), the
Sierra Madre Casino floor (north 1F/2F), Executive Suites (north 2F) and the
Cantina Madrid restaurant (1F east). All places except the casino's main
entrance are closed now, however, and will gradually open as the remaining
quests are unveiled. Searching around the lobby gives little of worth: the
registration desk PC can activate hologram security, assuming one finds its
code; and the 2F east bathroom has a Police Pistol, if one ain't packing.
No speaker in this area can be destroyed, so it's best to learn their places
(near Cantina Madrid and Tampico corridors) and avoid 'em. A vending machine
can be found on the 2F balcony, if one needs to supply before proceeding.
SIERRA MADRE CASINO
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This establishment has several lobby entrances, but only the main one begins
unlocked. Security holograms are stationed in a few places around here, and
can be set on patrol via consoles (including the one nearby). Change the
nearest guard's pattern to the west casino floor, which gives access to the
upper food court. Near the bar itself is a breakable radio and first aid kit,
plus the "Wine" vending code on a shelf. The Casino Security Passcode lays
on the countertop. Finally, jump on the sitting area's west railing and snipe
the hologram beacon, nixing the last one encountered.
• It's possible to walk on the ornamental arches and leap into the cashier's
SW area. It's closed off at the moment, but one can escape by jumping on
the file cabinet. Loot its hard safe, cabinet (contains Cashier's Key), and
"Guns and Bullets" issue on the floor. Then, the back office's gun cabinet
(Automatic Rifle!) and 'average' Cashier's Terminal, which unlocks the
floor safe. The south staircase leads up to the hallway behind the 2F food
court, but can't be opened without that Cashier's Key!
In any case, that hallway behind the bar has a patrolling hologram. The
cashier's stairway bypasses a confrontation, which is very hard to do taking
the behind-bar route. [Its deactivation beacon is in the hallway just west
of the nearby computer, in an upper corner.] Anyway, with the bozo destroyed,
exploration is easier.
The security station around the 'hard' computer contains several items, like
Reinforced Sierra Madre Armor, a Laser Pistol and Automatic Rifle. Further
down the hall, the security chief's room contains a Reinforced SM helmet to
complete the set. The 'very easy' lounge nearby has a first aid kit, some
foodstuffs and the "Vodka" vending code. [A duffel bag in the bar-security
station hallway has the 'Sierra Madre Office Key,' unlocking side entrances
that connect to the main lobby.]
Upstairs is the Cantina Madrid's emergency exit (currently locked), and two
offices. The northern office contains two PCs, giving info for "History's
Sake" and directing the 2F hologram, respectively. The "Scotch" vending code
is also here. The southern office has a beeping radio and a "Tumblers Today"
skillbook, both atop cabinets. The auto-doc here can only restore limbs.
AAANYWAY, to continue with the main quest, one must operate the security
station's "hard" terminal. Finding the code on the bar countertop removes
its encryption, note. This PC can unlock the casino's 1F electrical closet,
and send the (only remaining?) hologram on patrol. En route to the map-marked
closet, be sure to destroy the holo emitter hidden at floor level. Its
location is actually alluded to in the previous PC's security logs.
This tiny room contains a first aid kit and electrical switch -- flipping the
latter turns on the facility's power, and adds the other two companions'
quests (Curtain Call at the Tampico, Last Luxuries) officially. They can be
done now, too, in any order.
• The power also restores the casino's gaming/cashier functions, allowing one
a fun diversion from companion-hunting. It's highly suggested to win at
least 7,500+ chips as it allows one to redeem the vouchers, one of the few
post-DLC rewards worth having. [10,000+ chips won results in a ban.] This
place has the usual games: slots, blackjack, roulette. Blackjack allows the
highest max bet (200) however. High LCK helps win more often.
Dog/God's quest can progress farther now. Return to the lobby and make for
the east door. All speaker "emergency alarms" are turned off now, and Elijah
will chime in to give his views: kill the teammates. Thanks, gramps...
CANTINA MADRID
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The quest log wants one to find the emergency maintenance key, sitting on
the the south booth's counter. The radio speakers interfering here are found
on the lobby's upper north wall and the nearby bathroom. The east maintenance
door to Dog/God is locked, forcing one to find another way.
This way is in the Sierra Madre's casino, via the 3F hatch one may have seen
earlier. A prompt mentions that, upon entering the kitchen, one cannot leave
until the gas leak and Dog/God are dealth with. Proceed in when ready!
One enters the preparation room without attracting Dog/God's attention. If
one's heard the mutant's ramblings, it's evident that the inner struggle for
control has made Dog suicidal, hence the gas leak. Revealing one's presence
to Dog, without having first shut off the (3) valves, starts a scripted
death, killing the player in a blaze of glory. Said valves are in the entry
hallway, east freezer and near the southern doors. Garbage cans around here
may give copies of "¡La Fantoma!" which can augment Sneak.
Initiating dialogue before Dog can commit suicide allows one to intervene --
this also happens upon revealing oneself if the gas leak threat is concluded.
Passing the [Speech 50] and subsequent [Speech 85] checks allows the mutant's
two personalities to combine, earning good karma. Telling Dog to imagine his
inner voice as a ball allows him to devour the "God" personality, while the
third option makes him commit suicide, too, only by breaking his neck, not
exploding. If one called out "Dog" at any time while a companion, the [Speech
75] option to have God assimilate Dog's personality won't occur.
It's also possible to fight Dog, although most of the difficulty comes from
the gas leak -- one spark (muzzle flash) sets the entire casino ablaze! Thus,
it's imperative for firearm users to nix that problem before retaliating. As
is expected, Dog is bare-handed and can have outrageous amounts of health.
The kitchen's long tables and freezers provide excellent defenses against his
short-range attacks.
The quest ends after convincing Dog to assimilate/devour his personality, or
after exiting the kitchen following his death. Remember: one cannot leave the
place without first turning off all valves AND obtaining his Maintenance Pass
keycard. There's only a short window to do all this if he dies outside his
scripted event, so beware!
As for the kitchen itself, it contains a workbench, several crafting items
and a PC with the "Starlet Hologram Code Snippet," used later. A desk and
tool cabinet can be opened with the new passkey, and near said desk is the
8 of Clubs for the "Dead Man's Hand" challenge.
A wave of ghost people will appear next time one's in the main lobby, too.
</pre><pre id="faqspan-14">
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| | ) ) | | | DM10 | CURTAIN CALL AT THE TAMPICO |============================
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Client -: n/a
Prereq -: Power restored during "Put the Beast Down"
Precedes: Heist of the Centuries
Missable: no
Reward -: 1500 XP
As stated previously, the Tampico Theater is in the main lobby's west wing.
Near the blocked double doors across the hall, one can find the PC password
for the receptionist's computer, preventing one from the strain of hacking
its 'easy' encryption. Within its files, the main lobby security password and
an overview of the nearby stage's retained functionality. The north corridor
vending machine is within a yet-unseen speaker's range, too.
Take the south hallway to the stage, since it allows one to break a different
(wall-mounted) speaker within eyeshot. There's four unbreakable speakers to
find here, easily visible by standing in a safe zone, like the stage's east
end. This shouldn't stop one from looting, though: the adjacent bar has a
'very easy' safe and first aid box, while the quest-marked partitures in the
spotlight contain the Backstage Key.
Obtaining said key starts a convo with Dean Domino from his backstage perch.
The [Speech 65] check reveals the exit key is backstage, which is helpful
since, after the chat, one's locked in the theater with several reactivated
security holograms. Great. Run for the NW stage-side door to avoid a crispy
death.
Right in this hallway, one of the holograms' emitters is found, on the east
wall. Westward leads to Dean's old dressing room, although with the radio
inside and one in the hallway too, it's a deathtrap for those rushing forward!
In safer circumstances, one can loot the first aid kit and 'hard' safe -- the
latter contains a blackmail tape. Vera's Backstage Key is found on his desk.
Next up is wardrobe storage, a rather large room with entrances. The radio
speaker's hidden on the inner east wall, and there's a cleverly hidden holo
emitter behind the corner couch. The first aid kit and vending machine round
things out.
All the way south is Vera's dressing room, accessed by the key in Dean's. Be
quick about using the hallway PC (disables theater speakers) and breaking the
tabletop radio inside -- that should be it from all aural threats. Her room
contains a 'hard' first aid box and a copy of Dean's "Saw Her Yesterday" song.
Underneath it is Vera's Master Key, opening all unlocked doors, 'cept the
backstage one leading to Dean.
Visit the theater's upper east projection booth now, unlocked with the new
key. It contains a "Lying, Congressional Style" skillbook and an 'easy' first
aid kit, plus the holotape projector. Play "Saw Her Yesterday" to eliminate
the onstage guard and unlock the backstage door. Confrontation time!
The tone of this conversation depends on how one treated Dean during their
first encounter. A [Speech 75] check reveals that the lounge fly keeps the
exit key on his person, but all options result in battle from then on. Should
one have found the blackmail tape, it can be brought up to learn Dean's past
association with Vera, completing part of "The Whole Sad Story" challenge. It
doesn't make Dean docile, though.
If Dean is killed, one has to make a break for the exit. There's a rather
lengthy grace period to do this, though, so be sure to take his unique tuxedo
and the Ace of Clubs card (on ground backstage, not too far from entry door).
The quest finishes upon convincing Dean to back down (if friendly) or exiting
the theater safely (if he died). More ghost dudes spawn in the main lobby, as
usual.
Client -: n/a
Prereq -: Power restored during "Put the Beast Down"
Precedes: Heist of the Centuries
Missable: no
Reward -: 1500 XP
Christine is located somewhere in the Executive Suites, accessible from the
main lobby's upper north elevator. The "mute" herself should chime in (!) once
Elijah's mini-briefing ends, mentioning there's holographic signatures around
here. The two eastern doors near here are sealed, making the only path an
eastward one.
At hall's end is a destroyed NW suite, adjoining into the next-door eastern
one, containing a Vera hologram. These are even less friendly than normal
security bots, so don't get fooled by her looks! While she patrols, sneak
into the north bathroom and destroy the emitter, cleverly hidden behind the
door (or disable with Repair 75+).
Traveling south through the suites, one can enter the hallway or pick access
to the 'easy' locked bedroom. There's a radio on the bedroom north of here,
affecting one's exploration -- explosives'll help nix it. The west corridor
leads to a laundry room; its radio is on a large counter. The PCs here are
great: one overrides the sealed doors; the other 'easy' hack can disable all
loudspeakers, plus has a "Starlet Hologram Code Snippet" and a downloadable
recipe for the Super-heated Knife! If one has a regular Cosmic Knife, the
workbench and supplies near it can round out the rest. [On a computer desk
is the Suites Maintenance Key, applying to the nearby locked door.]
Return to the first hallway and move west -- the sealed door has retracted.
From here, the NE door leads to a security station, with several lockers
giving Sierra Madre Armor/Helmets and Police Pistols/Batons. A Hunting
Shotgun can be found on the inner shelf. The 'average' hack PC nearby can
unlock the keyless security closet, containing even more weaponry: a shotgun,
reinforced SM armor set and extra ammo. Finally, that PC can recalibrate the
holograms' IFF, turning them all docile. Nice!
West leads to the hologram-infested suites, although they shouldn't be a
problem with their IFF tweaked. A password note is found in the dining area,
as well as a holo-emitter (behind open west door) if needed. South leads to
a separate suite, perhaps with its own hologram -- its emitter is found in
the bathroom's adjoining bedroom, also behind a door. The pesky radio can be
found in the southernmost room atop a table.
The east corridor is now open. A vending machine can be found here, as well
as a kitchen. There's a radio on the floor here and a gas leak; neutralizing
the latter opens the sealed door to the workshop's hallway. [A Cosmic Knife
is found here, too, in case one wanted to make a super-heated version.] The
destination is the double doors in that east corridor, but going further
east reveals a skeleton holding the Suites Security Pass, plus a Cloud-filled
bedroom. [Said bedroom contains a radio, 'easy' closet with medical supplies,
Metal Armor and a reinforced Metal Helmet. The bathroom has a first aid kit.]
When ready, enter the double doors to find Vera's old quarters. It contains a
chemistry set and, on the bookshelf, a "Big Book of Science" skillbook.
Entering Vera's bedroom, where Christine is, finishes the quest immediately.
In the ensuing dialogue, one can get Christine's part of "The Whole Sad Story"
challenge by picking the "sounds personal" option and exploring it. This also
leads to her visit to the Big Empty, which gives a point for the "Things to
Come!" challenge. If she's on good terms with the player -- typically done by
having successful past conversations, i.e. passing her skill checks -- she'll
give "Vera's Key" over without qualms.
Vera's room contains her corpse (wearing the special "Vera's Outfit" dress)
and some meds. In a corner near a dresser, the "Queen of Clubs" card lies,
potentially the last one needed for the "Dead Man's Hand" challenge. The key
Christine gives also unlocks the other dresser, used in the following quest.
Using the living room terminal gives access to a safe and the vault elevator,
the latter of which has a 2nd "Vera's Outfit".
Client -: n/a
Prereq -: Last Luxuries
: Put the Beast Down
: Curtain Call at the Tampico
Precedes: n/a
Missable: no
Reward -: 3000 XP
This quest is automatically added when the three companions are found and
taken care of, one way or another. As stated, Vera's suite gives access to
the vault's elevator...but there's a problem: her voice is the literal key!
Revisit the main lobby (ghosts'll have spawned from finishing Last Luxuries)
and use the receptionist desk's PC to download the 3 ambient tracks. Doing
this stitches together a copy of Vera's "Begin Again" tune.
Return upstairs and speak with Christine. Through dialogue, she can open the
vault by mimicking Vera's voice. As for her Elijah vendetta, mentioning that
oneself will put him down calms her mind. Asking her to let him pass through
the Suites unimpeded raises a problem, one that can turn her hostile. An
optional [PER 7] check reveals her intentions, but doesn't affect anything.
Her technical acumen allows her to scan enemies' collars and remotely detonate
them. Also, getting in too close a proximity (while noticed) allows the same
fate. In the event one has to flee from her scanning range -- which only
offers a little leeway -- run toward the normal elevator. Returning back up
will have reset the beeping, but Christine will still turn hostile when she
sees the player again. That leaves no choice but to put 'er down... Sneak
crits work best since she uses reinforced Sierra Madre Armor.
Back to the Vault. Christine will open it if her dialogue goes well; if not,
one can play "Begin Again" by inspecting the intercom mic. [Leaving is still
possible upon descending.] The Suites can be used as
THE VAULT
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From the very first chamber, one can spy the fortified vault from afar --
those pesky forcefields prevent quick access, though. A terminal nearby'll
open west maintenance access, and give an interesting tidbit about the lift's
emergency procedures. At the south juncture, west goes to a dead end with a
gun case, east toward the maintenance chamber #1.
One must step lightly in here -- if the speakers don't get one, the rather
high falls can. There's one speaker here (wall-mounted, along staircase's
twisting path) that can be shot from the corridor, but the next-door area's
also impacts the journey. A safe zone is the lit-up booth halfway through,
where the ammo box and 'Worker's Note' are sitting.
Maintenance Chamber #2, that next-door area, has several speakers impeding
the ascent. The first one to go is located right on a wall right above the
entrance booth; it can be shot from the NE mini-stair. [This is the one that
affects the previous room.] Another speaker, atop the upper NE exit's door,
can be plinked from down here, too. The other two -- at top level on the SE
and SW walls -- cannot be broken. Thus, the way forward entails ascending
as quick as one can, toward the exit. If needed, avoid the path's bend toward
the PC (which disables the alarm) and hop the girder instead.
Working north, one finds a security chamber with active holograms. The quick
way in involves ducking left (west) and leaping the broken catwalk, away
from the unbreakable speaker. When the coast's clear, activate the west PC
and toggle the nosy hologram's patrol to the previous corridor's water valve.
The goal now is to reach the east control booth, and the compy just east of
the last can give it a patrolling routine. [It also contains an entry for
"History's Sake" the last one needed.] Sneaking east across the middle-ish
catwalk, then jumping onto the target booth gives sightlines to the west --
in particular, the tiny blue emitters that control the north door guard and
the water valve patroller. With them gone, that leaves just one holo-moron
to deal with, and its emitter is on the NE booth's ceiling. Peace and quiet!
Upon infiltrating said east booth, one can turn off alarms (including the
unbreakable speakers) and deactivate the north forcefield. Giving the 'gram a
new route to patrol makes exiting north easier. Before leaving, it's possible
to find a Turret Control Password holotape, underneath the NW walkway in the
Cloud-draped area (it's next to a toolbox). It requires some tricky jumping
to get back up, but can be worth it.
The north corridor loops back around to the Vault's doorstep, still filled
with forcefields. Use the terminal close by to disengage security protocols,
which removes all security measures but sends the lift upstairs...that means
no escapin'! Get the first aid kit nearby and enter the vault via the wall
terminal.
• Before going in, one can find Frederick Sinclair's skeleton opposite the
vault entrance, on some southern pipework in the Cloud. A duffel bag near
him contains a "Nikola Tesla and You" skillbook. Getting back to the
upper walkway requires ducking under the overhang and hopping up the bend
in the pipes.
Going inside locks the door afterwards. Within is a gun cabinet with tons
of armor and a few weapons, a first aid kit, and vending machine. Terminals
include a redundant security disengager (toggle turrets' IFF) and a 'very
hard' hack (no hack required if one found password). Let's see...what else
is there...ahh yes! The TONS OF GOLD BARS. Each can be sold for 10,000+ caps,
but a single one weighs 35 pounds! Additionally, one cannot "field carry" the
item as one would a dead body, due to their heaviness. [There's 36 total.]
When ready to continue, disable security outside and access the vault's main
terminal. There's a message to Vera from Sinclair, although the important
thing it mentions is not to view his personal accounts log -- doing so is a
trap meant to permanently lock the interloper inside. [Doing this anyway gives
a premature ending about the Courier's death. D'oh.]
Exiting the convo after reading Frederick's note starts a scripted Elijah
convo. He's up to fielding questions this time, and inquiring about his own
desires and where he's travelled racks up points for "The Whole Sad Story"
and "Things to Come!" challenges. Asking whether Elijah's coming down will
reveal he isn't -- this gives an opening to tempt him.
Several options can arise from this path, most having duplicate checks.
• [Barter 75] Strike a deal: "you" get to leave, he gets the rewards
• [Speech 75] Butter him up, mentioning he's waited too long
• [Lockpick 75] Mention having already breached the vault
• [Sneak 75] Mention how easy it is to hide within the vault's basement
• [Explosives 75] Mention using the collar to roast the vault's contents
• [Science 75] Say destroying a single holotape can prevent his access
• [Repair 75] Note the elevator's make, and how easy it'd be to sabotage it
• Saying one has no interest in the casino convinces him of one's compliance
After Elijah agrees to come down, the vault's door unlocks. There's two main
options on how to proceed.
1) TRAP ELIJAH IN VAULT: This is by far the easiest method. Simply run toward
the SE booth and hide there. When Elijah's curiosity makes the forcefields
reactivate, he'll be trapped -- the player can't get to him either. Doing
this method earns the "Safety Deposit Box" achievement.
2) CONFRONT ELIJAH: Standing one's ground when Elijah descends has the foe
hide behind a forcefield after reactivating the 4 turrets. If Christine's
alive upstairs, she'll be able to short circuit two of 'em, but the others
require the player's shootin'. Eventually Elijah will scurry from his
safe zone -- his only method of firepower is a Gauss Rifle, actually in
poor condition. Depending on what level and skill one's acquired, it's
very easy to destroy Elijah. Doing so earns the "Cash Out" achievement.
Regardless of how the quest log advances, one's collar is still a problem --
the only option remaining is fleeing, retracing one's steps to revisit that
pesky vault elevator a few yards away. Elijah obviously wanted to kill the
player immediately, but the collar's delay (a few minutes) allows one a clean
getaway...supposing they're not lugging 35 gold bars around!
Leaving the vault area returns the player to the main fountain area, which
also completes the quest. The explosive collar is automatically removed at
this time, too.
FINAL PREP & ENDING
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Leaving the villa -- south of the main fountain -- completes the DLC, and
prevents one from ever accessing it again. Use this time to round off stray
tasks, all much easier without the pesky collar.
• Challenge: Dead Man's Hand
• Challenge: Dean's Secret Stash
• Challenge: any ghost-slaying ones (they don't exist outside the DLC)
• Missing Sierra Madre playing cards
• Missing skillbooks
• Missing snowglobe (in Puesta del Sol North)
• Missing DLC-specific weapon upgrades
• Have a net win of 7500+ chips at the hotel's casino
Here's a list of all vending machine codes, since I put it nowhere else. Some
appear in duplicates, but need only be found once for functionality.
_
|_| .308 Rifle Rounds [Police Station: bathroom]
|_| Auto. Rifle Upgr. Internals [Puesta del Sol South: Dean's waiting spot]
|_| Bear Trap Fist HD Springs [Salida del Sol, switching station; on rubble]
|_| Buffout [Puesta del Sol South: street-level store, SE of main entrance]
|_| Demolition Charge [Puesta del Sol North: service route, from terminal]
|_| Demolition Charge [Puesta del Sol South: Bldg SW of entrance, 3F lounge]
|_| Holorifle Adv. Calibration [Puesta del Sol S.; 3F tower, SW of Cafe]
|_| Holorifle Focusing Lense [Campanas del Sol: bell tower]
|_| Holorifle Reinf. Components [Puesta del Sol: switching station, by lift]
|_| Med-X [Medical District: villa clinic, 2F office; download from PC]
|_| Mentats [Medical District: villa clinic, 2F office; on bookshelf]
|_| Rad-X [Salida del Sol North: NE 4-story apartment; 4F shelf, near bed]
|_| RadAway [Salida del Sol North: east bar, on floor near counter]
|_| Return Outfit Item [Villa; hologram's store, NE of plaza; in register]
|_| Return Outfit Item [Villa; store S of Salida del Sol entrance; register]
|_| Return Outfit Item [Puesta del Sol North: NE store, in register]
|_| Return Outfit Item [Salida del Sol South: eastern toxic store; register]
|_| Return Outfit Item [Salida del Sol North: NE apartment's 1F store; rgstr]
|_| Scotch [Sierra Madre Casino: actual casino, 3F office; on shelf]
|_| Steady [Police station, on desk near coffeemaker]
|_| Stimpak [Clinic, on reception desk]
|_| Super Stimpak [Campanas del Sol: bell tower]
|_| Vodka [Sierra Madre Casino: actual casino, 2F security lounge; by fridge]
|_| Wine [Sierra Madre Casino: food court, on shelf near bar]
Other challenges are either undoable since the plot's over or can be done
outside the DLC (like "Big Winner" and "Kiss of Death"). Anyway, upon leaving
the Villa, one is treated to the ending, giving info about...
• Overview (fates of companions & Courier)
• Dog/God
• Dean Domino
• Christine
Endings are typically affected by whether the companions/Elijah lived or
died, and the outcome of Dog's personalities.
AFTERMATH/REWARD
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Finishing the DLC puts one back in the Abandoned BoS Bunker...so now what?
Well, there's a few things available. Firstly, Elijah's side room is unlocked,
allowing access to his living quarters. The footlocker at the end of his bed
contains a copy of his unique garb ("Father Elijah's Robes"), and his unique
chem set allows a daily Jar of Cloud Residue for crafting. Furthermore, his
vending machine still works on the Sierra Madre's inventory, allowing one to
redeem chips at leisure -- it can be a cheap way to get some of these things,
too! [There's also the "Dean's Electronics" skillbook near his shelf.]
Also new is the dropbox near the quarters' terminal. Every couple of days, a
Complimentary Voucher will be placed here, which can be redeemed for 1000
chips at the vending machine. The catch? Unless a player won 7500+ chips at
the Sierra Madre and unlocked the comped voucher, one can't use them!
And the last item. The desktop PC across the room is now accessible, and will
have a message for his "disciple," Veronica...the girl at the 188 Trading
Post...likes punching things. She's very unforgettable! After questioning
about Elijah in general, an option appears in her default dialogue, telling
her he's been found. This allows one to pass along the downloaded holotape.
Suggesting she watch it gives her the "Elijah's Last Words" perk; suggesting
she unlock it first, then refusing to give it over, gives "Elijah's Ramblings"
instead.
[All confiscated equipment is returned to the player upon approaching the
bunker's exit ladder. Unless one has Long Haul, it almost certainly causes
some big overencumbrance problems. It's quite a distance, but visiting Novac
or the 188 Trading Post can alleviate that gold bar problem...]
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HONEST HEARTS [DLC2]
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Honest Hearts is the second New Vegas add-on (released May 2011) regarding
the Burned Man legend and events at Utah's Zion National Park. It costs 800
MSP in the Marketplace, but comes "free" on the Ultimate Edition's 2nd disc.
It, like Dead Money, ups the level cap by 5 when installed. Here's a small
overview:
ACHIEVEMENTS: Five new ones are added, and are gained during the natural
course of the events. How one finishes decides whether one gets "May My Hand
Forget Its Skill" or "O Daughter of Babylon," meaning one has to reload and
pick the alternate path to get both. [Note that breaking the DLC by killing
a major character, or committing overt hostilities against friendly tribals,
nixes the questline, preventing one from getting any further achievements.]
DIFFICULTY: The enemies in this DLC get better weaponry at higher levels, so
many players like to do this content at lower levels. Battle-hardened vets
and weapon collectors will enjoy squaring off against foes using Shishkabobs,
Riot Shotguns, Anti-Materiel Rifles, Hunting Revolvers, etc. though.
ENEMIES: National parks are breeding grounds for critters, and one'll see old
friends (radscorpions, cazadors) and new (green geckos, zion mantises, yao
guai). Yao Guai, ferocious bear-like animals that often appear in packs, are
especially dangerous, and haven't been seen since Fallout 3. Human enemies
are reserved for the White Legs, the DLC's enemy tribe. [DLC encounters can
spawn out of nowhere, too, so having backup saves helps.]
NEW WEAPONS: Guns debuting include the .45 Auto Pistol and .45 Auto SMG, both
having mods. Melee-wise, War Clubs and yao guai gauntlets; the former also
has mods. New throwable weapons include the tomahawk and fire bomb (similar
to a molotov cocktail). There's also several unique variants of preexisting
guns, like the Survivalist's Rifle and Compliance Regulator. [Finishing the
DLC correctly gives some of the character-specific variants.]
REVISITABLE: Yes, but only after completing the DLC. Leaving is impossible
until one completes the content, or finishes the questline-breaking "Chaos in
Zion" sidequest.
VENDORS: Daniel and Graham sell medicine and weaponry, respectively, but
neither carries much change. This clogs one's cashflow, typically, forcing
one to lug it all around, or stash it somewhere, until the DLC finishes.
TABLE OF CONTENTS
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01) Happy Trails Expedition ............................................ HH01
02) Arrival at Zion .................................................... HH02
03) Tourist Trap ....................................................... HH03
04) Gone Fishin' ....................................................... HH04
05) Roadside Attraction ................................................ HH05
06) Deliverer of Sorrows ............................................... HH06
07) The Grand Staircase ................................................ HH07
08) The Advance Scouts ................................................. HH08
09) The Treacherous Road ............................................... HH09
10) River Monsters ..................................................... HH10
11) Gathering Storms ................................................... HH11
12) Flight from Zion ................................................... HH12
13) Crush the White Legs ............................................... HH13
14) Departing Paradise ................................................. HH14
SIDEQUESTS
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01) A Family Affair .................................................... HHS1
02) Bighorners of the Eastern Virgin ................................... HHS2
03) Chaos in Zion ...................................................... HHS3
04) Civilized Man's Burden ............................................. HHS4
05) Prisoners of War ................................................... HHS5
06) Retake the Bridge .................................................. HHS6
07) Rite of Passage .................................................... HHS7
08) Sanctity of the Dead ............................................... HHS8
Client -: n/a
Prereq -: Ain't That a Kick in the Head
Precedes: Arrival at Zion
Missable: no
Reward -: n/a
This quest is automatically added after the first mission, directing one to
visit the Happy Trails Expedition at the Northern Passage. True to its name,
it's a craggy cavern, almost a direct shot north from the Vegas Strip. There's
little in the way of hostilities between there, but for players wanting to
undertake the DLC immediately upon a new game, it's clear across the map...and
there's plenty of dangers in that respect.
Inside the cave is the leader (Jed Masterson), a few guards (including Stella)
and Ricky, the navigator. The latter has several funny dialogues:
- Psycho: [Medicine 45] -- can sell him Psycho and Fixer (80 and 30 caps per)
- Pip-Boy: [Science 45] or [Speech 50]
- Vault 22: If one's been there, one can call him out on his BS
- His function: [Survival 20], [Guns 45]
The "Storm of Death" can be convinced to leave the caravan if (1) after outing
his habit, telling him there's no Psycho on the trail (2) threatening to tell
the caravan master his Pip-Boy is broken.
Jed can tell about the mission and what's in store, including a [Barter 45]
check to learn about the caravan's woes. The job can get under way once one
is companionless -- must be dismissed, not told to wait -- and one's carrying
under 75 pounds. A [Survival 50] check or having the Strong Back perk can
convince him to raise the weight limit to 100. If one blackmailed Ricky into
carrying some weight, the limit raises to 100, also.
• Note that traveling light is still recommended -- as said above, there's
no leaving until the DLC concludes. Dump all unneeded weapons, misc items,
and heavy chems/meds first! There will be places to sell items, however.
When the job is underway, the 175-cap pay is given and the intro vid starts.
Client -: Jed Masterson
Prereq -: Happy Trails Expedition
Precedes: Tourist Trap, Gone Fishin' and Roadside Attraction
Missable: Yes [Any major DLC character slain]
Reward -: n/a
After a long journey, one will finally enter Utah's Zion Valley (earning a
hefty 50-cap pay) with the rest of the caravaneers. As the squad makes its
descent to the canyon-spanning bridge, terror strikes: White Legs ambush the
team. The friendlies are all gunned down (these are scripted deaths that
can't be avoided), leaving the Courier to waste the hostiles. Most will be on
unreachable cliffs, making looting rather hard.
This is as good a time as any to talk about the White Legs. These tribals are
lightly armored but often bring heavy firepower. Storm-Drummers, a common
footsoldier, often carry the DLC-specific .45 Auto Submachine Guns and at
higher levels, Anti-Materiel Rifles or Brush Guns. Bone-Breakers use
unarmed/melee weapons, including normal weapons (fire axes, mantis gauntlets)
and Shishkebabs at higher levels. Light-Bringers tend to use 12.7mm SMGs, and
usually carry some type of explosive (frag grenade, fire bomb). Most tribals
will also carry antivenom and/or Dark Datura poison.
Once the corpses are looted (don't forget those duffel bags either), descend
to the bridge to find a few more White Legs. They may fall down into the
river if propelled backwards too far, so be careful. Across the bridge, one
will enemy, only he's cut down by Follows-Chalk, a Dead Horses tribesman.
• If Follows-Chalk dies -- or any major story-related character, really --
the DLC essentially fails, which starts the "Chaos in Zion" replacement
quest. The circumstances make both the White Legs and normally friendly
Dead Horses hostile, and they'll be fighting it out around Zion. The goal
then becomes traveling to the northern Sorrows Camp and recovering a map
from a clay pot deep in the canyon. [This requires killing Daniel and most
of the Sorrows, though.] Once the map is recovered, leaving Zion Valley is
possible. Returning to the Mojave gives the bad endings for everyone in
general, except the White Legs...yeah, they're livin' it up. [3300 XP]
Approaching Follows-Chalk will start a conversation, noting that (THE) Joshua
Graham would be interested in talking to the massacre's survivor. He will
join as a follower if one's friendly, or leave if one asks him to -- either
way, the Dead Horses Camp in the eastern area is map-marked. Having him with
won't hurt, though: he gives some insight into the area, pointing out both
scenic treasures and hollow logs. It's also possible to begin his sidequest
"Bighorners of the Eastern Virgin" from the get-go; just talk to him! [Chalk
may disappear or get stuck, so have a backup save.]
Following the marked trail, there'll be a scripted yao guai (mutated bear)
encounter. Remember these suckers from Fallout 3? It'll run off if left alone,
but there's a challenge for killing 10 of 'em, so why not start now? The path
will eventually move east along the old road, then down to the Virgin's east
canyon, where the Dead Horses' digs. [The Spine & Ranger Substation Peregrine,
two locations that activate Chalk's "Well-Stacked Cairns" perk, are near the
main path. The latter may have lots of yao guai or none, though.]
Once one finds the Eastern Virgin map mark, simply follow the channel. It's
got beartraps in its "depths," though, so watch yer tarsi, yo. Once the camp
is located, enter Angel Cave nearby to speak with Joshua. [If Follows-Chalk
was dismissed before arriving, he'll remind the player. If one has the
Sneering Imperialist perk, one can insult the woman just inside Angel Cave
Graham'll mention the Dead Horses are under continuous threat of attack, and
without assistance from Daniel, a Canaanite missionary, the player won't be
able to leave. Even if one's reluctant to help, there's no progress made
without pledging assistance. Doing so finishes this mission and adds the next
three (can be done in any order).
• Note that Joshua can be asked to trade, and has plenty of interesting
things. In addition to rare explosives (Bottlecap Mine, Time Bomb, Fire
Bomb) one's not used to seeing in normal vendors, he also sells all mods
for .45 Auto Pistols, .45 Auto Submachine Guns and War Clubs. Joshua can
also fully repair equipment. Truly a jack-of-all-trades! Perhaps due to his
humble surroundings, he hasn't got many caps to trade with though, usually
about 900-1000.
For those wanting Joshua to field personal questions, he puts that off until
the Daniel's helped. Shucks.
Client -: Joshua Graham [Angel Cave]
Prereq -: Arrival at Zion
Precedes: Deliverer of Sorrows
Missable: Yes [Any major DLC character slain]
Reward -: 500 XP (apx. LV27)
The goal here is to visit the Zion Ranger Station and General Store, both of
which're on the Virgin's far NW riverbank. This is the location farthest
from the Dead Horses' camp, so even if one starts at the Zion Fishing Lodge,
it's still a long walk. [The concept of swimming as close as possible to the
destination is fine in general, but hoofing may be faster -- the old trails
still lead right near there. Sun Sentinels, a location that triggers Chalk's
"Well-Stacked Cairns" perk, is a ways west of said fishing lodge, also.]
First up, the General Store: the goal is to find 5 "Li'l Scout Lunchboxes".
After clearing out the denizens (usually a few mantises and a mole rat), and
getting the Zion National Park snowglobe (shelf behind counter), the search
can begin.
_
|_| On main counter
|_| On main counter
|_| Small crate opposite vending machine
|_| Back office; behind broom
|_| Back office; inside Average-locked desk / Key is in front cash register
With all five in tow, head to the ranger station up the slope -- there'll be
a few critters inside (bark scorpions typically), but nothing too difficult.
Like the Zion Fishing Lodge, there's some ammo crates scattered around, and
another "hidden" stash behind the couch; this time it's a locked gun case.
There's also ammo hidden behind the mantelpiece teddy bear display.
The aid supplies can be found near the back bunk...only they're contaminated!
• [Medicine 30] Salvage the supply kit
• [Medicine 30] Replace contaminated components (1 Turpentine, 1 Duct Tape)
• [Medicine 30] Sterilize kit with alcohol (1 Scotch, Whiskey or Vodka)
• Take incomplete kit
If one can't pass the default Medicine check, taking the kit to a campfire
(the game suggests the one near Angel Cave, but any suffices) allows one to
salvage it without required skills. Either way, getting the kit, as well as
the lunchboxes, fixed finishes the quest.
Client -: Joshua Graham [Angel Cave]
Prereq -: Arrival at Zion
Precedes: Deliverer of Sorrows
Missable: Yes [Any major DLC character slain]
Reward -: 400 XP (apx. LV27)
The search for walkie-talkies leads to the player to Zion Fishing Lodge, an
area in the NE region. Although Zion's highways have long since fallen in
disrepair, the Virgin itself is the best route: swimming north's a surefire
way to reach the destination. Of course, there'll probably be White Legs
activity in-between, so be prepared.
With the geckos cleaned out, one can start the search. Some notable items're
ammo crates & magazines (including one behind the couch), a gun cabinet,
and a Hunting Shotgun behind the bar. The walkie-talkies are in the Average
cabinet (also behind bar), the key to which is inside the bathroom crate.
Taking 'em finishes the mission.
Client -: Joshua Graham [Angel Cave]
Prereq -: Arrival at Zion
Precedes: Deliverer of Sorrows
Missable: Yes [Any major DLC character slain]
Reward -: 400 XP (apx. LV27)
The quest is named for a wrecked vehicle (Crashed Scout Bus), the closest to
the Dead Horses Camp. There's several ways to find it, the easiest of which
is returning to the East Virgin and going counterclockwise north -- this'll
lead to the bus' shallows. The more scenic route can be found on dry land:
near Ranger Station Peregrine is a thin scenic "trail" that descends right
to the husk. Enemy-wise, there's usually a few geckos around, but nothing
too difficult.
The wrecked bus is cracked in two, and contains items (Lunchboxes, Cherry
Bombs) befitting its former passengers -- these are also crafting components
for Bottlecap Mines. However, the real target is the broken compass near one
of the skeletons. Inspect it to get several options
• [Repair 30] Fix the item on the spot
• [Repair 30] Use the 'compass sensor module' near another skeleton to fix it
• Take the compass with
If one lacks the necessary Repair skill, the Broken Compass can be repaired
at a workbench (such as the one in Angel Cave, which the game suggests) with
no skill requirements. [Do not repair the Compass and pick up the sensor
module, however; it's a space-wasting quest item and cannot be removed...]
Client -: n/a
Prereq -: Tourist Trap, Gone Fishin', and Roadside Attraction
Precedes: The Grand Staircase, River Monsters
: The Advance Scouts, The Treacherous Road
Missable: Yes [Any major DLC character slain]
Reward -: 800 XP (apx. LV27)
With the supplies collected, this quest is automatically added, directing
one to the Sorrows' camp in the northernmost canyon. This area is similar to
the Dead Horses' canyon, except this one's much more complex, containing
criss-crossing bridges and several caves:
All of these can be map-marked, although Crossroads Cavern requires visiting
the lowest cave to do so. Visiting them all isn't necessary, but it's worth
noting 'em somewhere in the guide. Speaking of which, Stone Bones Cave has a
survivalist's cache, and also the Desert Ranger Combat Armor/Helmet sitting
near a PC.
Anyway, when one enters the Narrows a ways, Waking Cloud will welcome the
Courier, stating that Daniel awaits. [Asking her about her yao guai gauntlet
starts the "Rite of Passage" sidequest.] The missionary can usually be found
near the lower sleeping mats or up near White Bird's Cave, and says he'll
try to help the Courier escape...but he needs help too. Learning about the
New Canaan attack also gives a [Speech 40] check; asking about Mordecai gives
a [Speech 50] check. These don't matter in the long run, but they add flavor.
Demanding the map will have the player told off, with a [Speech 40] option to
reconcile a bit.
Daniel, as one may have learned from Waking Cloud, helped the tribe with past
medical issues, and befitting his experience, can:
• Fully heal (150 caps)
• Remove all radiation (300 caps)
• Sell medical supplies; requires a [Barter 50] or [Speech 65] check first
His supplies include typical things like Stimpaks and Purified Water, plus
DLC-specific Blood Shields and Healing Poultices. He doesn't sell weapons,
but have spare .45 AP casings. Unfortunately, Daniel carries even less cash
than Joshua (barely 100).
Delivering the supplies finishes the quest, adding the next four. Also, if
Follows-Chalk is along, he'll permanently leave as companion, saying Joshua
wants him back home. [Non-default things in his inventory are returned at
this time.] His absence has a silver lining, because it allows Waking Cloud
to join. This isn't mandatory, and one may have to find her deeper in the
camp for the auto-trigger convo. [Daniel also gives 3 Mining Explosives and
a Mining Detonator, all key items for tunnel-collapsing purposes.]
Waking Cloud is known for evading the White Legs, and her perk "Quiet as the
Waters" plays off that, reducing the sworn foes' PER while she's along. Like
Chalk, her presence is optional...but when one's getting swarmed by yao
guai, who doesn't want an extra target, eh? [Letting her join the party will
also start the sidequest "Rite of Passage" automatically.]
If one leaves through the canyon entrance, Joshua will initiate convo, trying
to pick the player's brain about eliminating the White Legs, rather than
Daniel's plan to flee. No decision need be made now, though. [Fast travel is
blocked until the conversation concludes.] Graham also stays in Sorrows Camp
awhile.
Client -: Daniel [Sorrows Camp]
Prereq -: Deliverer of Sorrows
Precedes: Gathering Storms
Missable: Yes [Any major DLC character slain]
Reward -: 800 XP (apx. LV27)
The "let Waking Cloud join" portion is actually an optional bit in this
quest, which is on by default after getting the Daniel's mission four-pack.
Her perk directly relates to fighting the White Legs, so having her with is
recommended, even if it's just so the enemies have another target.
This mission's objective is to locate a map of Grand Staircase, an unseen
area east of Zion National Park where the Sorrows hope to settle. Far SW of
camp, along the western border mountains, is Morning Glory Cave, where the
map is thought to be.
Without a doubt, this is the easiest of Daniel's four quests -- it simply
requires one to visit the souther chamber and find the survivalist cache's
holotape. [It spawns only during this quest.] The front door will be locked,
though; its key can be found in a duffel bag atop the northern rock formation.
Enemies here are spore plants...lame, lame spore plants.
Client -: Daniel [Sorrows Camp]
Prereq -: Deliverer of Sorrows
Precedes: Gathering Storms
Missable: Yes [Any major DLC character slain]
Reward -: 800 XP (apx. LV27)
This mission leads the player to Bighorn Bluff, an isolated western area
that's firmly in White Legs territory. When nearby, Waking Cloud will mention
stealing the enemy's superstitious, and if their war totems vanished, they
would be in disarray. This gives two ways to continue:
• KILL CONTINGENT: The simplest method is just going into each encampment to
slay the 2-3 White Legs therein. No fancy tricks, no burial rites --- just
lots and lots of pain.
• TAKE TOTEMS: This is the optional, nonviolent way to proceed. The White
Legs' camp is split into two sections, and each has a totem on the camp's
outskirts that can be stolen. This portion is much easier without a loud
companion in tow, so leave Waking Cloud nearby before sneaking. Naturally
stealthy characters can do this fine at night, but Stealth Boys help, too.
Client -: Daniel [Sorrows Camp]
Prereq -: Deliverer of Sorrows
Precedes: Gathering Storms
Missable: Yes [Any major DLC character slain]
Reward -: 800 XP (apx. LV27)
Daniel intends to relocate the Sorrows to a more receptive area, but standing
in his way are the White Legs, planting traps on the main highway. More
specifically, the stretch between the Old Rockville and East Fork Bridges,
located toward the map's central region.
There's two ways to proceed:
• Disarm the traps: These (being 6 bear traps) are exclusively on the Old
Rockville Bridge, and are currently unguarded -- although the enemies can
close in if one dallies. Repair 25+ is needed to disarm them.
• Kill the White Legs: The enemies setting the traps start on the roadside
nearest the East Fork Bridge, sneak south to the Virgin Fork Campground,
then westward to the remaining bridge. Killing them (usually two White
Legs and their mutt) is all that's required.
If Waking Cloud's with, she'll mention the Sorrows can disarm the traps if
one eliminates the White Legs setting them (the reason why that step's purely
optional). Completing either step will finish the mission.
Client -: Daniel [Sorrows Camp]
Prereq -: Deliverer of Sorrows
Precedes: Gathering Storms
Missable: Yes [Any major DLC character slain]
Reward -: 800 XP (apx. LV27)
Like "The Treacherous Road," this too deals with clearing an exit...the only
difference one isn't nixing bear traps, one's trapping bears! The East Fork
Bridge leads to the Pine Creek Tunnel, the Sorrows' planned escape route,
and yao guai infest this place. [Geckos, Zion Mantises, Radscorpions and
Cazadors may appear, too.] There's two ways to proceed:
• COLLAPSE THE NEST: The method suggested by Waking Cloud (if she's with) is
to find their home and trap the brutes inside. On the bridge's east side,
go north along the cliffs to find the Yao Guai Cave. Inside, visit the 3
map-marked explosives sites: two are in dead-end tunnels, the latter is
near the populated center. [It's possible to avoid all fighting, however.]
With the charges set, leaving automatically equips the Mining Detonator
to finish. Normal detonators won't work, FYI.
• SLAUGHTER: This route requires less time, but is slightly more strenuous.
It's also arguably easier, since the eastbound highway's 3 yao guai targets
are map-marked...and where there's markers, there is stealth missiles! But
seriously, the situation breeds potshots.
Completing either path will finish the mission. Destroying the cave isn't a
possibility, but the road yao guai aren't despawned.
Client -: n/a
Prereq -: The Grand Staircase, River Monsters
: The Advance Scouts, The Treacherous Road
Precedes: Flight From Zion -or- Crush the White Legs
Missable: Yes [Any major DLC character slain]
Reward -: n/a
This quest is added after completing all four scouting missions, beckoning
one back to Daniel. [Joshua Graham is still at the Sorrows Camp, and fields
personal questions about his past and thoughts on the Mojave. Asking about
his burns requires Speech 70+. Asking about "liking Caesar" foreshadows both
Old World Blues and Lonesome Road, so it's fun to read.] Informing Daniel</pre><pre id="faqspan-15">
completes the "In a Foreign Land" challenge and removes any key items gotten
in the latest quests, like the mining detonator/charges and map holotape.
[1700 XP]
A prompt will notify the player that deciding if the Sorrows should stay or
flee is the point of no return. This goes back to Joshua's previous convo
(post-"Deliverer of Sorrows") about helping Daniel see the value in fighting
back. Now's the time to finish sidequests!
When a choice is decided, this quest concludes and begins the next one. Our
hearty midwife will also leave the party permanently, so if one wanted to do
her "A Family Affair" quest (affects her ending), do that before deciding.
Client -: Joshua Graham [Caterpillar's Mound]
Prereq -: Gathering Storms
Precedes: n/a
Missable: Yes [Any major DLC character slain]
Reward -: 2500 XP (apx. LV28)
Confirming Daniel's escape plan teleports the player to Caterpillar's Mound,
right outside the Narrows. Joshua Graham will confirm that Daniel's probably
made it to Pine Creek Tunnel, but there's still many Sorrows scattered around
Zion that need assistance. He also joins as companion, even if the player
declines...yes, he's that awesome.
Back to the Sorrows' plight for a moment. This relates to several optional
quests added at this time.
[HHS5] - Prisoners of War
[HHS6] - Retake the Bridge
[HHS8] - Sanctity of the Dead
Fast-travelling is disabled in the final quest, meaning Joshua and oneself
must hoof it to Pine Creek Tunnel, far southeast from the Sorrows' domain.
During this fun journey, most monster encounters will cease, often replaced
by White Legs ambushes. At higher levels, these skirmishes are (slightly)
harder than normal, as the tribals can carry Riot Shotguns, Anti-Materiel
Rifles, Brush Guns, Shishkebabs.
When one nears Pine Creek Tunnel itself, there will be a battle brewing
between Daniel, Salt-Upon-Wounds, and general enemies/allies from the tribes.
The White Legs' war chief will initiate dialogue when approached, threatening
to kill the player. A [Speech 75] option allows one to drive the White Legs
off, reminding him his allies have perished or cajoling him, saying Sorrows
aren't a worthy match for great warriors. Driving Salt off makes generic
White Legs docile; those related to sidequests aren't, however.
Speak to Daniel afterward. He'll urge the player to do everything he can for
the Sorrows (i.e. related sidequests). Joshua Graham leaves the party if one
tells Daniel to continue his evacuation; all related sidequests also end at
that point. Before leaving, Daniel will comment on one's efficient assistance
or disgusting neglect, depending on how many sidequests were done.
Then, all that's left is to detonate the tunnel and watch the endings. This
also completes the "May My Hand Forget Its Skill" challenge, and earns that
same achievement.
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| || | HH12 | CRUSH THE WHITE LEGS |===================
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Client -: Joshua Graham [Caterpillar's Mound]
Prereq -: Gathering Storms
Precedes: n/a
Missable: Yes [Any major DLC character slain]
Reward -: 3300 XP (apx. LV28)
Agreeing with Joshua's attack strategy teleports one to Caterpillar's Mound
just outside the Narrows. Here, Graham explains the goal (infiltrating Three
Marys and eliminating Salt-Upon-Wounds) before signing on as companion -- a
mandatory companion, at that.
In "Flight From Zion," there's several tiny sidequests that facilitate the
Sorrows' exit from the park -- these do not exist in this chapter, mainly
because it's that egress that leads to the problematic events. This makes
the trek to the SW canyon (not altogether far from Southern Passage) easier
in a way. However, fast traveling is still disabled, meaning there's tons of
legwork to do. Following the Virgin's main west branch is a natural shortcut,
but may not give the best vantage for riverbank enemies.
White Leg ambushes now replaced nearly all monster spawns, reflecting how
gigantic the ongoing battle can be. At higher levels, expect to see these
brutes carrying Anti-Materiel Rifles, Brush Guns, Riot Shotguns, Shishkebobs,
Plasma Grenades, etc. [The arsenal depends on the type of enemy, of course.]
Groups are never more than 3-4 in size, and are usually varied in "class".
Three Marys is located in the SW Virgin's meandering canyons, and Sorrows and
Dead Horse allies engaging the belligerent enemy. [Be very careful with the
aim here, as friendly fire makes the good tribals turn. Killing a friendly
also makes Joshua hostile, and he leaves the party permanently.] In any case,
neither allied tribe favors guns, so they tend to die a lot...oh well...
A ways into the level, after swimming under a natural arch, Joshua mentions
the time factor, leaving the party permanently. [Crap he picked up, like
tomahawks and pears, are deposited into the player's inventory. Hooray?] The
latest explosion blocked the waterway, forcing one to enter Three Marys Cave
above instead. This functions as living quarters, although there's only a
handful of White Legs within. Sleeping here makes for a nice pick-me-up, and
there's some ammo/explosives crates in a far corner.
The other side's garbage-lined stream is usually empty at first, revealing
a little fighting as one treks west. The rising topography and bottlenecked
waterways can really assist explosives users. Just be careful to scan the
surroundings in the westernmost area, because there'll be Dead Horse NPCs
around there. [In fact, if one scopes from far enough away, one can find
White Legs cowering; approaching has the disciples execute 'em. This will
occur even if one takes 'em out first...weird.]
Finally, approaching the deepest clearing will reveal that Joshua captured
Salt-Upon-Wounds single-handedly. After a few executions, Salt begs one to
intervene. There's a few ways this can play out.
• Telling Joshua "no objections" lets Salt die as usual.
• [Speech 65] and [Speech 90]: Convince Joshua that Salt doesn't need to die
in front of the Sorrows, letting him escape like a whipped puppy instead.
Honestly, the insight into Joshua's vengeance this option gives is worth
the steep speech challenge.
• Telling Salt to defend himself lets one fight him in mortal combat, without
the anticlimax of Joshua's executions. Salt is well-known for his melee
prowess, and his special power fist has a -3 HP/10s effect. Two minions'll
join to help out, too. The only difference between the initial option and
the "let them die on their feet" option in Joshua's dialogue? Salt guns for
Joshua in the former and the player in the latter.
The chosen option won't change the quest reward, but does change Joshua's
ending. [Sparing Salt changes the Sorrows' too.] The larger XP reward is no
doubt due to the missing sidequests found only in "Flight From Zion".
Client -: n/a
Prereq -: Flight from Zion -or- Crush the White Legs
Precedes: n/a
Missable: no
Reward -: 100 XP
This quest is added after the main story's ended and the credits have rolled.
The player's actions are reflected in the Honest Hearts ending, showing the
fates of:
• White Legs
• Sorrows
• Dead Horses
• Happy Trails Caravan Company
• Follows-Chalk
• Waking Cloud
• Joshua Graham
• Daniel
Waking Cloud's ending is only shown if one did "A Family Affair". Joshua
Graham has no ending if one does "Flight From Zion"; one must do "Crush the
White Legs" (or kill him, if one's evil) for it to appear.
After completion of the DLC, one is teleported back to Zion's Southern
Passage, in front of a newly-spawned footlocker containing goodies from the
Zion adventure:
NOTE: Taking Salt's equipment won't be in here if taken from his corpse.
As for the park's fate, all friendly tribes and main NPCs/companions have
vacated, leaving only the unwavering majesty of the place and (perhaps) some
lingering White Legs tribesmen. The ones remaining, if any, won't respawn,
though, although they've been known to if one screwed up the DLC by doing
"Chaos in Zion".
Exiting Southern Passage finishes this mission. Enjoy the "weeks-long" trek
back to the Mojave! [.45 Auto Pistol and War Clubs can now be purchased from
merchants, typically Vendortron at the Gun Runners compound. This applies to
their upgrades, also.]
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
OLD WORLD BLUES [DLC3]
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Old World Blues (OWB) is the third DLC add-on, taking place at a scientific
compound at the Big MT. It was released in July 2011 and retails 800 MSP in
the store, but is also on the Ultimate Edition's 2nd disc.
ACHIEVEMENTS: OWB adds five achievements, all related to the main questline.
Four can be completed in the normal course of events, while one ("Make Up
Your Mind") requires doing a specific action during the final quest.
DIFFICULTY: Many players who wreck Dead Money and Honest Hearts have gotten
a wakeup call with this'un -- many enemies (robo-scorpions, trauma harnesses)
are quite formidable, and more than ever, swarm factors abound. It's not
uncommon to fight off, say, a gang of nightstalkers only to find cazadors or
nearby lobotomites have joined in. DT-ignoring ammunition and weaponry with
damage bonuses v. machines help -- for the latter, the game gives tons,
particularly the Proton Axe.
ENEMIES: Plenty of new ones this time. Although there's a few human types
(lobotomites), most that debut are machines (Y-17 Trauma Override Harnesses,
robo-scorpion types, cyberdog and turret variants). Some old friends show up
too: protectrons, securitrons, robobrains, nightstalkers... And cazadors. No
DLC would be complete without extra cazadors, right?
REVISITABLE: Yes. Although one can't leave until the main questline ends, a
quest item "gun" is received after, allowing one to "teleport" between Big MT
and the Mojave. This only requires being outdoors and outside combat.
VENDORS: The only vendor is the Sink's Central Intelligence Unit (CIU), and
while it starts out with tons of cash and a decent stock, one soon finds the
downside: it takes a long time to restock! Usually 3-4 days outside its cell.
The CIU's master-level repair function ensures one's equipment is at maximum
health, too.
WEAPONRY: This being a science-y add-on, a lot of new weapons deal with cool
sci-fi stuff. The addition of robot-slaying Proton Axes is a big help, while
the silly K9000 Cyberdog Gun and Sonic Emitter (minigun and 1-handed energy
weapon, respectively) are hilarious to test. Major firepower is given in the
form of the LAER (laser-assisted electrical rifle) and the cyberdog gun's
upgrade, FIDO. Unique weapons include Christine's COS Sniper Rifle, glove
weapons specific to certain scientists, and several energy weapons Elijah
tampered with. All in all, it's one heck of a spread.
TABLE OF CONTENTS
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01) Midnight Science-Fiction Feature! .................................. OWB1
02) Welcome to the Big Empty ........................................... OWB2
03) X-13: Attack of the Infiltrator! ................................... OWB3
04) X-8: High School Horror! ........................................... OWB4
05) X-2: Strange Transmissions! ........................................ OWB5
06) Old World Blues .................................................... OWB7
SIDEQUESTS
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A Brain's Best Friend .................................................. OW01
All My Friends Have Off Switches ....................................... OW02
Coming Out of Her Shell ................................................ OW03
Field Research ......................................................... OW04
He Came...And Went ..................................................... OW05
Influencing People ..................................................... OW06
On the Same Wavelength ................................................. OW07
Picking Your Brains .................................................... OW08
Project X-13 ........................................................... OW09
Sonic Emitter Upgrade .................................................. OW10
What's in a Name? ...................................................... OW11
When Visitors Attack! .................................................. OW12
X-8 Data Retrieval Test ................................................ OW13
Client -: n/a
Prereq -: Ain't That a Kick in the Head
Precedes: n/a
Missable: no
Reward -: 0 XP, Patient Gown
The first quest is automatically added after viewing the instillation prompt
(exiting Doc Mitchell's house in tutorial), directing one to visit the Mojave
Drive-In. This defunct pitstop is south of Nipton, accessed easiest by going
south from Goodsprings, then turning east with the road near Mojave Outpost.
Geckos, mole rats and, more commonly, Vipers infest this area.
An odd satellite will have crashed here, playing a creepy "film" between
2300-0300 hours (11PM to 3AM). Inspecting it during that special window will
give the option of continuing to the Big MT, where the DLC takes place. But,
before that, a few words:
• Many players find this DLC to have a rather big difficulty spike. This may
not hold up for hardcore vets, but unprepared newcomers will find this an
annoying situation: once it's started officially, there's no leaving until
things are over! [Recommended level: 15+]
• Science plays a big part in this DLC, and appropriately, there's lots of
speech checks for that category. For the full brunt of the DLC's kickass
awesomeness, it's recommended to have decent Science/Speech/Medicine levels,
or plenty of magazines to temper those values.
• Like Honest Hearts, there's few vendors -- BUT, these ones will be able to
handle tons of loot. Thus, although it's recommended to travel light coming
in, it's not as detrimental as in other DLC.
• A backup save is recommended as a general fallback measure, in case the
thing glitches, gets too hard, etc. No harm in doing it, so might as well.
Sound good? Then commit to the greatest undertaking ever experienced! Ever!
Client -: n/a
Prereq -: Midnight Science-Fiction Feature!
Precedes: X-2: Strange Transmissions!
: X-8: High School Horror!
: X-13: Attack of the Infiltrator!
: Sonic Emitter Upgrade
: All My Friends Have Off Switches
Missable: no
Reward -: 1600 XP (apx. LV30)
Inspecting the creepy satellite teleports the player to the Big MT's Think
Tank facility (as the map shows). A notification mentions the player feels
heavier and, sure enough, checking one's perks reveals several new ones:
• Brainless [Head can't be crippled; +25% addiction resistance, +5% DT]
• Heartless [Healing items more potent; Robots' crit chance -50%]
• Spineless [Torso can't be crippled; STR and DT +1]
Seems someone stole our body parts! This makes the first quest investigating
these circumstances. Exit the balcony to find a technology-filled chamber,
including a bedroom one can use for storage and rest. [Unique "Mad Scientist
Scrubs" sit on a shelf.] There's some lootable stuff here, mostly Mentats --
hope y'like 'em, 'cause this crater's plum full of the chewables. Other than
that, don't worry too much about the broken devices laying around.
To proceed, enter the Think Tank's chamber -- it's the only option allowed
currently. [Entering won't allow weapons to be drawn, through some strange
"power".] Up the stairs, find the scientific/comedic geniuses of this dome:
Klein, Dala, Borous, 8 and 0. In one of the longest sequences in the game,
the Think Tank members eventually explain one's purpose: salvaging some lost
items to defeat their nemesis, Dr. Mobius.
There's several checks during the dialogue, some of which can be missed if
one doesn't explore all the possible options.
• [Science 55] Show one has self-awareness and is not a lobotomite
• [Speech 55] Wave at them and nod, showing one understands
• [Medicine 55] Talk one's laser-sutured chest and spine
• [INT 6] Mention the doctors' plan's generalities
The next three quests are added at this point. The collective wishes the
player to fetch the ancient technologies they can't get at, handing one the
"Sonic Emitter - Revelation" gun and 150 Energy Cells. Additional challenges
can milk extra supplies:
• [Energy Weapons 50] 150x of: Energy Cells, EC Overcharge, EC Max Overcharge
• [Guns 50] K9000 Cyberdog Gun, .357 Magnum Rounds (150)
• [Guns 75] .357 Magnum Rounds and .357 Magnum Rounds (JFP, Hand Loaded)(150)
Agreeing to help ends the quest and adds the next three. Near conversation's
end, "Sonic Emitter Upgrade" also begins. On the way out, it's suggested one
restart the Sink's AI for bartering and other "crude biological demands" --
this begins "All My Friends Have Off Switches". Subsequent [Barter 25, 50, 75]
checks give 250 caps each; the [INT 8] check reveals several facilities have
extra holotapes for the Sink appliances' AI.
Following dialogue, the scientists return to their stations and can be
talked to at leisure. "All My Friends Have Off Switches" has started by this
time, and although it's technically optional, it's definitely something one
will want to do -- without it, no bartering and such!
Client -: Dr. Klein [Think Tank]
Prereq -: Welcome to the Big Empty
Precedes: Old World Blues
Missable: no
Reward -: 1000 XP (LV33)
One of the artifacts needing recovery is an amazing stealth suit prototype.
The search leads one to the X-13, due west of the main dome, at road's end.
Once inside, a player must collect the prototype parts (boots, chestplate,
gloves) displayed in the anterooms -- finding them all earns the 'Stealth
Suit Mk II' [14 DT/Medium/25 WG/Sneak +15]. While wearing this item, the
built-in computer will use stimpaks and medicinal items when health worsens,
helping one along...usually.
With the suit recovered, the next step is upgrading it -- this part occurs
in the western Stealth Testing Lab. Entry is only permitted if the stealth
suit has been collected fully (door terminal tests for its signatures).
Beginning the test at the quest-marked computer also begins the sidequest
"Project X-13".
• BASIC INFILTRATION TEST: The basic setup is three patrolling robots in the
ground-floor testing area and a few turrets (nonfunctional unless shot at).
Lockpickable doors are easy/average types. Attacking the enemies is fine,
but it should be done stealthily to avoid detection (this also turns on
turrets). Reward: suit Sneak effect raised to +25
Completing the first test also finishes this quest, as well as the first "VR
the Champions" challenge. Completing the rest of the trials is optional, but
will further increase the suit's capabilities. See "Project X-13" for extra
details.
Also, since this is a story mission, completing it will spawn some of Mobius'
robo-scorpions in the testing area, forcing a small battle.
Client -: Doctor Klein [Think Tank]
Prereq -: Welcome to the Big Empty
Precedes: Old World Blues
Missable: no
Reward -: 2000 XP (LV36)
X-8 Research Facility is almost a straight shot east of the dome, at road's
end. Inside, head down the south stairs, clear the psycho orderly robots and
prepare to enter the Institutional Test Area. If one already did the stealth
suit tests of "X-13: Attack of the Infiltrator," the pick-a-test format will
already be familiar.
• BASIC TEST: The goal is to traverse the high school simulacrum, retrieve
the three student files and avoid...well, dying. Enemies are cyberdogs,
basic turrets and a few lobotomites. The files needed are located on PCs
in (1) a southern 1F classroom (2) northern 1F library (3) southern 2F
ball storage. Note that cyberdogs can't open doors, so they can be used as
natural barriers if one wanted to breeze through.
• RESIDENTIAL CYBERDOG TEST: This allows one to fight Gabriel in Borous'
imagined neighborhood. He's essentially a large cyberdog, and isn't that
hard...but he is fast and clears tons of ground, so it helps to have a
quick plan.
After defeating Gabe, Borous reveals his atomic core is going to explode in
"10" seconds. The countdown is rather silly and slow, giving one plenty of
time to search the digging spots (essentially graves that need no shovel)
for the "Gabriel's Bark" upgrade. This is used with the Sonic Emitter and
is found in a random grave each time, so trial and error's required. [Note
that Gabe's explosion can be avoided if one's far enough away; it's not as
life-threatening as everyone makes it out to be.]
Naturally, finishing the quest reveals some of Mobius' robo-scorpions, both
in the "neighborhood" and the facility's lobby. Oh, and exterior entrance.
Mobius thinks of everything.
Client -: Doctor Klein [Think Tank]
Prereq -: Welcome to the Big Empty
Precedes: Old World Blues
Missable: no
Reward -: 800 XP (LV35)
One of a handful of quests received from Klein, this has one seeking out an
artifact at the X-2 Transmitter Antenna Array, a tower located due south from
the Think Tank dome. This area is often populated by lobotomies and those
annoying Trauma Harness Override foes, but there's only protectrons inside.
If one cleared out the latter in an earlier adventure, they won't respawn.
The goal is to reach the satellite's apex, accomplished via the interior
ladder and exterior ascending walkway. The X-2 Antenna isn't a quest item,
but a melee weapon with the EMP effect (bonus damage vs. robots, power armor),
not dissimilar from the protonic axe. The only difference is this one has
higher STR and Melee requirements and poorer DPS/DAM overall. In short, don't
trade an inversal axe for this sluggish nightmare.
Taking the antenna concludes the quest, but also spawns some of Dr. Mobius'
robo-scorpions inside the tower and at the lower entrance's stoop. Shouldn't
be too hard in general, but it's (very) possible lobotomites or THOs join in
the fun. If one was thinking of fast-traveling away from the upper dish area,
sorry -- that's not in a separate cell, so spawned foes below prevent it.
Client -: n/a
Prereq -: X-2: Strange Transmissions!
: X-8: High School Horror!
: X-13: Attack of the Infiltrator!
Precedes: n/a
Missable: no
Reward -: 1066 XP (LV38)
The DLC questline's final mission is automatically given after recovering the
"artifacts" in the previous three tasks. One is then directed back to Klein.
During his dialogue, there's several optional checks -- first [Science 65],
[Repair 75], [Sneak 45] and [Lockpick 75]; then, [Science 85] & [Medicine 85].
PART 1: INFILTRATION
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Proving one's intellect to Klein won't change the facts: after conversation,
one can now access Mobius' Forbidden Zone dome! The entrance is located NNE
of the Think Tank, in the craggy, robo-scorpion-filled canyon. If one already
did some optional quests, nearby areas like the Magnetohydraulics Complex or
X-22 Botanical Garden can serve as fast-travel points.
Inside the dome (X-42 Robo-Warfare Facility), Mobius sics his prizefighter
on the player: a X-42 Giant Robo-Scorpion! Quite a shocking revelation, I'm
sure. Although engaging the behemoth in normal combat is possible, there's
several other options to carry some combat-related weight.
• Activate target drones (observation area near entrance). The robo-scorpion
will be be distracted by these, allowing one to move around easier.
• Activate backup generator (upper east observation area). This overloads
said machine, causing it to explode and damage the prototype somewhat. Not
a lot, but it's noticeable. [Sonic Emitter Upgrade required to enter room.]
• [Science 50] The upper western console controls the turret control system,
and can be reprogrammed to fire upon the boss. Although there's only two
turrets, their rapid-fire capabilities can really stack up the damage,
especially if the boss is preoccupied with the protectron drones.
• [Science 100] In the upper NW observation deck, hacking the Very Hard PC
allows one to initiate emergency shutdown on the scorp,
As for attacks, the boss is like any other robo-scorpion: it attacks with its
pincers at close range and uses a laser at mid- to long-range. The only
difference with the latter is this EMP blast is massive and carries heavy,
semi-lingering radiation (decreasing over a few seconds). It probably won't
OHKO anyone, but just remember the stat penalties that come with incurring
radiation sickness.
Actually combating the scorpion ain't so hard, as long as one has cover. The
EMP laser tail blast can "pierce" a bit, but is avoidable as long as one
keeps away from window slots. Additionally, it's possible to hide from the
baddie (hello, Stealth Suit!) and plink away with sneak crits. Mobius will
give different dialogue depending on how one tackles the problem, and it's
enjoyable to replay the fight a few times to see his snippets.
Dealing with the overgrown machine earns a hefty reward, usually 1100-1200 XP
plus whatever can be looted from it (usually the same type of stuff Gabriel
was carrying: a LAER, Valence Radii-Accentuator, machine parts and energy
weapon ammo). Note that it can only be looted if its HP is brought to zero --
initiating the shutdown command doesn't count, although it allows one to
attack without repercussion.
PART 2: CONFRONTATION
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Mobius can be confronted afterwards via the northern deck's passage. He's
initially quite friendly and has interesting dialogue, including several
speech checks (listed below) that reveal his motives. Announcing one's going
to kill him a few times will turn him hostile, however: he engages a stealth
field (un-V.A.T.S.-able) for awhile and has 4-5 robo-scorpion helpers attack.
The Forbidden Zone has no pacification field, meaning one can also sneak-crit
Mobius, preventing him from summoning minions.
• [Repair 75] - Fix his monitor's ghost reception
• [Science 50] - Learn Mobius reprogrammed the Think Tank's processors
• [INT 7] - Deduce the reasoning behind Mobius' renaming
• [INT 7] - Point out it's "Ouro-borus" not "Ouro-borous"
• [PER 7] -------.
• [Medicine 65] -+- Deduce it's one's cranial injury that makes one special
• [Guns 75] -----'
• [INT 7] - Deduce that Klein had a special ulterior motive for his quests
After killing Mobius, or talking with him about retrieving one's brain, the
quest updates [apx. 1100-1200 XP], allowing one to speak to said brain --
it's up the central staircase. The general gist of this conversation is to
convince the brain to return to one's body, an act that can be done through
normal dialogue (no speech checks). Still, there's several optional checks
that punctuate one's argument, speeding things along:
• [Medicine 55] - Tell the brain most glandular problems is its own fault
• [Speech 75] - Convince the brain it's only honery because it lacks hormones
• [Science 75] - Remind the brain of biogel's long-term corrosive effects
• [Confirmed Bachelor] - Flirt with brain (ahaha)
• [Speech 75] - Say one doesn't want the Think Tank overrunning the Mojave
• [Guns 75] -----------.
• [Energy Weapons 75] -|
• [Explosives 75] -----+- Convince brain of a method of destruction
• [Melee Weapons 75] --|
• [Unarmed 75] --------'
Making the brain come around completes the "Make Up Your Mind" challenge, and
allows the wrinkled mass to come with. Leaving behind is also an option; it
doesn't immediately change one's brain-related perk, since the necessary
surgery's only possible in Klein's lab.
After having one's Brain come around, the option to take it with or leave it
behind (temporarily) exists. Regardless, it allows one to also reclaim the
errant Heart and Spine extracted upon arrival -- this procedure's done with
the Sink's Auto-Doc. Also, Mobius, supposing he's still alive, suggests one
can dupe the Think Tank researchers through lies, or by appealing to their
long-lost humanities. Interesting...
PART 3: RESOLUTION
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Return to the Think Tank researchers when ready -- a prompt will notify one
to prepare first. [Note that despite the creepy setup, the other researchers'
sidequests can still be done; it's only talking to Klein that begins the
real dialogue.]
First, the less interesting option, the fallback outcome: killing the Think
Tank. If one can't pass the requisite speech checks (detailed below), there's
nothing to do but initiate violence. The brains all use energy "brainial"
beams, but aren't that tough in general. [This is especially true if one
decides to sneak-crit 'em with explosives, a real possibility now that the
pesky pacification field is ineffectual.]
Tricking Klein is possible, by first passing a [Speech 75] check, then the
subsequent [Medicine 85] or [Science 100] check. This convinces Klein that
the player has Mobius' brain, and they back down from their position easily.
Additionally, Klein's directive can be overruled by the other doctors, if one
gained their trust (doing their sidequests). This requires doing 3 out of the
4 following quests:
• 0's "What's in a Name?"
• 8's "On the Same Wavelength"
• Borous' "A Brain's Best Friend"
• Dala's "Coming Out of Her Shell"
This gives majority rule, although technically, all four will speak up about
the player's awesomeness, not just the 3 one helped. In general, it makes a
good alternative to passing the steep speech options.
With the Think Tank matter settled, leaving the room starts the ending. And,
as long as the robo-scientists survive, their related quests are finishable.
Whether one convinces them to stay at Big MT through reawakened humanity or
fear changes nothing, really.
PART 4: ENDING
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• Big MT overview
• Sink CIU
• Doctor Mobius
• Sink appliances
• Biological Research Station
• Book Chute
• Light Switches
• Sink
• Toaster
• Muggy
• Jukebox
• Auto-Doc
• X-8 Research Facility (if one did all high school test trials)
• X-13 Research Facility (if one fully upgraded the stealth suit)
• Roxie (if created at X-8 Research Facility)
• Brain
• Think Tank's fate
Many of the endings change depending finding Sink personalities and
discovered locations. Example of the latter: the (actual) Sink's ending
changes if one discovers the Magnetohydraulics Plant and Z-43 Innovative
Toxins Plant. Thus, if one finds all 35 locations, the ending details some
of the funnier adventures the Sink appliances have.
After the ending, one gains the "Big Mountain Transportalponder!", a quest
item 'weapon' that allows one to teleport between the Big MT and Mojave. It
requires certain conditions though, such as being outdoors and outside of
combat.
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LONESOME ROAD [DLC4]
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Lonesome Road, the last of four DLC add-ons, regards the hellish wasteland of
the Divide, and the mystery person beckoning the Courier to find him there.
It hit the market in September 2011, retails 800 MSP like its brethren, and
is also on the Ultimate Edition's second disc.
ACHIEVEMENTS: Lonesome Road adds five more achievements, although only two
are completed through normal gameplay. The others require finding a number
of objects (3/5/30), either for keeps or demolition.
DIFFICULTY: With tough new enemies and some old acquaintances (deathclaws)
lurking, it's recommended to do this quest last. Many people may end up doing
that anyway, since its story works best when completed last. This DLC can
affect one's Mojave reputation (particularly Legion and NCR), so doing it
before the main quest (pre-"Render Unto Caesar") is a good idea.
ENEMIES: Two new foes appear in this add-on: the Marked Men, ghoul survivors
of the region's destruction, and tunnelers, quick-moving predators who prefer
ganging up on their targets. At high levels, the former types can use rather
powerful arsenal, including Anti-Materiel Rifles, Riot Shotguns and a host
of heavy weapon types (including the new SMMG and Arc Welder).
REVISITABLE: Yes. One can come and go from the Divide at will, and post-DLC,
that fact remains. This allows one to put off most challenges/achievements
until the end, when one's already familiar with the location.
VENDORS: The only vendors within the game are commissaries, electronic shops
that can be found in certain (formerly) civilized places. These all start as
nonfunctioning devices, though, and require a certain companion to operate...
WEAPONS: Tons of good stuff this time. The Shoulder Mounted Machine Gun (SMMG)
and Red Glare, a rocket launcher, are two big-time guns now available. Melee
experts may find some use in the Blade of the West, Industrial Hand and Bowie
Knife (including unique variant Blood-Nap). Bombers will appreciate the new
flashbangs and satchel charges, plus the two unique Grenade Rifles attainable
post-DLC (if y'play the cards right). And, of course, the H&H Tools Nail Gun,
which is just pure fun.
TABLE OF CONTENTS
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01) The Reunion ........................................................ LR01
02) The Silo ........................................................... LR02
03) The Job ............................................................ LR03
04) The Launch ......................................................... LR04
05) The Divide ......................................................... LR05
06) The Tunnelers ...................................................... LR06
07) The Courier ........................................................ LR07
08) The End ............................................................ LR08
09) The Apocalypse ..................................................... LR09
Lonesome Road has no official sidequests. Man, that IS lonesome!
Client -: n/a
Prereq -: Ain't That a Kick in the Head
Precedes: The Silo
Missable: no
Reward -: 10 XP
Supposing the DLC is properly installed, this quest kicks in after first
leaving Doc Mitchell's Goodsprings clinic. [A notification plays to let one
know this.] The destination for this quest is the Canyon Wreckage, a gorge
west of the highway town Primm, south of Goodsprings. Without Lonesome Road
running, this place has little to offer, besides a few nearby graves...but
with it, passage into the Divide is accessible.
Inspecting the trashed bus gives the overview prompt, saying that this quest
series is recommended for LV25+ players. Unlike some previous DLC, though,
there's no weight limit or item confiscation off the bat. Some other general
tidbits:
• Traveling light is still recommended, but not as important (extra vendors!)
• Companions can't come with into the Divide
• One can leave the Divide at any time if it gets too tough!
If ready, put on those walkin' shoes and visit beyond. Discovering the "Pass
to Canyon Wreckage" on the other side finishes the quest.
Client -: n/a
Prereq -: Ain't That a Kick in the Head
Precedes: The Job
Missable: no
Reward -: 1900 XP
Hey, what a swell place! ...well, at least until one peers over the first
cliff, seeing an massive, eerie fissure in the earth, miles and miles wide.
This rocky path is quite short and leaves little exploration-wise, although
there is a large pipe that leads to an upper duffel bag. The north route
leads to...
HOPEVILLE SILO BUNKER ENTRANCE
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Follow the taunt-ridden walls into the silo's upper chamber. Both side doors
begin locked, and inspecting the blast doors' panel gives a prompt to find
something with advanced hacking expertise. Once the southern passage is
opened (via wall terminal), one can dig around the utility room. In addition
to the Arc Welder and rad-resistable Breathing Mask on a shelf, there's also
a first aid kit, duffel bag near the blocked entrance, and some miscellanea
in the main desk.
But the star is definitely that maintenance bot stuck in its pod. Its name?
Why, it's ED-E! Not the same one found in Primm (technically), but definitely
ED-E! Its first conversation contains optional [INT 6] & [Science 35] checks.
Its presence as a companion is required, though, and it gives the same
Enhanced Sensors perk that the Mojave ED-E gives.
• ED-E can also unlock commissaries, slot-like devices found inside certain
buildings. These function as vendors, and are in fact the only ones within
the Divide. ED-E is required to unlock them, however, and automatically
does so if in range. The electric shopkeeps all draw from the same stock,
so visiting many in rapid succession isn't worthwhile. [This is actually
mentioned in the utility PC, due to soldiers trying to score whiskey.] They
will replenish their items eventually, though. Additionally, commissaries
have max repair functions.
With the eyebot in tow, one can activate the blast doors, restoring power to
the facility. Make sure to inspect the destroyed eyebot's circuitboard, as
finding it gives ED-E the extra "Camarader-E" perk. Each of the 5 boards will
give ED-E a new function, so they're quite worth locating! [The Easy terminal
nearby leads to the hydraulics room, containing general craft components, a
bit of energy weapon ammo and a first aid box.]
The adjacent silo has several levels, accessible by the spiral staircase. A
flipped desk (Easy lock) contains the 2nd Level security code, letting one
disable the hostile sentry bot. [Near it is a "Dean's Electronic" skillbook,
found on the same rubble pile.] A 'Hard' desk in this chamber contains the
LV1 security codes, helping a bit later.
Ascending to Level 3, one finds the first traces of humanity -- dead ghouls,
part of the Marked Men gang, laying around broken sentry bots. Seems like a
battle took place, ol' chap! Speaking of pinning things to walls, within the
nearby cabinet (Easy lock) is an H&H Tools Nail Gun, a silent gun with bonus
crit chance and limb damage. It uses nails for ammo, something that's already
readily available in most major vendors.
The silo's third level is slightly radioactive, and contains another hostile
sentry bot. It can be quickly eliminated by reactivating the turret controls
via the wall terminal (Repair 50+ required). It may not kill the bot itself,
but it'll do most of the work. The large western door leads to the base
commander's office -- Martin Retslef's corpse is here, containing the unique
'US Army General Outfit', plus his desk contains the silo network security
codes. [The PC can deactivate his personal security bots and open their nooks,
allowing for extra looting.]
Moseying into 3F's south chamber, one finds a locked door and the mainframe,
which can be activated with Retslef's codes. [ED-E does this automatically.]
Opening the door turns the north antechamber's sentry bots hostile, and
they'll immediately start attacking in the bunker's west area. If one picked
up the LV1 security clearance, the turrets will be friendly, and help attack
the rogue bots.
After looting everything, emerge into the sunshine via the east tunnel.
HOPEVILLE MISSILE SILO BUNKER
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This place is discovered upon exiting. ED-E will then be 'hacked' to play a
mysterious man's dialogue. The conversation can reveal him as Ulysses, a.k.a.
Courier Six. His 'welcome' contains several optional checks
However, only the missable [PER 6] check is of any real use, as it's part of
the "Most Likely To..." challenge. Luckily, even failing the check does the
trick. Following Ulysses' speech, the quest ends.
Client -: n/a
Prereq -: The Silo
Precedes: The Launch
Missable: no
Reward -: 1800 XP
Ulysses' cryptic language suggests there's a 'trigger' one must find to get
through the Divide. But, in a foreign land, that ain't much of a help. The
only thing to do is explore the nearby area of Hopeville. If y'wanna skip the
surroundings' explanation, just skip to the bottom mandatory stuff.
HOPEVILLE MISSILE BASE HEADQUARTERS [OPTIONAL]
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This place is a bit NE of the bunker's exit, and has a few Marked Men near
the rooftops. The exterior has some low crates and containers, and the roofs
can be accessed via a makeshift ramp. The highest ledge has a sniper rifle in
a crate, befitting the large sightlines given up there.
Inside is one of the Divide's few commissaries and working auto-docs (last
seen in Old World Blues). A northern office also contains the second eyebot
upgrade for the "Camarader-E" perk, so that's worth finding, too. A couple
Marked Men will inhabit this place, but don't respawn.
Finally, outside of a few chems and skill magazines laying around, one can
crack a 'Hard' safe to get the base's armory codes. [Don't forget to claim
the first aid boxes' goodies; they're in the bathrooms.] Cleverly hidden in
the lobby's large bookcase is a 'Nikola Tesla and You' skillbook, underneath
a destroyed book.
HOPEVILLE MISSILE BASE [OPTIONAL]
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This is the region's main location, having both a (fast-travellable) east
and west entrance.
Its northern armory can be accessed by lockpick (Very Hard), hacking (Hard)
or by finding the aforementioned HQ codes. There's a ton of ammo here, most
of it for the Red Glare rocket launcher. Other things: (1) two lockers keep
sets of Riot Gear, although the Very Hard locker's is at better quality and
has a Riot Shotgun (2) a 'Guns and Bullets' skillbook under a desk (3) an
extra Breathing Mask near the Marked Man's corpse.
The men's barracks contains a commissary and a 'Very Hard' locker housing
US Army Combat Armor, plus a 'Tumblers Today' skillbook under a bathroom
crate. The women's barracks can't be accessed until the warhead outside is
cleared (very soon), but when done, can be taken for its notable loot, namely
more US Army Combat Armor and a 'Grognak the Barbarian' skillbook, hidden
underneath some bathroom literature. Two M.M. Marauders'll spawn if one visits
the southern side, note.
HOPEVILLE MISSILE BASE - LOADING STATION [OPTIONAL]
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This is on the southern of the two roads, accessed by an 'Easy' gate. There's
little here besides military crates, although an overturned truck's toolbox
does hold Ulysses' Y-17.35 recording (part of "Ulysses' Odyssey" challenge).
A small alley is mined, and getting through the traps leads to several boxes
containing extra mines.
MARKED MEN GUARD OUTPOST [OPTIONAL]
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This is a broken building along the base's eastern exit. A few scouts will
watch the road, and can be picked off if one's crafty enough. The decimated
store contains both a reloading and normal workbench, and upstairs, extra
ammo cases (usually for Red Glare).
MARKED MEN'S SUPPLY OUTPOST [OPTIONAL]
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Just east of the guard outpost, this place is through the destroyed cement
buildings. Once its titular inhabitants are cleared, one can explore at
leisure. There's two main reasons to come here: (1) the southern warhead (2)
the NE (Average) gated area, containing some ammo and Ulysses' Y-17.21 tape.
The 'warehouse stash key' in a truck near the warheead unlocks said gate.
One can find a free sniper rifle on the building husk's upper "floor," plus
extra explosives in the truck near the warhead.
MARKED MEN CAMP [MANDATORY]
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When ready to continue the story, one must access the base's northern city
block, currently blocked off from all angles but the west. This means finding
the Hopeville Missile Base HQ and trekking east across the rubble "bridge".
The destination is NE three-story complex, occupied by two Marked Men, one
of whom is using a Red Glare rocket launcher. [They can be picked off with</pre><pre id="faqspan-16">
decent enough stealth, but ED-E ain't made for that sorta thing. The latter
test fires his weapon regardless of one's stealth, also. Fast travel is
disabled after jumping down to street level.]
Atop said building is a cache containing Ulysses' gift: the key item 'Laser
Detonator'. This 'gun' paints warheads as targets, detonating them and debris
around 'em -- its road-clearing effect is required to reach Lonesome Road's
conclusion. [There's also an extra Red Glare rocket launcher here, in better
condition than the enemy was using. Surrounding buildings contain some good
loot too, particularly the southern store's ammo dump.]
Taking the Laser Detonator cues a Marked Men squad who, if undisturbed, will
hang out at street level. [A few will ascend the building, though.] At high
levels many of these guys can carry Anti-Materiel Rifles and Thermic Lances,
so try to ambush 'em (or leave traps ahead of time) for a simpler skirmish.
Test out the new detonator on the street's southern warhead -- just keep the
target 'painted' to cause a Fat Man-like explosion, leaving lingering (and
diminishing) radioactivity in its wake. There's a few other warheads to
destroy 'round here (near women's barracks and at Marked Men Supply), but
the main one -- along the eastern highway -- is quest-marked.
MARKED MEN BASE [MANDATORY]
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Destroying the impediment spawns a few more Marked Men; at least one will
rush to the player's location (regardless of stealth). Sniping 'em from the
roadside or the Marked Men Guard Outpost is possible, too. Closer to the
new path, one finds Blister (so named for his Flamer weapon) and some M.M.
cohorts. Unlike the explosion's vanguard, these can be safely sniped from
leagues away without drawing them closer.
Outside of Blister's goods (rare 'Marked Beast Helmet') and the bevy of ammo
pickups inside the complex's battered shell, it's back down the highway. One
more nuke blocks the way to the Collapsed Overpass Tunnel, which is itself a
large level.
• This is a good time to revisit the Mojave, selling junk and stashing those
rarities for load-lightening purposes. There's a ton of expensive (and
heavy!) items to get, and the commissary's meager 6000-ish funds doesn't
cover much. ED-E'll wait near the canyon wreckage, automatically rejoining
upon return.
COLLAPSED OVERPASS TUNNEL [MANDATORY]
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Entering the creepy dwelling starts an ED-E playback. Further in, past the
deathclaw wandering around, one can find an odd, quick monster (a tunneler)
fleeing. Inspect the corpse near where it was to find an NCR grunt carrying
flashbangs. These items inflict fatigue damage, reduce weapon skills and can
frenzy tunnelers -- it's no wonder more are nearby. [A separate save here's
nice in case one encounters the glitch where the enemy spawns underground
and can attack without being visible or VATS-able.]
Traveling eastward, one finds a tunneler pit -- the place they spawn into the
area. Walking past that opening will spawn a few tunnelers on either side,
typically forcing a battle. Weave through the wreckage (military crates are
hidden south of toppled red truck) towards a NE hill; several tunnelers of
all kinds spawn around here. The main path upwards is radioactive, thanks to
fallen waste barrels, and a tiny N offshoot may have some medical supplies.
If y'need to rest before the upward path, there's a mattress behind sandbags
near there ('Duck and Cover!' skillbook in the teddy bear crate here).
Client -: n/a
Prereq -: The Silo
Precedes: The Divide
Missable: no
Reward -: 3600 XP
Being back in the sun sure is great, enough that Ulysses again radios in for
a chat. There's several speech checks here: [Science 65], a few[Survival 35],
[PER 6], and either NCR/Legion ones. If one found the man's old logs, there's
a [Speech 75] check to convince him of their importance. The dialogue about
one's home always counts toward the "Most Likely To..." challenge, regardless
of chosen option.
The destination is also revealed: the Ashton silo, far east at road's end.
Might as well get goin'...
THE HIGH ROAD [MANDATORY]
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ED-E's sensors will have picked up trouble down the street, and sure 'nough,
there's a Marked Men ambush party waiting. With them is Beast, a unique foe
carrying a SMMG (shoulder-mounted machine gun)...not something to mess with!
Watch out for using explosives, too -- they can blow corpses off the highway
into the unreachable abyss. [It's happened to me before with Pushy, haha...]
After his defeat, the eyebot will unlock the flatbed's commissary, easily
missed if one runs off ahead. [There's usually another SMMG in a crate near
here, so big gun users can take this time to buy some upgrades for it.]
The cracked highway leads east, curving underneath a skyscraper now bending
over it. ED-E can pick up any distant threats, including a certain surprise
visitor in the inaccessible building's window (he appears on-screen as a
friendly). There's a warhead to destroy near the northern bend.
THE CROW'S NEST [OPTIONAL]
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But before doing that, the building's curvature allows the Courier to ascend
a rickety, makeshift staircase. There's a boobytrap up here, but it shouldn't
be that troubling, considering this is a safe, fast-travellable rest area.
The hideout reeks of Ulysses' presence: he's left a log (Y-17.16), several
batches of medical supplies, a sniper rifle in good condition and a campfire.
Additionally, an NCR corpse carries a set of Advanced Riot Gear! This can be
repaired with normal Riot Gear or, with Jury Rigging, comparable armor (like
the kind unique Masked Men wear).
THE HIGH ROAD / RUINED HIGHWAY INTERCHANGE [MANDATORY]
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Alright, back on the east road. This area will have several deathclaws and
another warhead -- detonating the latter from long range may help clear the
path a bit. There's an unavoidable encounter if one fully enters the wrecked
trailer, but it'll be worth it: there's a large cache of nonstandard ammo
types within.
Said interchange is located where the overpasses overlap, and a warhead'll be
here if not detonated earlier. There's always one deathclaw hiding behind a
freight container, emerging when one approaches, so don't get taken unawares.
The scrapped supply trucks around here can contain decent supplies (one even
has a bed), and the toxic waste truck's lead-lined containers keep rad-related
supplies. [ED-E has another playback event further down the way.]
After nixing the final deathclaw (the median wreck makes a good obstacle for
it), the path bifurcates: NE goes toward Ashton, E turns around toward the
pitstop remnants below the bridge. [The western cliffs contains a suitcase
with extra medical supplies, if needed.]
• A well-hidden safe area is the High Road's east tunnel collapse nearby,
notable for its half-buried truck and campfire. If one jumps all the way
up, one can snag Ulysses' Y-17.22 tape ("Ulysses' Odyssey" challenge) and
his normal goodies.
JUNCTION 7 REST STOP [OPTIONAL]
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This below-bridge area is now a dim wasteland inhabited by tunnelers. Very
little of interest remains here, although, true to its name, there is a bed
available. The Lonesome Road snowglobe is also hidden here, in the upturned
shelf. A bit north is an old garage containing ammo and crafting parts;
behind it, some military crates. This small detour'll spawn 1-2 deathclaws,
so watch out (or put those satchel charges to good use, heh). One of those
deathclaws may spawn on the upper bridge instead, ambushing when one returns
to the main road.
Note that it's possible for some tunnelers to never emerge -- this means they
aren't a threat, but still appear as one, preventing waiting/sleeping/fast
traveling.
ASHTON SILO CONTROL STATION [MANDATORY]
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Northeast leads toward the mountain silo. It's an uneventful hike, excluding
the 7 satchel charges lying en route. Sneaking straight to the destination's
very possible, but there's no reason to skip the Marked Men's last outpost
in this section. The unique 'boss' Bonesaw appears here, carrying a trademark
chainsaw for choppin'. He can be pretty formidable, so it helps to eliminate
any helpers at long range (ED-E's sensors can pick up baddies hiding in the
far building). Slaying Bonesaw should also give the "Marked" perk, giving a
10% damage bonus against all Marked Men.
Before continuing, it's time to loot! The tiny hut near Bonesaw's campfire
contains some satchel charges, plus a "Roughin' It! Bedroll Kit" which can
be used to sleep in outdoor areas. The lookouts' building contains several
military crates, in addition to a free sniper rifle. South of said structure
is a dumpster cache containing much energy ammo, although Lockpick 75+ is
required to get it all. Lastly, the southern blockage contains an easy-to-miss
warhead; behind it is some lead-lined boxes with a significant ammo dump.
At the roofless control station, ED-E will unlock the terminal. Operate the
terminal to see the launch (finishes "Condemned to Repeat It" challenge) --
this finishes the quest.
Client -: n/a
Prereq -: The Silo
Precedes: The Tunnelers
Missable: no
Reward -: 3600 XP
After ED-E's triggered convo (contains an optional Survival 55 check), the
lockdown is lifted, allowing the duo to enter the silo's lift. A notification
also mentions the launched warhead opened a new location -- the Courier's
Mile -- near Hopeville. This doesn't have to be explored now, but will count
toward the "Ends of the Earth" and "The Courier's Mile" challenges.
ASHTON MISSILE SILO [MANDATORY]
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The objective is to use the elevator to reach the lower bunker, and that
requires fighting off tunnelers for awhile. [There's also mild 1r/s radiation
to deal with.] Said foes usually emerge in pairs, and with cramped quarters,
explosives are generally out of the question. It can get a bit hectic, but
constantly moving allows ED-E to get some potshots in, too. This event need
only be done once -- after finishing, it skips right to the surface.
Inside, the Courier begins on the highest floor (LV1). This floor contains a
clinic (sentry bot, auto-doc, commissary) and presumably a quartermaster's
office (Science 50+ required) containing several US Army Combat Armors and
medical supplies. In the silo's top level is a 'Hard' hack terminal, leading
into a workspace with a broken eyebot, i.e. ED-E's third upgrade. Out of the
five upgrades to get, this is the only one with a steep skill requirement.
Next stop: one floor down, to LV2! There's little here except a lockpickable
door (Average) leading to a junk closet -- tons of crap/crafting components
strewn on the floor, plus a locker with a Riot Gear set. The only thing
remaining is descending the silo's burning shaft, steering a NE course to
the exit.
Before doing that, there's a few 'Hard' safes: one below the silo's lowest
ramp, and another on the flaming "rim" of the pit. It's the last one that's
of interest, because there's a "Big Book of Science" skillbook hidden in that
northeast corner. It's just hard to find because when people give directions,
they mention the "Hard" safe but don't specify the upper one. :p
SUNSTONE TOWER [MANDATORY]
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Adjacent to the silo is an old hotel, its base now connected due to the
Divide's tragic circumstances. Inhabitants are only tunnelers, but they can
appear in greater numbers -- ED-E makes a good distraction in these cases.
The first (lowest) room has a wall safe behind a waist-high bookshelf, while
the next-highest has a few skill magazines. Very little here to recommend a
repeat visit...
SUNSTONE TOWER ROOF [MANDATORY]
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Ulysses makes radio contact for a third time here, giving his usual cryptic
dialogue and telling one to make for the horizon's tower. The final four
triggers for the "Most Likely To" challenge occur here:
- Inquiring about package origins (several triggers for this)
- Asking "Why would I have brought it here?"
- Asking about Ulysses' promise not to kill the Courier
- Asking "what's our history? How do you know me?"
Several of these options are missable in this conversation, but all four can
be obtained by playing the cards right. One can also make Ulysses talk more
about his recordings, if the two [Speech 75] checks are passed. There's few
other speech checks, though, besides NCR/Legion-affiliated ones, supposing
the player fell in their ranks.
After the chat, it's time to descend back into the Divide, this time working
west towards Ulysses' stronghold. This sniping spot allows one to pick off
most Marked Men below, including "death by warhead detonation" -- always a
good one! [One can find Ulysses momenatarily during the descent as he walks
past an unreachable window in a high-up building; he appears as a friendly,
so it's easy to spot him. Damaging him is impossible, though.]
Speaking of which, down the first antenna ramp, the NE office contains one
of Ulysses' recordings (Y-17.23), plus some a wall safe, some ammo and his
old duffel. The rest of the descent is uneventful, although a lower kitchen
area has a locked (Hard) cabinet with some skill mags within. [Another ED-E
playback log event occurs halfway down.]
Supposing one sniped the dickens out of the noobcake Marked Men below, this
entire clearing should be safe to explore. The southern warhead blocks a
culvert's cache, and a little SE of there, some critters scamper around a
skeleton's duffel/remains. [Journal counts towards "Nostalgia" challenge.]
Note that approaching the lower Marked Men camp -- near the warhead -- always
spawns some rooftop enemies nearby; avoiding the area evades the encounter.
Feel free to rest on the southern building's mattress, if needed.
To continue, detonate the west pass' warhead. Without the blockage, one can
gain access to the nearby (unmarked) gang hideout, plus some of the smaller
surrounding areas. Two more warheads can be found in this west area: one
blocking access to Cave of the Abaddon (mandatory) and another within eyeshot
of it, which can give easier access to a destroyed eyebot. It just requires
going around and entering a newly-fallen pipe. [The eyebot can be acquired
before detonating the warhead, if y'wanted.]
THIRD STREET MUNICIPAL BUILDING [OPTIONAL]
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The makeshift ramp to this area is on the SW cliffs, not too far from the
Marked Men's hideout. The treasurer's terminal (Easy hack) contains notes
that count toward the "Nostalgia" challenge, and there's emergency supplies
hidden carefully behind a bookshelf. An easy part to miss is the entrance to
the municipal sewers, slightly west of there -- they contain an eyebot
circuitboard upgrade, plus passage to the previous building's upper floor.
Here, one can find another set of Elite Riot Gear (with sniper rifle) and,
east, under a physician's desk, is a "Lying, Congressional Style" skillbook.
############################################################################
Advance to "The Tunnelers" section now, and look return when it's concluded.
############################################################################
BOXWOOD HOTEL ROOF & VICINITY [MANDATORY]
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Now that ED-E's gone, one must advance to Ulysses' Temple. If the eyebot's
absence is causing inventory weight issues, return to a previous commissary
(or even the Mojave) to rectify the problem. Speaking personally, I ended up
with a lot of Riot Gear sets to be kept for posterity, in addition to stuff
I was already wearing (Honest Hearts' Desert Combat Armor).
Descending again, this time visiting the hotel and its exposed hallways is
optional, with neither floor giving much of interest (including usable beds).
On the Boxwood's lower east side is a telltale sign for FO3 players: a large
deathclaw cage. Its empty of monsters (supplies inside) but sure 'nough, one
can see the former residents a ways south. Sniping works, or getting to an
out-of-reach area makes 'em flee. [On that subject, near the cages is a blue
truck, and on its east side is a duffel bag containing a report, part of
the "Nostalgia" challenge.]
Also around this time, three Marked Men will appear on the west building's
upper catwalk. It's possible to eliminate the deathclaws first without them
taking potshots, just in case one was curious.
• OPTIONAL: Rawr's Cave! The wastewater pond leads to a tiny dwelling, half-
-hidden by the terrain. A duffel bag here contains the 'NCR Radio Distress
Beacon', part of the "Nostalgia" challenge. Additionally, advancing inward
blocks the entrance, forcing a showdown with the titular resident, a
ferocious deathclaw. It's possible to outfight the brute with sheer power
(Med-X and Psycho help), but sneak crits are always one's best friend. The
enemy leaves behind "Rawr's Talon," which can be fashioned into a unique
deathclaw gauntlet at the workbench (Survival 75+ required). Other than
destroying both warheads (one required to exit) and a few containers, not
much to speak of.
Clearing the western warhead allows access to a lower drainage area. Two
things happen here: (1) approaching the Waste Disposal Station spawns a pair
o' gangmembers behind the player, with the marauder using a Stealth Boy. (2)
climbing the antenna ramp to where the previous batch of Marked Men were
spawns the unique enemy 'Blade,' on the disposal site's NW cliff. He'll be
using a Stealth Boy also, but can be spotted with V.A.T.S. just the same.
He uses a Blade of the West. If one skipped the Bonesaw encounter earlier,
this fella's death confers the "Marked" perk instead.
Said antenna ramp is a dead-end path but has several articles contributing
to the "Nostalgia" challenge -- two are near the irradiated minor campsite
in duffel bags (NCR Ranger Action Report and its addendum); the remaining is
on a PC a little ways opposite, in a debris-ridden corridor.
The disposal plant's runoff pond has a lot of buildings to explore. The NW
building has only a bottom floor to search, but has a few duffel bags (one
hidden behind bookshelf). South of there is a workbench area containing some
meds/chems; approaching here spawns two Marked Men assailants. If y'want to
craft that deathclaw gauntlet, though, that's the quick path.
After detonating the cliff-embedded warheads (NW, W, SW), climb the southern
cliff, moving north. This'll take one along the building the 3 Marked Men
previously patrolled, and gives access to the Wastewater Treatment Plant. A
warhead sits in front of it, revealing lead-lined boxes when destroyed (and
creating a makeshift ramp to the pond near Rawr's cave).
Proceeding to Ulysses' Temple is done by going north over the tilted building
by the treatment plant and trekking SW on the cliffs (past disposal station).
This leads to one last building husk, spitting the player out at the final
Marked Men camp in front of the temple entrance. Finding this location may
finish "Ends of the Earth," supposing one found "Path to the Courier's Mile"
and all other optional map locations (excluding Courier's Mile itself, which
doesn't count).
WASTE DISPOSAL STATION [OPTIONAL]
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This is a large toxic waste dumping ground. Inside, the radioactive barrel
pile has a lead-lined box, containing the usual stimpaks, flamer ammo and
flare gun; next to it, a Wasteland Survival Guide. In the back caves, another
lead box and a skeleton; the latter contains a note for the "Nostalgia"
challenge. Taking it spawns four tunnelers, however, including one who'll
approach immediately.
WASTEWATER TREATMENT PLANT [OPTIONAL]
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A ways down the filthy pipe, one can spy a Marked Men raiding band fighting
off some tunnelers. If one leaves the foes alone, a player can just pick off
the victor (typically the ghouls). Exploring the adjacent office is much
easier with the rabble gone, revealing some ammo piles and maybe a skill
magazine. Other than that, a 'Pugilism Illustrated' is hidden behind the
mass of lockers, and the manager's terminal counts toward the "Nostalgia"
challenge.
Client -: n/a
Prereq -: The Divide (started)
Precedes: n/a
Missable: no
Reward -: 1800 XP
This quest is automatically given after approaching Cave of the Abaddon, the
only way out of the Sunstone Tower canyon since the west road has collapsed.
A short ED-E playback occurs here, giving optional [Guns 50] or [Repair 50]
checks to deduce what happened in his log.
Further in, the cave is revealed to be part of the collapsed landscape, not a
natural cave -- that explains the debris and manmade containers around. The
presence of tunnelers ain't surprising either, but the spacious sightlines
play to any sniper's advantage. [Sunflower Summers' diary, near a corpse by
some northern debris, counts towards the "Nostalgia" challenge.]
The western expanse has a few tunnelers in it, and when approached, spawns
about 5-7 more, including a Tunneler Queen (contains many more items than a
normal one). Past the wrecked clinic's auto-doc, the destination becomes...
BURIED BUILDINGS [MANDATORY]
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Just a small enemy-less area acting as a passage to the surface. Befittingly,
there's also a usable bed near the top. Half-hidden by the nightstand is a
"D.C. Journal of Internal Medicine" skillbook. ED-E gives a minor playback
near the exit.
BOXWOOD HOTEL ROOF [MANDATORY]
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Here, Ulysses radios in again, only the terms are far less friendly: using an
access code, he commandeers ED-E, who leaves as a companion. All its carried
items are returned, although it's a double-edged sword due to overencumbrance.
With this quest ended, "The Divide" is back to being the main task, so return
to that section.
Client -: n/a
Prereq -: The Divide (finished)
Precedes: The End -or- The Apocalypse
Missable: no
Reward -: 1900 XP
A maintenance wing makes up the temple's lowest floor. Loot the entryway and
move to the corridor, containing a 'Hard' terminal -- this leads to a storage
room packed with junk items, explosive (pulse & plasma) grenades/mines, and
a 'Very Easy' locker typically holding an energy weapon (Laser RCW, etc.).
In any case, the way forward is south of there.
Past the first security bot, a terminal reveals that ED-E is being kept in
the adjacent room. The player has a decision here: (1) access the main
corridor without rescuing ED-E, and go upstairs alone (2) rescue ED-E after
putting down the 2nd security bot, and face Ulysses together. Going upstairs
without ED-E will grant the "Lonesome Road" perk immediately, giving a damage
V.A.T.S. accuracy boost (both +10%) while companionless. Of course, the
tradeoff is that final commissary isn't unlocked. Decisions, decisions!
If one rescues ED-E, he'll automatically rejoin as companion after dialogue
(contains optional Science 60 check). Either way, use the auto-doc if needed
before heading up to the temple proper -- the game prompts the player that
once upstairs, leaving is impossible until the showdown ends. As expected,
Ulysses can be confronted, although since he's initially 'friendly,' one may
want to snoop around the room first. [This is a perfect time to detonate the
stray warheads, for instance.]
DISSUASION METHOD
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Ulysses reveals the grand plan his prior radio encounters hinted at. If one
has decent NCR or Legion faction, it's possible to pursue a [Speech 90] check
that gives an option to settle things peaceably. This route can also be taken
by suggesting Ulysses listen to ED-E's logs of old America -- although this
only works if one found all Ulysses' holotapes. [Speech options that try to
trick Ulysses make him hostile, however.]
In the best circumstances, Ulysses will remain friendly, helping the player
and ED-E destroy the Marked Men infiltrators who flood in. He (Ulysses) has
a 12.7mm SMG, for reference. In addition to the thuggish ghouls, the eyebots
near the launching platform will be released. They'll be friendly toward
Ulysses (as expected), but are capable of turning hostile to oneself. Also,
they can't be hacked to help oneself...shucks.
VIOLENT METHOD
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If one can't get Ulysses off the warpath, there's no alternative but puttin'
up them dukes. Our facemasked friend favors the 12.7mm SMG, Anti-Materiel
Rifle, Flashbangs and, when damaged, Stealth Boys for a getaway. Those
camouflaged exits allow his Marked Men lackeys to waste one's precious time.
As for the eyebots, they'll heal Ulysses and fight back a bit, too. Shooting
'em outright works, but is by no means favorable -- that honor belongs to the
better method: hacking 'em. Alongside the launching pad are two parallel
walkways, each containing laser tripwires (Repair 90+ deactivation) and an
eyebot console. With Repair 100 or Science 100, one can deactivate the bots;
with a Science 100 follow-up, the bots' IFF is deactivated, making Ulysses
their target! [Of course, they can turn on the player/ED-E as well...]
Killing Ulysses doesn't stop Marked Men from spawning, but the quest will
finish after 'x' amount have been killed. It's possible for Ulysses to get
blown into the launch pad's "bottomless" pit, so be careful if one's walking
the sneak-crit/explosives route. At the very least, make sure to loot him
before dropping him in there!
Speaking of sneak-crits, those who want an anticlimactic finish can just
hide from the get-go, pop off a few .50 MG explosive rounds, and neutralize
the remaining hostiles in relative piece.
---
After eliminating Ulysses and his Marked Men, or helping the ex-courier in
one final push against those hoodlums, the quest automatically ends.
Client -: n/a
Prereq -: The Courier
Precedes: n/a
Missable: yes [launch the missiles]
Reward -: 3600 XP, various faction fame/infamy, possible access to the Long
15 or Dry Wells, post-DLC footlocker
With Ulysses dealt with, the task falls to stopping the missile launch -- a
flashing console near the main walkway loudly punctuates this. In addition to
a full cancellation, several other options exist.
• Redirect missiles to NCR territory: Giving the Long 15 an "Old World gift"
turns it into rubble, and allows one to visit it post-DLC from the Mojave
Outpost road. NCR and Legion rep plummets and rises, respectively, and one
gains the "Bear-Slayer" perk for the heinous bombing.
• Redirect missiles to Legion territory: Bombing Caesar's lands east of the
Colorado allows one to visit the Dry Wells area (accessed from Cottonwood
Cove), a hellish irradiated camp of the Courier's creation. Additionally,
one gains NCR fame, heavy Legion infamy and the "Scourge of the East" perk.
• Redirect missiles to Legion and NCR territory: This is a combination of
the two methods above, allowing one to visit both the Long 15 and Dry
Wells are, in exchange for heavy NCR/Legion faction penalties. On the
flipside, one gets Boomers and Powder Gangers fame, plus the "Dead Man's
Burden" perk.
• Cancel launch: This option requires ED-E's elite hacking skills so, as one
expects, it's off-limits unless he's with. Through a log playback, it's
revealed such heavy usage will destroy ED-E, however. The option to change
the target is given again (via dialogue) or to let ED-E sacrifice itself.
This choice gives Brotherhood and Followers fame.
It's possible to have one's NCR and Legion reputations reset during the main
quest, but nuking a faction typically ruins their questline. Example: letting
a warhead plop down at Dry Wells after getting "Render Unto Caesar" will fail
all related quests. Gotta think ahead! [Note that ED-E will always transfer
his "Camarader-E" powers to the Mojave version, regardless of the missile
decision.]
So what do the unlocked post-DLC locations offer? Well, the Long 15 contains
irradiated troopers and Royez, a ghoulified NCR colonel wearing unique
Scorched Sierra Power Armor (DT 24/Heavy/WG 40/HP +2 per sec, Fire res. +25,
STR +1). This is actual power armor requiring the training perk, not junky
salvaged armor normal heavy troopers carry. Near Royez is a fancy gun case
containing the Great Bear Grenade Rifle, also unique -- it fire 40mm 'nades
and weights 5 pounds.
Nuking Legion lands opens Dry Wells, a riverside encampment turned into a
nightmarish hellscape thanks to the Courier. All enemies here are irradiated
legionaries, including Gaius Magnus, the head honcho wearing the "Armor of
the 87th Tribe" (DT 22/WG 35/CHR +1, AP +10, Crit chance +3). This isn't
considered faction armor, either. As for unique weapons, one can find the
"Red Victory Grenade Rifle" in a crate on the western cliff. Like its sister
at the Long 15, it fires 40mm shells, but weighs less and has a better firing
rate in exchange for reduced damage.
Both of these areas can be rather hard, due to the enemies' arsenal and
the fact they're all ghouls -- they'll be regenerating health the entire
time. Similarly, both areas have scores of powerful weapons and specialized
ammo, making both trips well worth it. It's also possible to find weapon mods
within certain crates, too!
AFTERMATH
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After committing to a choice, the facility will start imploding, and once
one leaves, returning is impossible. [So pluck weapons from those goo piles
if y'want the heavy weapons, eh?] Going down the temple lift makes ED-E
permanently leave, rolling the credits to show the fates of:
• The Divide
• ED-E
• Ulysses
• Courier
After the credits, the quest (and "Hometown Hero" challenge) ends, plus one
can loot the crate Ulysses left at the Canyon Wreckage. This contains:
The footlocker will contain these items even if one slew Ulysses and took his
loot, so that's at least one incentive to put the rabid dog down. All items
are in above-average condition.
Client -: n/a
Prereq -: Fire warheads during "The End"
Precedes: n/a
Missable: yes [cancel the launch]
Reward -: 3600 XP, various faction fame/infamy, possible access to the Long
15 or Dry Wells, post-DLC footlocker
This a perfunctory section, accessed only by launching the missiles at a
target(s) rather than cancelling 'em. Doing this fails "The End" and adds
this quest in its stead -- everything else is the same, however. [If one
fights Ulysses without ED-E, the launch cannot be cancelled and this mission
becomes "mandatory".]
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_____________________________________________________/ VI. APPENDICES [APPN] |_
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ACHIEVEMENTS [ACHV]
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Achievements are Xbox 360-specific feats that recognize in-game prowess or
accomplishing certain tasks/missions. The main game has 55 and with each of
the add-ons adding five of its own, the grand total becomes 75! Here's the
main overview, tweaked a little bit better than the in-game descriptions.
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| ACHIEVEMENT | PTS | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Ain't That a Kick in the Head | 10 | Complete quest of the same name |
| All or Nothing | 15 | Complete quest of the same name |
| Arizona Killer | 20 | Complete quest of the same name |
| Artful Pocketer | 15 | Pick fifty (50) pockets |
| Blast Mastery | 15 | Deal 10,000 damage w/ Energy Wepns |
| Caravan Master | 30 | Win thirty (30) games of Caravan |
| Come Fly With Me | 20 | Complete quest of the same name |
| Crafty | 15 | Craft 20 items |
| Desert Survivalist | 15 | Heal 10,000 damage with food items |
| Double Down | 10 | Play ten (10) hands of blackjack |
| Eureka! | 15 | Complete quest of the same name |
| For the Republic | 30 | Complete For the Republic, Part 2 |
| G.I. Blues | 20 | Complete quest of the same name |
| Globe Trotter | 25 | Discover all snow globes |
| Hack the Mojave | 15 | Hack twenty-five (25) terminals |
| Hardcore | 100 | Play start to finish on Hardcore |
| Jury Rigger | 15 | Repair 30 items |
| Know When to Fold Them | 10 | Win three (3) games of Caravan |
| Lead Dealer | 15 | Deal 10,000 damage with Guns |
| Little Wheel | 10 | Play ten (10) roulette spins |
| Love the Bomb | 15 | Deal 10,000 damage with Explosives |
| Master of the Mojave | 25 | Discover 125 locations |
| Mod Machine | 15 | Install twenty (20) weapon mods |
| New Kid | 10 | Reach Level 10 |
| New Vegas Samurai | 15 | Deal 10,000 damage with Melee Weps |
| No Gods, No Masters | 15 | Complete quest of the same name |
| No Tumbler Fumbler | 15 | Pick 25 locks |
| Ol' Buddy Ol' Pal | 10 | Recruit a companion |
| Old-Tyme Brawler | 15 | Deal 10,000 damage w/ Unarmed Wpns |
| One Armed Bandit | 10 | Play ten (10) slot machine cranks |
| Outstanding Orator | 15 | Pass fifty (50) speech challenges |
| Render Unto Caesar | 20 | Complete quest of the same name |
| Return to Sender | 20 | Complete quest of the same name |
| Ring-a-Ding-Ding! | 25 | Complete quest of the same name |
| Stim-ply Amazing | 15 | Heal 10,000 damage with Stimpaks |
| Talent Pool | 20 | Complete quest of the same name |
| That Lucky Old Sun | 20 | Complete quest of the same name |
| The Boss | 30 | Reach Level 30 |
| The Courier Who Broke the Bank | 30 | Get banned from all Strip casinos |
| The House Always Wins | 30 | Finish The House Always Wins VIII |
| The Legend of the Star | 20 | Complete quest of the same name |
| The Whole Gang's Here | 25 | Recruit all companions |
| They Went That-a-Way | 25 | Complete quest of the same name |
| Up and Comer | 20 | Reach Level 20 |
| Veni, Vidi, Vici | 15 | Complete quest of the same name |
| Volare! | 20 | Complete quest of the same name |
| Walker of the Mojave | 10 | Discover fifty (50) locations |
| Wild Card | 30 | clear Wild Card: Finishing Touches |
| You Run Barter Town | 25 | Sell 10,000 caps worth of items |
| You'll Know It When It Happens | 20 | Complete quest of the same name |
|________________________________|_____|____________________________________|
The Dead Money add-on adds five more achievements.
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| ACHIEVEMENT | PTS | OBTAIN |
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| Assemble Your Crew | 20 | Find Dean Domino, Christine & Dog |
| Cash Out | 30 | Confront Father Elijah @ the Vault |
| Having a Ball | 20 | Complete "Trigger the Gala Event" |
| Safety Deposit Box | 40 | Trap Elijah in the casino's vault |
| Sierra Souvenir Aficionado | 30 | Collect 500 Sierra Madre chips |
|________________________________|_____|____________________________________|
Honest Hearts adds some more, too...
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| ACHIEVEMENT | PTS | OBTAIN |
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| In a Foreign Land | 20 | see below |
| May My Hand Forget Its Skill | 40 | Complete "Flight from Zion" |
| O Daughter of Babylon | 30 | Complete "Crush the White Legs" |
| Restore Our Fortunes | 30 | Complete "Deliverer of Sorrows" |
| When We Remembered Zion | 20 | Complete "Happy Trails Expedition" |
|________________________________|_____|____________________________________|
• IN A FOREIGN LAND: This requires finishing several missions for Daniel at
Sorrows Camp, namely: The Advance Scouts, The Grand Staircase, The
Treacherous Road, and River Monsters.
Old World Blues also adds more -- who would've guessed?
________________________________ ____ _____________________________________
| ACHIEVEMENT | PT | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Cardiac Arrest! | 20 | Recover the Stealth Suit Mk II |
| Make Up Your Mind | 20 | Convince your brain to come back* |
| Making Friends | 30 | Reactivate all Sink assistants |
| Outsmarted | 35 | Finish "Old World Blues" |
| Spinal-Tapped! | 30 | Finish "X-8: High School Horror!" |
|________________________________|____|_____________________________________|
* - this step is done during "Old World Blues"
Lonesome Road, naturally, wants to round things off.
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| ACHIEVEMENT | PT | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Condemned to Repeat It | 20 | Complete "The Launch" |
| ED-Ecated | 20 | Locate all 5 of ED-E's upgrades |
| Hometown Hero | 30 | Complete Lonesome Road* |
| Rocket's Red Glare | 25 | Purchase all 3 Red Glare upgrades |
| Warhead Hunter | 30 | Detonate all 30 Divide warheads |
|________________________________|____|_____________________________________|
* - done by finishing either "The End" or "The Apocalypse" mission
Gun Runners' Arsenal (GRA) has a few achievements as well.
________________________________ ____ _____________________________________
| ACHIEVEMENT | PT | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Combat Veteran | 25 | Complete 3 GRA 2-star challenges |
| Curios and Relics | 15 | Do 10,000+ damage w/ unique weapons |
| Master of the Arsenal | 25 | Do 10,000+ damage w/ GRA weapons* |
| Pros Only | 40 | Complete 3 GRA 3-star challenges |
| Up to the Challenge | 20 | Complete 3 GRA 1-star challenges |
|________________________________|____|_____________________________________|
* - any weapon with (GRA) in the name, including unique weapons
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AMMUNITION [MMNT]
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Here's a list of ammunition and their effects. I thought about skipping this
section, but it's worth listing the ammo Ctrl+F-able, and effects should be
listed somewhere.
Note the in-game menu doesn't list all extra effects. For instance, some may
be too self-explanitory (explosive, incendiary/flamer fuel, timed). Pulse
ammo gives an EMP effect, doing extra damage vs. robots and BoS power armor,
and would count, too.
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CHALLENGES [CHLL]
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Challenges are special feats one accomplishes through prowess or blundering.
Completing a challenge earns XP and/or may unlock perks or other challenges.
There's a crapload to uncover, so go experiment! Table of contents:
[C-DMGE] - Damage Challenges
[C-KLLS] - Kill Challenges
[C-OTHR] - Other Challenges
[C-GRAC] - Gun Runners' Arsenal Challenges
[C-DDMN] - Dead Money Challenges
[C-HNST] - Honest Hearts Challenges
[C-OWRB] - Old World Blues Challenges
[C-LNSM] - Lonesome Road Challenges
DLC-related challenges are listed in the 'Other' section, but will be shown
separately for clarification's sake.
¹ - Repeatable
² - Non-Repeatable
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------------------------------| DAMAGE CHALLENGES |----------------------------
|___________________| [C-DDMN]
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There's thirty challenges in this category, and as the name suggests, one
advances by slicin', stabbin', shootin' and splodin'.
• ...AND BOY ARE MY ARMS TIRED² [75 XP]
- Deal 100,000 damage with Unarmed weapons
• A LITTLE CRITICAL¹ [50 XP]
- Score 100 critical hits with one-handed pistols. This is easy for those
with high Luck, or sneaky types who use sneak crits.
• A MATTER OF HEART¹ [75 XP]
- Cripple 100 torsos
• A MATTER OF PERCEPTION¹ [75 XP]
- Cripple 100 heads
• AIMING IS OPTIONAL² [50 XP]
- Deal 10,000 damage with Explosive weapons
• BEAM (WEAPON) ME UP² [no XP]
- Deal 25,000 damage with rifle-grip Energy Weapons
• BLASTER MASTER² [50 XP]
- Deal 10,000 damage with Energy Weapons
• CLICK² [75 XP]
- Deal 20,000 damage with SMGs, Light Machine Guns or Miniguns
• SET LASERS FOR FUN² [no XP]
- Deal 16,000 damage with one-handed Energy Weapons
• THE BIG SQUEEZY² [75 XP]
- Deal 18,000 damage with rifle-grip Shotguns
• TWO HANDS ARE BETTER THAN ONE² [50 XP]
- Deal 10,000 damage with one-handed Melee Weapons
• WERE YOU USING THAT?¹ [50 XP]
- Criple 200 limbs with two-handed Melee Weapons
• YOU'LL BLIND SOMEBODY¹ [100 XP]
- Deal 4096 damage to heads with rifle-grip Energy Weapons
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------------------------------| KILL CHALLENGES |------------------------------
|_________________| [C-KLLS]
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There's 21 Kill challenges which, of course, relate to the demise of enemies.
Since these are intertwined in the damage-dealing perks, it comes as no
surprise that some of these unlock some of those. Basically, the more one
uses a weapon type, the more challenges are unlocked relating to that type.
In cases where a challenge has multiple ranks, each rank gives the XP reward
and boosts the related perk's strength (if any).
• A FISTFUL OF HOLLARS² [50 XP]
- Score 42 kills with Unarmed weapons
- Unlocks "For a Few Hollars More"
• ABOMINABLE¹ [50 XP]
- Kill 50 abominations per rank (max 3)
- Grants Abominable perk (increases damage vs. Abominations)
- Feral ghoul kills do not count, for some reason
• ANIMAL CONTROL¹ [50 XP]
- Kill 50 mutated animals per rank (max 3)
- Normal animals (coyotes, dogs, etc.) do not count
- Grants Animal Control perk (increases damage vs. mutated animals)
• DEMISE OF THE MACHINES¹ [50 XP]
- Kill 50 robots (max 3)
- Grants Demise of the Machines perk (increases damage vs. robots)
• ENERGETIC² [64 XP]
- Score 64 kills with Energy Weapons
- Unlocks "More Energetic"
• FOR A FEW HOLLARS MORE¹ [100 XP]
- Score 75 kills with Unarmed weapons. Barehanded kills apply, too.
• I CAN KILL YOU WITH ONE HAND¹ [75 XP]
- Score 250 kills with one-handed Guns
• JUST POINT AND CLICK¹ [75 XP]
- Score 250 kills with heavy weapons. Miniguns are usually easiest to find,
since super mutant types can carry them even at low levels.
• SHOOT 'EM UP AGAIN¹ [75 XP]
- Score 75 kills with Guns
- Unlocks "The Big Squeezy"
- Unlocks "Click"
- Unlocks "Condition Critical"
• SUPER MUTANT MASSACRE¹ [50 XP]
- Kill 50 super mutants per rank (max 3)
- Unlocks Mutant Massacrer perk (increased damage vs. super mutants)
- Nightkin count toward total
Mojave super mutants are in short supply, actually, only appearing in a
handful of places. Outside of the friendly Jacobstown colony, most targets
are centered at Black Mountain near the map's center. Several smaller
campsites (south of Prospector's Den, north of the Devil's Gullet) may
have apx. 2-4 mutants that respawn. Nightkin-wise, Black Rock Cave and the
REPCONN Test Site basement have them, although only the former respawns.
Basically, Black Mountain is the surest and most plentiful hunting ground.
• THE RIFLEMAN¹ [75 XP]
- Score 250 kills with rifles. Grenade rifles also count to the challenge,
but energy weapon rifles don't.
• THIS IS HACKING¹ [50 XP]
- Score 100 kills with one-handed Melee Weapons
• UP CLOSE² [75 XP]
- Score 50 kills with Melee Weapons
- Unlocks "Not So Up Close"
- Unlocks "Up Closer"
• UP CLOSER¹ [75 XP]
- Score 50 kills with Melee Weapons
- Unlocks "I Can Do It One Handed"
- Unlocks "This Is Hacking"
- Unlocks "Were You Using That?"
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-----------------------------| OTHER CHALLENGES |------------------------------
|__________________| [C-OTHR]
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There's fifty miscellaneous challenges, usually related to things outside of
combat or too general in nature for other categories. The DLC challenges are
also listed in this section, but have been put in their own sections to set
them apart from the original 50. Many of these aren't repeatable.
• ...AND NOT A DROP TO DRINK² [100 XP]
- Drink 100 consumable water items (dirty water, purified water, etc.).
Only water items in inventory count, including the Vault 13 Canteen.
- Gives "Camel of the Mojave" perk (water heals/hydrates more efficiently)
• ...OR ARE YOU JUST HAPPY TO SEE ME?² [50 XP]
- Reverse pickpocket grenades/mines onto targets 25 times
• ALL THINGS IN MODDER NATION² [50 XP]
- Tweak 20 weapons using mods
• APOCALYPSE AIN'T GOT NOTHIN' ON ME² [50 XP]
- Kill 1000 enemies
- Gives rank to "Lord Death" perk
• ARTFUL POCKETER² [50 XP]
- Successfully pick 50 pockets. Counter goes up by 1 for each item (or
bundled item, like ammo) stolen. Reverse pickpocketing an item doesn't
work; neither does stealing one's planted item back.
• AT A LOSS FOR WORDS² [75 XP]
- Fail 100 Speech checks/challenges. Only works once per check.
• CRAFTY² [no XP]
- Craft twenty items at campfires, workbenches, or reloading benches. This
is done easily by creating (or recycling) ammunition en masse.
• CRAFTY VETERAN² [75 XP]
- Craft 100 items at campfires, workbenches or reloading benches. This is
done easily by creating (or recycling) ammunition en masse.
• DAY TRIPPER² [50 XP]
- Use 25 addictive chems
- Unlocks "I Can Stop Any Time I Want"
• DESERT SURVIVALIST² [100 XP]
- Heal 10,000 HP using food items (must be hurt for it to count; no drinks!)
• DEVOURER OF NATIONS² [100 XP]
- Eat 200 corpses
- Requires Cannibal perk
• DINE AND DASH² [100 XP]
- Eat 25 corpses
- Requires Cannibal perk
- Unlocks "Devourer of Nations"
• DISARMING PERSONALITY¹ [50 XP]
- Disarm 25 active mines. Other enemy mine types, like powder charges,
count toward the challenge, too. Note that, despite most mines being
"owned," they can be blatantly disarmed and taken without repercussions.
A high Explosives skill helps as bombs take longer to detonate once a
proximity alarm is triggered.
• DOUBLE DOWN² [100 XP]
- Play 10 hands of Blackjack (winning isn't required)
• DR. WASTELAND, M.D.¹ [75 XP]
- Use 25 Doctor's Bags. An easy way to get spare DBs is by doing "Caesar's
Favor," spawning several Legion dropboxes along the east Searchlight
highway. One of the boxes typically contains huge numbers of 'em.
• FAST TIMES² [no XP]
- Take 20 Turbo
- Unlocks Fast Times perk (increased Turbo duration)
• FIND VAULT 3² -.
• FIND VAULT 11² |
• FIND VAULT 19² |- No XP (normal discovery XP bonus still given)
• FIND VAULT 22² |
• FIND VAULT 34² -'
• KNOW WHEN TO FOLD 'EM² [50 XP]
- Lose 5 games of Caravan
• KNOW WHEN TO HOLD 'EM² [100 XP]
- Win 3 games of Caravan
• LITTLE WHEEL² [100 XP]
- Play 10 spins of roulette (winning isn't required)
• LORD DEATH² [100 XP]
- Rack up 100 kills
- Grants "Lord Death" perk [increased damage vs. everything]
- Unlocks "Lord Death of Murder Mountain"
• LORD DEATH OF MURDER MOUNTAIN² [100 XP]
- Rack up 700 kills
- Grants rank to "Lord Death" Perk [increased damage vs. everything]
- Unlocks "Apocalypse Ain't Got Nothin' On Me"
• LOW TECH HACKING² [50 XP]
- Pick 25 locks
• MASTER OF THE MOJAVE² [no XP]
- Uncover 125 world map locations
• MAYBE THAT'S A LIE² [25 XP]
- Have 10 separate chem addictions
• MISS FORTUNATE SON (OR DAUGHTER)² [no XP]
- Have 15 Miss Fortune visits
- Unlocks "Friendly Help" perk [Mysterious Traveler/Miss Fortune chance+]
• ONE ARMED BANDIT² [100 XP]
- Play Slots 10 times (winning isn't required)
• QUESTIN' MARK¹ [100 XP]
- Complete any 5 quests. Repeatable quests (like "Caesar's Favor") count
each time they're finished.
• RADICAL² [75 XP]
- Use Rad-X 20 times
• SIR TALKS-A-LOT² [50 XP]
- Pass 50 Speech challenges/checks
• TOUGH GUY² [no XP]
- Have limbs crippled 50 times
- Grants "Tough Guy" perk [limbs more resistant to damage]
- Repeatedly incurring fall damage can help speed things up
• UP TO THE CHALLENGE¹ [100 XP]
- Complete any 50 challenges
• WALKER OF THE MOJAVE² [no XP]
- Find 50 world map locations
- Unlocks "Master of the Mojave"
• YOU RUN BARTER TOWN² [100 XP]
- Sell 10,000 caps worth of items
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----------------------| GUN RUNNERS' ARSENAL CHALLENGES |----------------------
|_________________________________|
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The Gun Runners' Arsenal pack adds twenty-one new challenges, most given a
difficulty (star) rating of 1 to 3. Completing 'x' amount of any type will
unlock an achievement, too. Some of these challenges are questline-related,
meaning they can be permanently missable (ex: Caesar dies but not with one's
knife).
• AGAINST ALL TYRANTS [1000 XP/***]
- Kill 10 named Legion members with Brush Guns, Cowboy Repeaters, Hunting
Revolvers, Hunting Rifles, Ranger Sequoias or Service Rifles. The reason
one kills 10 instead of 15 is because there's fewer named legionaries,
so being prepared early helps.
• ARMED FOR BEAR [1000 XP/***]
- Kill 15 named NCR members with Ballistic Fists, Chainsaws, Machetes,
Rippers or Throwing Spears. Word of warning: many quests in the game are
NCR-related, and slaying important NCR personnel can break several of 'em
at once! Knowing who to kill and when to kill 'em (after their related
quests, etc.) is important.
• A SLAVE OBEYS [250 XP/*]
- Kill Mr. House with a 9 Iron or Nephi's Golf Driver. Pursuing this path
means breaking the House questline, a requirement to even get into the
control room.
• BENEFIT OR A HAZARD [250 XP/*]
- Kill 15 robots with 5.56mm Pistols ('That Gun' counts)
• CRACKERJACK TIMING [1000 XP/***]
- Kill 10 cazadors with Long Fuse Dynamite, Time Bombs or Tin Grenades. To
do this, it helps to stealthily throw these at cazador hives, such as the
nest NW of Camp Forlorn Hope. Drop a bomb down the hill and hope to get
multiple sneak crits. No one in their right mind would attempt to use
long fuse dynamite in close quarters combat...would they?
• CURIOS AND RELICS [500 XP]
- Deal 10,000 damage with unique weapons (GRA additions included). This
challenge can overlap with "Master of the Arsenal".
• DEATHCLAW PRO HUNTER [1000 XP/***]
- Kill 5 deathclaws with .22 Pistols, Boxing Tape, Dynamite, Recharger
Rifles and Switchblades. Only the deathblow counts toward the challenge,
so one can weaken them first with more powerful weaponry. [Only adult
deathclaw kills count, also.]
• DYIN' AIN'T MUCH OF A LIVING [500 XP/**]
- Kill 5 Legion/NCR hit squad opponents with weapons affected by the Cowboy
perk (dynamite, knives, hatchets, lever-action firearms and revolvers).
Hit squads are only sent out if one achieves poor NCR/Legion reputation,
although only the NCR rangers give a 3-day period to improve that rep.
Legion assassins always kill on sight...well, following an announcement
from their "pack leader".
• EVEN A GOD-KING CAN BLEED [500 XP/**]
- Cripple Caesar's head with Throwing Spears
• HISTORICAL PROPRIETY [500 XP/**]
- Kill Caesar with a Knife or Combat Knife
• MAN-MACHINE INTERFACE [1000/***]
- Kill 10 Mr. Gutsys and Sentrybots with Brass Knuckles, Lead Pipes, Spiked
Knuckles or Tire Irons. Since only the kills matter for this, one can
tenderize the enemies with powerful blows first, then follow up with the
weaker weapons' lovetaps.
• MASTER OF THE ARSENAL [500 XP]
- Deal 10,000 with GRA weapons (those that have a 'GRA' tag in name). This
challenge can overlap with "Curios and Relics" if one uses a unique weap
included in this add-on, like Two-Step Goodbye or Bozar.
• NE NE NE NE... [250 XP/*]
- Cripple 5 right arms with Shotguns. This also works for creatures that
have a right arm equivalent (forearm, etc.)
• NYAH! SEE? [500 XP/**]
- Kill 10 Chairmen, Omertas or White Gloves with SMGs, Light Machine Guns
or Miniguns. Sleepytyme, a unique 10mm SMG in the GRA pack, is the only
weapon out of those three categories considered a holdout weapon, meaning
one must either (1) retrieve the confiscated goods from the casino "bank"
(2) kill the doorman ahead of time, ensuring no confiscation occurs.
• OVERKILL [250 XP/*]
- Kill 20 mutated animals with a Fat Man/Esther or Fat Mines. Any new GRA
variant works for this, but the cost-efficient "low yield" variant may be
the best. Seeking out coyotes or brahmin can work: they're weak and travel
in groups. [One can also cluster other enemies by sneak-killing one, then
waiting for nearby comrades to come inspect.] Note that other commonplace
creatures like geckos, scorpion types, and cazadors are not considered
"mutated animals" and will not work with this challenge.
• SIC SEMPER TYRANNIS [500 XP/**]
- Kill President Kimball with a one-handed pistol. The only time Kimball
appears is during "Arizona Killer" or "You'll Know It When It Happens,"
part of the main questline. The president's death is already part of
"Arizona Killer," so it works out easier on the Legion path.
• TALK ABOUT OWNED [500 XP/**]
- Kill Benny with his own gun, Maria. This can be done at the Tops Casino
on the Strip after first confronting Benny, or at Caesar's Fort if one
lets him abscond New Vegas with the Platinum Chip -- pickpocketing is
required for both.
• THE SAME COULD BE SAID OF ALL RELIGIOUS WEAPONS [250 XP/*]
- Kill feral ghouls with Maria, Gehenna or Holy Frag Grenades. Gehenna is a
unique shishkebab added in the GRA pack and can typically be purchased
from Vendortron (Gun Runners' compound). This is usually the easiest and
earliest option, supposing one has the funds. Maria requires knocking off,
or stealing from, Benny; Holy Frag Grenades are only attainable from the
Camp Searchlight east church basement if one has the Wild Wasteland trait.
Only ghouls with "feral" or "glowing" in their name count, also -- Camp
Searchlight trouper ghouls and normal folk, like Rotface or Jason Bright,
won't. The Old Nuclear Test Site in the map's south-central area is a
great place to find targets, and the Searchlight countryside has more.
• VAULT 13'S REVENGE [500 XP/**]
- Kill 15 super mutants with 5.56mm Pistols, Plasma Defenders, Plasma
Grenades, Power Fists, Rippers or the Bozar. Nightkin deaths in this
fashion count, and kills with unique variants (like 'That Gun') should
count, too.
• WHITE LINE NIGHTMARE [500 XP/**]
- Kill 20 Fiends, Jackals and Viper gangmembers with .44 Revolvers, Baseball
Bats, Lead Pipes, Machetes, Sawed-Off Shotguns and Tire Irons. [Kills with
the Broad Machete don't count, but Mysterious Magnum kills will.]
• YOU DON'T BELONG IN THIS WORLD! [250 XP/*]
- Kill 10 abominations with Dynamite, Katanas, Machetes, Throwing Hatchets,
Throwing Knives or Throwing Spears. [Dead Money's ghost people count as
abominations, but throwing knife spear kills don't count.]
_______________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
---------------------------| DEAD MONEY CHALLENGES |---------------------------
|_______________________| [C-DDMN]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dead Money adds eighteen specific challenges. Unlike Lonesome Road and Honest
Hearts, once the DLC is completed, it's impossible to return -- thus one has
to know what s/he's doing to get all completed!
• ALL FOR ONE [100 XP]
- Save all companions during Sierra Madre Casino break-in
• ASSEMBLE YOUR CREW [100 XP]
- Recruit Dean Domino, Christine and Dog/God. This is mandatory to proceed.
• AUTHORITY ISSUES [50 XP]
- Make 20 Sierra Madre holograms hostile towards you
• BIG WINNER [75 XP]
- Use Sierra Madre vending machines fifty (50) times
• CASH OUT [200 XP]
- Confront and kill Father Elijah at the casino's vault
• DEAN'S SECRET STASH [100 XP]
- Find all fifteen of Dean's secret stash suitcases
_
|_| Villa: store south of (east) Salida del Sol entrance, in a suitcase
|_| Villa: plaza south of Puesta del Sol entrance; in a suitcase
|_| Villa: NE store's 2F east balcony doorway: across cloud-filled courtyard
|_| Police Station: bathroom
|_| Residential District: first balcony area, street level; south dead end
|_| Residential District: NE apartment, 2F; behind couch
|_| Medical District: north of clinic entrance, 3F; on red-tiled roof
|_| Medical District: clinic interior, in ground floor waiting room
|_| Salida del Sol South: NW of 1st vending machine (at 2F)
|_| Salida del Sol South: SW of 1st vending machine (sidewalk tunnel)
|_| Salida del Sol South: eastern Cloud-filled store, near counter
|_| Salida del Sol North: westmost courtyard
|_| Salida del Sol North: eastern bar, on shelf
|_| Salida del Sol North: above SW entry house, accessed from 2F tiled roof]
|_| Salida del Sol North: double-stairway route S of Campanas del Sol, alley
The west courtyard stash [Salida del Sol North] requires entering from the
store east of there, then jumping down into the Cloud-filled sitting area.
Leaving is impossible 'til one finds the key by a skeleton with a toolbox.
• DEAD MAN'S HAND [100 XP]
- Form the Dead Man's Hand with 5 Sierra Madre Casino cards
_
|_| Ace of Clubs [Tampico Theater: backstage, on ground behind curtain]
|_| Ace of Spades [Villa: in central plaza fountain]
|_| Queen of Clubs [Executive Suites: Vera Keyes' room, floor by dresser]
|_| 8 of Clubs [Sierra Madre: Cantina Madrid kitchen, near manager's desk]
|_| 8 of Spades [Police Station: in Dog/God's cage]
• GHOST EATER - SEEKERS [100 XP]
• GHOST EATER - TRAPPERS [100 XP]
• GHOST EATER - HARVESTERS [100 XP]
- Kill ten of the given kind -- this is repeatable. Companion kills count.
• HAVING A BALL [100 XP]
- Complete "Trigger the Gala Event". This is mandatory to proceed.
• HISTORY'S SAKE [100 XP]
- View all 8 references to the Sierra Madre's past
_
|_| Police Station: police chief's terminal (Science 75+ required)
|_| Villa Clinic: terminal in 1F room with the headless corpses
|_| Puesta del Sol North [Switching Station: 3F lounge area, on PC]
|_| Salida del Sol South [east area, flat opposite door to north district]
|_| Salida del Sol North [NE four-story apartment: 4F terminal]
|_| Salida del Sol North [NE street-level room, south of Campanas Del Sol]
|_| Sierra Madre Casino [actual casino, 3F PC near hologram control terminal]
|_| Sierra Madre Casino [Vault area, hologram room; on computer near N door]
This challenge is bugged, mistakenly thinking there's ten entries instead of
its normal eight. This means finding all 8 won't complete the challenge...
• KISS OF DEATH [100 XP]
- Apply and use Poisonous Coating ten times. Although this is added by Dead
Money, using poisons available in the normal game apply, too.
• LOOSE ENDS [100 XP]
- Destroy/kill all companions during the Sierra Madre Casino break-in event
• SAFETY DEPOSIT BOX [200 XP]
- Seal Father Elijah in the Sierra Madre's vault
• SIERRA MADRE SOUVENIR AFICIONADO [150 XP]
- Collect 500 Sierra Madre Chips. This doesn't just apply to found chips.
• THE WHOLE SAD STORY [100 XP]
- Listen to Dean Domino, Christine, Dog/God and Father Elijah's stories
_
|_| Dog: normal dialogue, ask how he got to Sierra Madre (4 INT or under)
|_| Dean Domino: "Curtain Call at the Tampico" - via blackmail tape option
|_| Christine: after "Last Luxuries" - pick "sounds personal" option
|_| Elijah: during scripted inner Vault convo - inquire about what he wants
• THINGS TO COME!
- Hear 5 references to what the upcoming future (Lonesome Road foreshadow).
There are a few individual triggers, like Christine mentioning meeting a
courier at Big MT in Vera's suite, but it's easiest to just finish the
DLC -- any missing references are filled in during the final slideshow.
__________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
-------------------------| HONEST HEARTS CHALLENGES |--------------------------
|__________________________| [C-HNST]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This add-on gives seven specific challenges, most being self-explanitory. I
will say that, for the yao guai hunt, only the Courier's kills count; don't
let companions beat y'to the punch.
______________________________ _____ ______________________________________
| HONEST HEARTS CHALLENGES | EXP | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| In a Foreign Land | 100 | Finish all of Daniel scouting tasks |
| May My Hand Forget Its Skill | 100 | Complete "Flight From Zion" |
| O Daughter of Babylon | 100 | Complete "Crush the White Legs" |
| Restore Our Fortunes | 100 | Complete "Deliverer of Sorrows" |
| Survivalist's Bounty | 100 | Find all 6 Survivalist hidden caches |
| When We Remembered Zion | 100 | Complete "Happy Trails Expedition" |
| Yao Guai Hunter | 100 | Slay 10 yao guai |
|______________________________|_____|______________________________________|
SURVIVALIST'S BOUNTY (* - contains workbench crate)
_
|_| Angel Cave* [in eastern Dead Horses Camp; Joshua Graham's stead]
|_| Cueva Guarache* [NW riverbank cave, past nearby North Fork Bridge]
|_| Fallen Rock Cave* [in eastern Dead Horses camp; opposite Angel Cave]
|_| Morning Glory Cave [W mountainside, west of North Fork Bridge]
|_| Stone Bones Cave [Sorrows Camp in N canyon; upper cliffs]
|_| Two Skies Cave [river fork by central area; west of Old Rockville Bridge]
Most of the caves are pretty basic booby-trap dungeons, containing rigged
shotgun tripwires, mines and such, often hidden by brush. A few differ are
worth talking about though: (1) Fallen Rock Cave contains the unique laser
pistol 'Compliance Regulator', which may paralyze targets for 10s on crits.
(2) Two Skies Cave has an electrified door, requiring one to hack the nearby
computer or destroy the generator on the other side; req. Melee/Unarmed 50+
for the latter. (3) Angel Cave is the only location where the survivalist
cache is outdoors; in this case, exiting the cave onto the upper cliff.
All survivalist caches are green duffel bags, containing hefty amounts of
ammo and maybe explosives/armor/hat. The duffel bag at Red Gate (on top of
landmark, near the pines) is not a true cache, although it does contain the
unique Survivalist's Rifle and the 'Year: 2124' holotape. [Enemies and
companions have been known to take this rifle, so it helps to seek it out
early if y'want it. Red Gate is generally near the Red Rapids Docks, itself
north of Southern Passage.]
____________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
------------------------| OLD WORLD BLUES CHALLENGES |-------------------------
|____________________________| [C-OWRB]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
OWB adds fifteen challenges. Like each DLC except Dead Money, its world of
the Big MT can be revisited, allowing most of the challenges to be completed
without the plot constraints bearin' down.
• AUTOMATON [100 XP]
- Build a robot at the X-8 Research Center
• CARDIAC ARREST! [500 XP]
- Complete "X-13: Attack of the Infiltrator!" to recover the sneaky suit
• CAZA-DEATH DEALER [no XP]
- Kill 2/5/10 cazadors in the Big MT. No XP given, but upon completion of
first rank, one gets the DNAvenger perk (+10% damage v. cazadors). Each
subsequent rank adds another +10% to the perk's effect. Only cazadors in
Big MT count!
• DOG RUN I: DOG GONE [100 XP]
- Complete the Basic Test at X-8 Research Facility
• DOG RUN II: WHO LET THE... [100 XP]
- Complete the Advanced Test at X-8 Research Facility
• DOG RUN III: SNAKE SKINS [100 XP]
- Complete the Advanced Test at X-8 Research Facility...with nightstalkers!
To change the cyberdogs into the vicious-er foes, one must operate the
facility's PC in the kennel area (the key to which is behind a forcefield
at the X-13 Research Facility across the crater; item's in a suitcase).
Then, complete both the basic and advanced test to finish.
• EVIL GENIUS [100 XP]
- Create an abomination at the X-8 Research Center. This is done in the NE
lab, by using the computer to splice a lobotomite and robot (creating a
robobrain).
• KLEIN DESTINE [100 XP]
Dress up in a complete Dr. Klein outfit
_
|_| Dr. Klein's Glasses [Think Tank main area; chem set table]
|_| Dr. Klein's Glove [Higgs Village, House #101; 2F bookshelf]
|_| Dr. Klein's Scrubs [Higgs Village, House #101; on 2F bed]
• MAD SCIENTIST [100 XP]
- Mess up an experiment at the X-8 Research Center
• MAKE UP YOUR MIND [500 XP]
- Convince your brain to return to your body
• MAKING FRIENDS [500 XP]
- Reactivate all ten robotic assistants in the Sink [Think Tank's dome].
See "All My Friends Have Off Switches" sidequest for full details.
_
|_| Auto-Doc: Y-17 Medical Facility
|_| Biological Research Station: X-22 Botanical Garden
|_| Book Chute: Higgs Village
|_| Jukebox: Higgs Village
|_| Light Switch 01: X-2 Transmitter Antenna Array
|_| Light Switch 02: Big MT Tunnel North
|_| Muggy: Securitron De-Construction Facility
|_| Sink: Magnetohydraulics Complex
|_| Sink CIU: Doctor Klein (always given post-"Welcome to the Big Empty")
|_| Toaster: The Cuckoo's Nest
• MOBIUS STRIP [100 XP]
- Dress up in a complete Dr. Mobius outfit
_
|_| Dr. Mobius' Glasses [Think Tank, easternmost room; on floor by cabinet]
|_| Dr. Mobius' Glove [Forbidden Zone Dome; on a table near mid staircase]
|_| Dr. Mobius' Scrubs [Forbidden Zone Dome; in a trunk near mid staircase]
• MT SPACE [100 XP]
- Visit all thirty-five locations in Big MT
• OUTER SPACE [100 XP]
- Try to go beyond Big MT's perimeter, only to be teleported back...twice!
• OUTSMARTED [500 XP]
- Complete Old World Blues
• SPINAL-TAPPED! [500 XP]
- Complete "X-8: High School Horror!"
• VR THE CHAMPIONS I [100 XP]
- Complete the Basic Infiltration Test at X-13 Research Facility
• VR THE CHAMPIONS II - SIMULACRA [100 XP]
- Complete the Advanced Infiltration Test at X-13 Research Facility
• VR THE CHAMPIONS III - HOLLOWED OUT [100 XP]
- Complete the Robot Compliance Test at X-13 Research Facility
__________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
-------------------------| LONESOME ROAD CHALLENGES |--------------------------
|__________________________| [C-LNSM]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This add-on includes eleven particular challenges. The Divide can be entered
or left at any time, including after DLC completion, so many of the niggling
challenges (like the Ralphie posters) can be done at one's leisure.
__________________________ _____ __________________________________________
| LONESOME ROAD CHALLENGES | EXP | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Condemned to Repeat It | 500 | Complete "The Launch" |
| ED-Ecated | 500 | Find all (5) of ED-E's Divide upgrades |
| Hometown Hero | 500 | Complete "The End" or "The Apocalypse" |
| Rocket's Red Glare | 500 | Buy all (3) upgrades for the Red Glare |
| Warhead Hunter | 500 | Destroy all (30) Divide warheads |
| Ends of the Earth | 100 | Discover all (25) Divide locations |
| Most Likely to... | 100 | Uncover all (6) references to your past |
| Nostalgia | 100 | Find all (10) Divide journal entries |
| Feel Like a Kid Again | 100 | Find all (20) Ralphie the Robot posters |
| The Courier's Mile | 100 | Step foot in the Courier's Mile |
| Ulysses' Odyssey | 100 | Find all (6) Ulysses holotapes |
|__________________________|_____|__________________________________________|
ED-ECATED
_
|_| Hopeville Silo Bunker [hallway near control room, after getting ED-E]
|_| Hopeville Missile Base Headquarters [north office, under desk]
|_| Ashton Missile Base [silo, LV1 top floor; Science 75 required to get in]
|_| Sunstone Tower Roof [lower clearing, accessed by pipe; destroy wrhd 1st]
|_| Third Street Municipal Building [sewers]
ENDS OF THE EARTH
_ _
|_| Pass to Canyon Wreckage |_| Junction 7 Rest Stop
|_| Hopeville Silo Bunker Entrance |_| Ashton Silo Control Station
|_| Hopeville Missile Silo Bunker |_| Path to the Courier's Mile
|_| Hopeville Missile Base - West Entrance |_| Sunstone Tower Roof
|_| Hopeville Missile Base - East Entrance |_| Third Street Municipal Bldg.
|_| Hopeville Missile Base - Loading Station |_| Cave of the Abaddon
|_| Hopeville Missile Base Headquarters |_| Boxwood Hotel Roof
|_| Marked Men Camp |_| Waste Disposal Station
|_| Marked Men Guard Outpost |_| Wastewater Treatment Plant
|_| Marked Men Supply Outpost |_| Ulysses' Temple
|_| Marked Men Base
|_| Collapsed Overpass Tunnel Entrance |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_| High Road Entrance | Courier's Mile does not count |
|_| The Crow's Nest | toward this challenge! |
|_| Ruined Highway Interchange |_______________________________|
FEEL LIKE A KID AGAIN
_
|_| Hopeville Missile Silo Bunker [top level, next to ED-E's pod terminal]
|_| Hopeville Missile Base [unmarked garage, north of bunker's low entrance]
|_| Hopeville Missile Base Headquarters [north exterior]
|_| Hopeville Missile Base [women's barracks, wall opposite entrance]
|_| Marked Men Camp [SE building exterior, near east fence]
|_| Marked Men Guard Outpost [main bldg, 2F exterior scaffolding]
|_| Marked Men Guard Outpost [cellar accessed from east side; on east wall]
|_| Marked Men Supply Outpost [SE gated area; requires key or Lockpick 50+]
|_| Collapsed Overpass Tunnel [inside trailer nearest west entrance]
|_| The Crow's Nest [south wall]
|_| Junction 7 Rest Stop [SWmost building, east exterior wall]
|_| The High Road [unmarked Marked Men bldg near Ashton Silo; on 2F pillar]
|_| Sunstone Tower [interior office, north wall]
|_| Cave of the Abaddon [unmarked gang building prior to cave; 2F, west side]
|_| Third Street Municipal Building [upper floor, near physician's desk]
|_| Buried Buildings [near upper bed]
|_| Waste Disposal Station [exterior wall, near entrance]
|_| Waste Disposal Station area [SW building with workbench]
|_| Wastewater Treatment Plant [interior office, near beds]
|_| The Courier's Mile [bombed-out southern building, near desk]
MOST LIKELY TO...
_
|_| Hopeville Missile Silo Bunker (PER 6 option)
|_| The High Road (dialogue about home triggers this)
|_| Sunstone Tower Roof (ask about package's origins)
|_| Sunstone Tower Roof (ask about package delivery reason)
|_| Sunstone Tower Roof (ask about Ulysses' promise not to kill)
|_| Sunstone Tower Roof (ask about one's history with Ulysses)
NOSTALGIA
_
|_| Sunstone Tower area [low S campsite; Pvt. Foster's journal in duffel]
|_| Third Street Municipal Building [treasurer's terminal; Science 25+]
|_| Cave of the Abaddon [northern nook, Sunflower Summers' diary]
|_| Boxwood Hotel area [low E area near blue truck; duffel bag w/ report]
|_| Boxwood Hotel area [Rawr's Cave to the south; distress beacon in duffel]
|_| Boxwood Hotel area [west Marked Men minor cliff camp; duffel w/ report]
|_| Boxwood Hotel area [west Marked Men minor cliff camp; duffel w/ addendum]
|_| Boxwood Hotel area [west Marked Men above-warhead catwalk; Jackie's PC]
|_| Waste Disposal Plant [interior; note carried by skeleton, back caves]
|_| Wastewater Treatment Plant [interior; on manager's PC]
WARHEAD HUNTER
_
|_| Marked Men Camp* [southern street]
|_| Hopeville Missile Silo Bunker [exterior; roadside, near old gas station]
|_| Marked Men Supply Outpost [south side, next to overturned truck]
|_| Marked Men Base* [along main road; required to enter base properly]
|_| Marked Men Base* [along main road]
|_| The High Road [roadside, underneath the Crow's Nest.]
|_| Ruined Highway Interchange [roadside flatbed, past Crow's Nest]
|_| Junction 7 Rest Stop [near old hotel]
|_| Ashton Silo Control Station [south Marked Men hideout area; by truck]
|_| Sunstone Tower area [lower west grounds, near Marked Men camp]
|_| Sunstone Tower area [lower south grounds, alongside tilting building]
|_| Sunstone Tower area* [lower west pass]
|_| Sunstone Tower area [western Marked Men hideout area, in rock formation]
|_| Sunstone Tower area* [western Marked Men hideout area, NW cave area]
|_| Rawr's Cave [unmarked; south of Boxwood Hotel Roof, by pond; interior]
|_| Rawr's Cave [unmarked; south of Boxwood Hotel Roof, by pond; interior]
|_| Boxwood Tower area* [blocks western path, near Marked Men's camp]
|_| Waste Disposal Station area [north cliff face; near Marked Men lookout]
|_| Waste Disposal Station area [cliff above SW building]
|_| Waste Disposal Station area [southern pond area; next to blue truck]
|_| Waste Disposal Station area [cliff above Ulysses' Temple entrance]
|_| Wastewater Treatment Plant [in front of exterior sewer grate]
|_| Ulysses' Temple -.
|_| Ulysses' Temple -|
|_| Ulysses' Temple -+- All located in upper temple area, where Ulysses is.
|_| Ulysses' Temple -| Can be detonated before confronting him.
|_| Ulysses' Temple -|
|_| Ulysses' Temple -'
|_| The Courier's Mile [Marked Men's hideout area]
|_| The Courier's Mile [southern boundary, near deathclaws' area]
ULYSSES' ODYSSEY
_
|_| Y-17.15 [Hopeville Missile Base - Loading Station] - in a truck toolbox
|_| Y-17.21 [Marked Men's Supply Outpost] - in NE gated area, on shelf
|_| Y-17.16 [The Crow's Nest] - upper skyscraper area, on rubble near bed
|_| Y-17.22 [The High Road, E dead end tunnel collapse; by truck & campfire]
|_| Y-17.23 [Sunstone Tower Roof] - exterior descent, NE dead-end office
|_| Y-17.17 [Sunstone Tower Roof] - west Marked Men bldg area, in truck
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
COMPANIONS [CMPN]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*** SPOILERS IN THIS SECTION ***
Roving the Mojave by one's lonesome can get pretty tiresome, so why not pick
up a friend along the way? There's several allies who can be recruited, all
with their own quirks, abilities and quests.
Companions have some similarities. All have "speech wheels" that allow one
to give simple commands (wait/follow, back up, use melee/ranged weapons), and
all have inventories one can dig in, making them effective pack mules.
On normal mode, companions cannot die from enemy fire alone -- they'll simply
be knocked unconscious, and get up after a set time (usually after hostilities
end). A player can still kill them, however, especially if one's careless with
AoE damage. [On Hardcore mode, companions can die from enemies, too.]
_____________
¯¯¯¯¯¯¯¯¯¯¯¯¯
ARCADE GANNON
_____________
¯¯¯¯¯¯¯¯¯¯¯¯¯
Equipment -: Plasma Defender, Ripper, Lab Coat, Eyeglasses, Stimpak (3)
Located ---: Old Mormon Fort
Perk ------: Better Healing [All healing
Comp. Quest: For Auld Lang Syne
Recruitment: see below
Arcade is a Followers researcher who hangs out at Freeside's Old Mormon Fort,
and can be recruited in several ways.
- passing a [Speech 75] check
- very low (1-3) Intelligence
- using the Confirmed Bachelor perk
- high Followers fame (offshoot of "Do you need any help?")
- completed "High Times" and secured medical supplies for Julie Farkas
NOTE: If one has positive Legion reputation during the recruitment dialogue,
Arcade won't agree to help, even if one did overwhelmingly positive actions
in Freeside. Wearing a disguise (like NCR armor) can trick Arcade, however.
Securing supplies for Julie is done by striking a devil's bargain with James
Garret at the Atomic Wrangler bar (also in Freeside). No speech checks to
pass or anything, just a bit of legwork. Completing the unmarked quest earns
300 XP, plus Followers/Freeside fame. [Recruiting Arcade via this method is
done with the "need any help?" option, not his usual one.]
Arcade's standard equipment is Eyeglasses and some stimpaks, plus his default
(can't be taken from inventory) lab coat, ripper and plasma defender. If one
does his optional "For Auld Lang Syne" quest and convinces him to aid in the
Hoover Dam battle, he'll wear the Gannon Family Tesla Armor set instead (a
player gets this by convincing him to return to Freeside).
Gannon can permanently quit the party if the player's working against the
Followers' ideals (usually via rude replies in his dialogue triggers during
"The White Wash") or by advancing too far in the Legion questline (he admits
his dislike for Caesar). The game keeps track of replies one makes to Arcade
regarding things he despises, and he'll eventually leave if one gets too many
of 'em -- his exit's prefaced by a warning, though, so it shouldn't come out
of left field. Other things that make him leave immediately:
- [Et Tumor, Brute?] Selling him to Caesar
- [That Lucky Old Sun] Firing ARCHIMEDES II laser on NCR
- [For Auld Lang Syne] Convincing Remnants to assist the Legion
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CRAIG BOONE
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Equipment -: Scoped Hunting Rifle, Machete
: 1st Recon Beret, Sunglasses, Merc Grunt Outfit
Located ---: Novac
Perk ------: Spotter [when using scoped weapons, foes are highlighted in red]
Comp. Quest: I Forgot to Remember to Forget
Recruitment: Complete "One for My Baby"
Boone is an ex-1st Recon sniper living out his days in Novac, a trading town
along Highway 95. He gives the "One For My Baby" quest when spoken to during
his nightwatch, and completing it to his specifications makes him recruitable.
Note that same quest can make him UNrecruitable. That's done by duping him
into killing an innocent and (1) failing the Speech 55 check (2) revealing one
just wanted to see him kill someone.
Craig's equipment is a scoped hunting rifle and machete (can't be removed
from inventory), plus a 1st Recon Beret, a generic grunt outfit and some
sunglasses. Completing his optional "I Forgot to Remember to Forget" quest
will give him a new outfit -- 1st Recon Survival Armor or 1st Revival Assault
Armor -- depending on the final dialogue choice. This, too, can't be removed.
By his own admission, he's best at long-range combat, and rifles are his
weapons of choice.
Like Arcade, Boone dislikes the Legion -- the only difference is he hates
them so strongly, he'll kill any he sees. [This relates to the circumstances
in his companion quest.] While traveling with him, all legionaries in his
proximity are automatically hostile, so he can't be brought to certain areas
like the Fort without spilling blood. [Making him wait in a location apart
from the Legion activities should be fine.] Boone will also warn the player
when approaching the Legion-controlled locations of Nelson and Cottonwood
Cove, making his "shoot first, ask questions later" mindset clear.
Boone will leave the party if one's Legion and NCR reputation is too high
or low, respectively. If he's a companion when one's reputation rises or dips
past those ranges, he'll give an ultimatum on the subject -- a second rep
change in that manner has him leave forever.
His companion quest "I Forgot to Remember to Forget" is unlocked after he
participates in certain activities, typically NCR-aiding or Legion-killing
missions. [See that particular section for details.] He must be present to
get the benefits, and it's possible to permanently miss IFTRTF by doing all
the related quests without him (killing the Caesar and Vulpes isn't enough).
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ED-E
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Equipment -: Zapper (Mojave version), Arc Welder (Lonesome Road version)
Located ---: Primm
Perk ------: Enhanced Sensors [targets shown as if player had maximum PER]
: Camarader-E [various; see below]
Comp. Quest: ED-E My Love
Recruitment: repair him
ED-E is an old Enclave eyebot that's broken down near Primm. Johnson Nash
has put it into the Mojave Outpost building and allows the player to have it
if repaired. [Shooting it a few times prior to repair causes it to explode,</pre><pre id="faqspan-18">
permanently killing ED-E.] There's three ways to do that:
Our friendly robot floats in the air and has a built-in beam weapon, plus
all the normal companion wheel selections. Note that he cannot wear or carry
any disguises; attempting to put them in his inventory makes them drop to
the ground instead.
ED-E, being a robot, has no special hatred for any particular group, and thus
has no inborn hostility towards anyone, and no quirk that causes him to
leave permanently. This makes him an ideal companion, especially considering
he's often the earliest one available (Primm is just south of Goodsprings).
His special quest "ED-E My Love" can be started any time he's with, as all
it takes is hearing a special keyword from an NPC to trigger his playbacks.
[See that section for more info.] The reward for completing that quest is
either additional armor or improved weapons functions. His inherent "Enhanced
Sensors" perk ramps up a player's target detection abilities -- just note it
doesn't actually give one 10 PER, for purposes of skill/speech checks.
With the addition of Lonesome Road, ED-E gets several other special perks.
Now, even before one does that DLC, he has an inherent crafting/reloading
bench option. [Opening those in the DLC version requires a Repair 25 and Guns
25 check first.] Finding the 1st eyebot circuitboard upgrade in Lonesome Road
also bestows the "Camarader-E" perk, which adds another ability for each one
found.
1) Can repair current weapon +25% durability once daily
2) Can manufacture energy & microfusion cells, flamer fuel (Explosives 35)
and satchel charges (Explosives 65); can make more energy ammo (Repair 65
required).
3) +2 DT (for ED-E and player)
4) All beam weapon damage +5 (for ED-E and player)
5) Increases V.A.T.S. accuracy (for ED-E and player)
Camarader-E applies to the Lonesome Road version of ED-E and, after that's
finished, the perks transfer to the Mojave version as well.
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LILY BOWEN
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Equipment -: Assault Carbine, Vertibird Blade
Located ---: Jacobstown
Perk ------: Stealth Girl [Stealth Boy duration +200%, Sneak crit damage +10%]
Comp. Quest: n/a
Recruitment: complete "Guess Who I Saw Today"
Lily is a grandmotherly nightkin tending bighorners in Jacobstown, a super
mutant colony in the NW mountains. [It's easy to locate as there's only one
highway near there and it ends at the town limits.] To recruit her, one must
complete Doctor Henry's "Guess Who I Saw Today" quest -- Lily can be a temp
companion during it, and a full-time one after, regardless of outcome.
The friendly gram wields a very unfriendly arsenal: a gigantic vertibird
blade (not unlike a bumper sword) and an assault carbine, neither of which
can be taken from her inventory. As she may mention herself, melee assaults
are her forte, so any good super sledge would do the trick. [Remember, there's
a unique one in Charleston Cave, where "Guess Who I Saw Today" takes place!]
Due to her size, though, she can't equip faction armor...or any armor!
Such an affable old-timer can't have any natural enemies, can she? Like ED-E,
Rex and Raul, there's no special circumstance that permanently makes her quit
the party. She's here to stay, baby!
Lily doesn't have her own sidequest per se, but there is a special event one
can see if she's around long enough. Like all nightkin, she suffers from
schizophrenia -- her "other half" is Leo, whom she thinks is her grandson.
There's two main events one must witness:
- Asked her about Leo -- this may be available by default. If not, try doing
all of her recruitment quest.
- Witness her taking her medication. She may preface it by saying "there's
my alarm!" or "medicine time!". This opens up a dialogue option deep within
her "let me ask you some questions" set.
- Witness her have a psychotic break. This occurs when her health hits a
low amount (~25%) and persists until it ends of its own accord. [This will
be obvious since the game plays a notification.] Basically, it's like her
"berserk mode". After seeing it, a dialogue option opens up, revealing that
Leo takes over at low health, due to her not taking her pills (affects her
memory).
After doing those, and then sleeping/waiting, Lily will listen to a recording
of her grandkids, a remnant of her human past. Once the whole thing's over,
talk to her about it (manual convo initiation) -- this opens up a subsequent
option about changing her meds. This selection can only be done once!
• Keep current med plan -> Psychotic breaks at 25% HP; sneaking quits battle
• Always take meds ------> Psychotic breaks never occur, lower combat skills
• Never take meds -------> Psychotic breaks at 50% HP, higher combat skills++
A few other things worth noting: (1) Lily has a tendency to walk in front
of the player's shots, so beware the friendly fire! (2) Granny can't crouch;
instead, she activates her Stealth Boy field, giving a bit of sneakiness to
her otherwise obnoxious movements.
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RAUL TEJADA
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Equipment -: Petro-Chico uniform, .44 Magnum Revolver, Lead Pipe
Located ---: Black Mountain
Perk ------: Regular Maintenance [Weapons and armor condition decays slower]
: Old Vaquero [Rate of fire w/ Revolvers & Lever-action guns +33%]
: Full Maintenance [Weapons/armor decay 75% slower]
Comp. Quest: Crazy, Crazy, Crazy
Recruitment: free him from his 'prison cell'
Raul is a ghoul mechanic encountered during "Crazy, Crazy, Crazy" -- the
mission where one ascends Black Mountain (east of Goodsprings) to disrupt
Tabitha's broadcasts. After defeating the minions on the switchbacks, one
can locate Raul's prison building. He's behind a Very Hard door which can be
opened with a Very Hard terminal hack...but that's just fluff. The other
computer nearby has an entry log, the final one of which tells the password.
If one can't make him a companion right then, setting him free will map-mark
the house (east of Vegas, north of Camp Golf) he returns to. Saving Raul will
earn 500 XP and spawn two nightkin brawlers outside, however.
His default equipment (uniform, .44 Magnum, Lead Pipe) can't be removed from
his inventory. The heat he's packing suggests his prowess with pistols, and
he'll say as much after a little pressing. Raul has a max Repair stat, and
if he's been dismissed, talking to him at his shack presents the option to
fix things. [There's no discount or anything for saving him, though...] He
can't do repairs while on the road, but his perk helps.
As for circumstances that force Raul to leave...there ain't any! Yup, Raul
appreciates that employer-employee relationship too much to split...maybe.
Raul also has an unmarked sidequest. Although he puts himself down for being
an old man, the player can suggest via dialogue that plenty of people are
still active in their communities at that age. Raul is skeptical, wondering
if people like that still exist. Thus, it becomes one's goal to locate those
old-timers. There's three that are going through what he is:
• Ranger Andy [Novac]
• Loyal [Nellis Air Force Base]
• Corporal Sterling [Camp McCarran or, later, Camp Forlorn Hope]
Basically, read all of their dialogue options; after, Raul will initiate
conversation, commenting on how they're holding up in their years, and
reminiscing about his life in Mexico City. [Raul may not strike up a convo
until one leaves the room/area/building one talks to the person in. If a
player tells him there's no time for his stories, the option remains in his
dialogue to pick it back up.] Ranger Andy's [Speech 30] check for his special
unarmed maneuver isn't necessary to pass; just learning his backstory leading
up to it is fine.
After his story's completed, Raul asks the player's advise on what career
opportunity he should pursue: his current job or his old one. [A Speech 66
is present on the choice least in tune with what one's told him in the quest.]
Raul will either get the Old Vaquero or Full Maintenance perk, depending on
whether he returns to the gunslinging life or remains a handyman. The latter
perk will overwrite 'Regular Maintenance' also. [Raul's default appearance
also changes: a vaquero outfit or an armored version of his work uniform.]
NOTE: It's possible to give Raul mixed signals in his post-event dialogue
options, making both final choices only give 'Full Maintenance'. Also, it
seems there's a glitch where learning 'Ranger Takedown' before doing this
quest may screw things up. [Siding with the Legion at endgame may also make
Andy irreparably hostile.] Having a backup save helps.
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REX
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Equipment -: n/a
Located ---: The King's School of Impersonation [Freeside]
Perk ------: Search and Mark [if zoomed: nearby chems/guns/ammo highlighted]
: Blood of the Legion [increased DT]
: Faithful Protector [increased attack]
: Unshakeable Tracker [increased move speed]
Comp. Quest: Nothin' But a Hound Dog
Recruitment: see below
Rex is a cyberdog companion owned by the King, leader of the titular gang in
Freeside. After helping the King with his bodyguard problem in "G.I. Blues,"
one can ask about Rex's troubles, starting "Nothin' But a Hound Dog." Rex
officially becomes a companion after his master allows him to be brought to
Doctor Henry in Jacobstown.
Like ED-E, Rex is robotic (doesn't take up humanoid companion slot) and can't
wear faction armor -- I mean, he's a dog! His attack abilities are simple as
well: he'll bite people. Unlike normal dogs, however, he also has a unique
attack: a knockdown pounce. Considering his attack strength already, it's not
surprising that he carries his weight in battle. [Even during "Kings' Gambit,"
if he's turned hostile, he can solo the enemy swarm around him!]
Rex has four possible perks: his default (Search and Mark) and that gained
from completion of "Nothin' But a Hound Dog". Only one extra perk can be
obtained from the brain swap. All have their usefulness, although a straight
attack or move speed upgrade may be pay off in the long run -- Rex is quite
battle-hardened as it is, and his survivability's not in much question...
Rex ain't without some quirks, though. He has a dislike for rats: if he sees
a molerat or giant rat, he may sprint off after it. The King also mentions the
pup despises hats, probably because of it rhymes with 'rat'. This is less
important: he'll only bark at hat-wearing people. [There's a funny dialogue
where one can tell him to quit it or get turned into a hat himself.]
If one has the Wild Wasteland trait, there's a special Lassie-esque scenario
that can play while Rex is a companion. Randomly, he'll initiate "dialogue"
and one can ask if Jimmy's fallen down a well. This marks Jimmy's Well on the
quest map, near Fields' Shack. [This map doesn't spawn without that trait.]
Inside the well is a skeleton with the unique Abilene Kid LE BB Gun, which is
normally located inside Fields' Shack for non-Wild Wastelanders.
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ROSE OF SHARON CASSIDY
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Equipment -: Caravan Shotgun, Combat Knife, Empty Whiskey Bottle, Bottlecaps
Located ---: Mojave Outpost
Perk ------: Whiskey Rose [Drinking booze has no negative effects & it ups DT]
: Calm Heart [+50 HP]
: Hand of Vengeance [Guns damage+]
Comp. Quest: Heartache by the Number
Recruitment: see below
Cass is found at Mojave Outpost (SW corner of map), getting sauced at the
watering hole. To recruit her, one must first visit the Crimson Caravan
Company on Vegas' NE side, then start Alice McLafferty's "You Can Depend On
Me" quest. [Cass will direct the player to this location if she's encountered
first.] A little ways in, Alice will ask the player to find Cass and buy out
her caravan, which has been ruined by raiders.
Though Cass is hesitant, she can be convinced in a few ways:
• [Barter 50] - the player adds 750 caps out of one's own pocket
• [Barter 75] - find 12 bottles of whiskey and drink Cass for the contract
• [Speech 50] - do Ranger Jackson's "Can You Find It In Your Heart?" quest
• [Speech 75]
The drinking game is by far the most enjoyable option, but requires a little
extra legwork to find the bottles (most bartenders sell 'em). The Speech 50
directs one to Jackson's easy ant-clearing quest down the road, and makes a
good second option. The other choices are simplest, but rather dry.
This firecracker totes a caravan shotty and knife by default (can't be taken
from inventory), and mentions she's good with dynamite and pistols. It's
known that Cass has a "Shotgun Surgeon"-like perk, so having her focus just
on shotguns isn't a bad idea. Her default caravan shotgun has awful range,
so bumping her up to a hunting shotgun can work better. [Just make sure to
give her ample ammunition for it; she won't use it otherwise. Slugs are
more expensive but preferable.]
Cass' "Heartache by the Number" quest has her uncovering the deadly secret
behind her caravan's demise, then staging a killing blow on those who wronged
her; one can also turn the perpetrators into Ranger Jackson. She'll get the
Calm Heart (turn 'em in) or Hand of Vengeance (put 'em down) perk, depending
on the quest's result. Her companion quest is pretty cut and dry compared to
some others', but that's usually a plus.
Speaking of which, Cass' perks! Her default (Whiskey Rose) removes negative
side effects from booze, and drinking the stuff gives a temp DT boost! Her
other two result from completion of "Heartache by the Number," either by
settling things civily (Calm Heart) or taking up arms (Hand of Vengeance).
Only two perks are supposed to be allowed, but there's a well-known glitch
that lets one get all three: solve "Heartache" by letting those who wronged
her live, then after it's over, go kill them anyway.
Also, unlike other companions, Cass reacts to players with low karma. If one's
evil (sub-neutral) and getting eviler, she'll speak up to state her dislike,
eventually leaving if one's ways aren't changed.
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VERONICA SANTANGELO
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Equipment -: Hood, Robes, Power Fist, 10mm Pistol
Located ---: 188 Trading Post
Perk ------: Scribe Assistant [can access workbench through her dialogue]
: Bonds of Steel [increases DT]
: Causeless Rebel [+30% Unarmed attack speed]
: Elijah's Last Words [Melee: 150% speed, 25% knockdown chance]
: Elijah's Ramblings [150% melee crit damage]
Comp. Quest: I Could Make You Care
Recruitment: via dialogue
Veronica is located at the 188 Trading Post, a small overpass along Highway
93 (north of Novac, west of Boulder City). Getting her pleasant company is
an easy feat: simply answer favorably when she 'stealthily' asks about the
Brotherhood of Steel. [Answering poorly prevents her from being a companion,
however.]
Her standard loadout is hoods, robes, a power fist and 10mm pistol -- none
of these can be removed from her inventory. True to her fun, cavalier spirit,
she enjoys punching things, and is at her best when given the go-ahead for
melee attacks (on by default). Giving her powerful melee weapons (Paladin
Toaster, Pushy, Super Sledge, etc.) makes her a wrecking ball, accentuated
by the fact she can equip Brotherhood Power Armor, a defensive nightmare...
for enemies, that is.
As for perks, Veronica's one of the few that can have 3! There's her default
(Scribe Assistant), the one she gains from completing her companion quest
(Causeless Rebel/Bonds of Steel) and the one gained from completion of Dead
Money (Elijah's Ramblings/Elijah's Last Words). Note that all of the melee
boosts gained thusly are specific to her -- the player's out in the cold!
Veronica has a pretty lackadaisacal attitude toward most things, but overtly
poor (Vilified) reputation with the Brotherhood makes her leave. [Destroying
the BoS bunker may not drop one to Vilified, supposing one's rep was high
enough already.]
Sometimes the scribe will mention her dream of having a dress -- this is
actually part of an unmarked sidequest. Putting a pre-War outfit or Society
Attire (White Gloves' outfit) in her inventory will earn her gratitude, and
she'll teach one the 'Scribe Counter' unarmed maneuver. [Note that sometimes
Veronica doesn't teach this after the prerequisite's done, instead doing it
way later; or, not at all. If this happens, try giving her the Formal Wear
instead of the junky pre-War stuff.]
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FOLLOWS-CHALK
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Equipment -: .45 Auto Pistol, War Club
: Dead Horses Stalker Armor, Chalk's Headdress
Located ---: Zion Valley [Honest Hearts]
Perk ------: Well-Stacked Cairns [Visiting peaks reveals markers, +3 PER (3m)]
Comp. Quest: Civilized Man's Burden
Recruitment: during "Arrival at Zion"
Follows-Chalk is a Dead Horses tribal found shortly into the ill-fated trip
to Zion Valley, and can remain a companion for much of the early missions.
Upon meeting him, he'll notify the player of the Dead Horses Camp, and then
accompany (or run off, if told to scram).
Chalk has a pretty standard Dead Horses arsenal: the .45 Auto Pistol favored
by Graham's disciples, plus the primitive War Club, a tribe hallmark. Same
goes for his armor, although his headdress is unique (+5 Melee Weapons) -- it
can be obtained by killing him during the first meeting, but the better option
is just finishing the DLC normally; it's then placed in a chest outside the
Northern Passage. [Chalk also carries several plants that grow around the
Valley.]
This friendly guy's perk isn't of too much use, but can still be cool for
new players. When reaching certain summits (The Aerie, Ranger Substation
Eagle, Ranger Substation Osprey, Ranger Substation Peregrine, The Spine, Sun
Sentinels) nearby map markers are automatically revealed. Additionally, one
gets a +3 PER bonus for three minutes after. Just finding a listed location
may not be good enough, however -- one must see the scenic view from that
location (which is always nearby). For instance, going to RS Peregrine may
give the PER bonus at once, while the Spine may require a little extra work.
Although he has no recruitment quest, Chalk is involved in several quests in
the DLC, including one (Civilized Man's Burden) that affects his ending. If
Chalk perishes at the player's hand, the DLC is effectively broken, starting
the booby prize quest "Chaos in Zion" instead. Chalk also leaves permanently
after completing "Deliverer of Sorrows".
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WAKING CLOUD
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Equipment -: Throwing Spear, Yao Guai Gauntlet
: Datura Antivenom (4), Daturana, Purified Water (6)
Located ---: Sorrows Camp [Honest Hearts]
Perk ------: Quiet as the Waters [Lowers White Legs' PER]
Comp. Quest: A Family Affair
Recruitment: complete "Deliverer of Sorrows"
Waking Cloud is the Sorrows' midwife, and volunteers as the player's helper
after the supply drive in "Deliverer of Sorrows". Like Chalk, she isn't a
mandatory companion, and can be turned down; if this occurs, she waits near
the camp's lower waterfall for reconsideration.
Sorrows aren't known for warlike tendencies, but Cloud can hold her own quite
well at close range, thanks to her massive gauntlet; she uses throwing spears
for her default ranged weapon. Naturally, this kind of mismatch sucks in a
firefight. Since she'll only use guns if she's got ammo for 'em, the easiest
choice is a .45 Auto Pistol/Submachine Gun -- Joshua sells tons of ammo for
the Canaanite's choice weapon. [Josh also sells plenty of 12 Gauge ammo,
so if one's high enough level, White Legs' Riot Shotguns can fit the bill.
They also carry Shishkebabs that play on Cloud's love of meleeing.]
Her perk (Quiet as the Waters) directly relates to her stealth abilities,
significantly lowering the White Legs' PER stat. The player also benefits
from this, so it's perfect for sneaky players who wanna get the jump. After
all, with how many White Leg ambushes there are, why can't the Courier get
in on that action?
In DLC terms, Cloud's only companion for a short while, spanning the four
scouting missions between "Deliverer of Sorrows" and "Gathering Storms". When
one chooses whether to hold Zion or run, she permanently leaves.
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JOSHUA GRAHAM
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Equipment -: A Light Shining in Darkness, Joshua's Pistol Whippin' .45
: Joshua Graham's Armor
Located ---: Zion Valley [Honest Hearts]
Perk ------: Way of the Canaanite [.45 Auto Pistol spread down, crit% doubled]
Comp. Quest: n/a
Recruitment: during "Flight from Zion" or "Crush the White Legs" only
With all the prepwork done, Joshua Graham (a.k.a. the Burned Man and Malpais
Legate) joins as companion. Surprisingly, he can be given commands like any
other, perhaps showing a little humbleness. However, he cannot be told to
wait, carry anything or (during final quest) talked to normally.
Graham's arsenal is certainly enjoyable. He carries "A Light Shining in
Darkness," a unique .45 Auto Pistol with higher damage but a slightly smaller
magazine. [This is found in the post-Honest Hearts footlocker; it's also on
Josh's corpse if he's slain.] His melee weapon is, hilariously, a .45 Auto
Pistol, only used for whippin' tribals. His unique titular armor carries 15
DT and gives +3% crit chance...although wearing it won't give the player any
head bandages. [This, too, is obtained in the post-DLC footlocker.]
"Way of the Canaanite," Joshua's perk, increases ability with the trademark
auto pistols, doubling their crit chances while decreasing their spread. They
are quite reliable and found rather plentifully thoughout the DLC (plus have
mods), so partaking in the 'gift' isn't a bad idea.
The downside is that Graham only accompanies one during the final mission.
Like other major characters, his death -- at any time -- fails the DLC and
begins the substitute "Chaos in Zion" quest. One can loot his corpse for
his unique items, but this also prevents one from getting Daniel's post-DLC
footlocker, so it's not worth it.
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DOG / GOD
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Equipment -:
Located ---: Sierra Madre Casino Villa [Police Station]
Perk ------: Ravenous Hunger [Dog: eats KO'd ghost creatures, ensuring death]
: In My Footsteps [God: won't set off floor traps, stealth bonus]
Comp. Quest: n/a
Recruitment: complete Find Collar 8: "Dog"
It's interesting to call Dog one of Dead Money's companions, because he is
in fact two: a docile slavish personality (Dog) and a protective intellectual
(God). He is recruited during a main mission, after being sought out in the
Police Station's holding cell. Thereafter -- for the DLC's 1st half anyway --
he can tag along on Villa quests.
Dog/God carries no weapons and, unsurprisingly, prefers hand-to-hand combat.
Since one's Mojave arsenal is stripped upon entering the Sierra Madre area,
and there's few weapons that suit him available, relying on his natural
affinities is best.
The player gets a different perk depending on what personality is in control.
God mentions it's hard to fight when he's "out," and his "In My Footsteps"
perk plays off that, giving a stealth bonus and ability to bypass pesky traps
(helpful for those hidden in the Cloud). Meanwhile, Dog's "Ravenous Hunger"
has him consume unconscious ghost enemies, ensuring they never get up again.
Additionally, after seeing Dog have a meal, an option arises in his dialogue
regarding his action, giving the "Ghost Hunter" (fallen ghost creatures may
die instead of going unconscious) perk afterwards.
Dog/God ceases to be a companion upon completion of "Fires in the Sky".
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DEAN DOMINO
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Equipment -: 9mm Pistol, Authority Glasses, Dean's Tuxedo
Located ---: Sierra Madre Casino Villa [Residential District]
Perk ------: Unclean Living [Can briefly move safely in Cloud; Cloud dmg -25%]
Comp. Quest: n/a
Recruitment: complete "Find Collar 14: Dean Domino"
Dean Domino is a once-famous lounge singer, now a ghoul kept prisoner by
Elijah's collar. He lives in the villa's Residential District, a perilous
region filled with ghost trappers and his own booby traps. Once his 'boudoir'
is located, he'll join without much fuss...although refusing to work with him
gives the player a bloody death.
Unlike Dog who gets outrageous HP values, Dean doesn't, so upgrading his
armor and weaponry is almost required to make him useful. [Dean also has no
melee weapon, so if one wants him to perform on that end, he'll need a Knife
Spear or somethin'.] The one good thing about him is he's the only companion
in Dead Money who has a default firearm (9mm Pistol), so even if one can't
up his firepower much, his long-range capabilities come in handy.
His perk "Unclean Living" is fantastic for exploration. As a ghoul, he can
protect the player from some of the cloud's toxic effects, although it's only
for a short while. Additionally, if one does take Cloud damage, it's reduced
by a quarter. Due to his overwhelmingly awesome effect, second only to
Christine's (at least for new players), recruiting him first makes sense.
After finding one of Dean's special stashes (before or after he's with), one
can ask him about his supply-gathering habits. This leads to an option about
his Sierra Madre Martini recipe, which is then taught to the player in "perk"
form. Campfires are in short supply, so use electric hot plates -- like the
one in Dean's quarters -- instead.
Dean ceases to be a companion after "Strike Up the Band" finishes.
_____________
¯¯¯¯¯¯¯¯¯¯¯¯¯
CHRISTINE
_____________
¯¯¯¯¯¯¯¯¯¯¯¯¯
Equipment -: Wasteland Doctor Fatigues
Located ---: Medical District [Villa Clinic]
Perk ------: Signal Interference
Comp. Quest: n/a
Recruitment: complete "Find Collar 12: Christine"
Christine is a former Brotherhood scribe held captive in the Villa's clinic,
within its own medical district. She can be found within a malfunctioning
auto-doc on the ground floor, although, since the corridor has many speakers,
one must turn them off in the basement.
She reveals herself to be a well-trained individual, and excels at energy
weapons (duh?), explosives, melee, unarmed, guns... Unfortunately for the
player, she starts with NONE OF THAT. Argh. The good news is Dead Money has
tons of items that cater to her proficiencies: Bear Trap Fists, Knife Spears,
Gas Bombs, etc. etc.
Her "Signal Interference" perk has tons of use, as it combats one of the
Villa's homegrown annoyances: radios and speakers. When Christine's along,
these deadly devices take extra time to affect one's collar, and when they
do, the collar's telltale beeping has an extended duration (x1.5).
Christine's dialogue is notable for its bevy of skill checks, resulting from
her unfortunate vocal surgery. One of the more useful conversations has her
learning about the vending machines -- passing an [INT 6] check bestows the
"Coin Operator" perk. [Passing said check is mandatory for this; the other
PER 6 isn't.] With this "perk," one can transform a Fission Battery and 2
Scrap Metal into 50 counterfeit chips. This is arguably useless during the
DLC's course (battery scarcity, generally) but can be worthwhile afterwards.
Upon completion of "Mixed Signals," Christine ceases to be a companion.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
PERKS [PRKS]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Perks are special, often permanent abilities a character gets, usually via
level-up selection, completion of quests or NPC interactions. Followers grant
temporary perks while they accompany a player, and implants provide permanent
augmentations. In addition to normal New Vegas perks, all 4 DLC add-ons give
perks as well. In short, there's a crapload to find!
[LVLR] - Level-Related Perks
[CMPP] - Companion Perks
[CHLP] - Challenge Perks
[GNRP] - Gun Runners' Arsenal Perks
[NRMD] - Unarmed Perks
[MPLN] - Implant Perks
[DDMN] - Dead Money Perks
[HNST] - Honest Hearts Perks
[OWBP] - Old World Blues Perks
[LNSM] - Lonesome Road Perks
To avoid overlap, companion perks are listed only in the [CMPP] section.
____________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [LVLR]
LEVEL-RELATED PERKS |----------------------------------------------------------
____________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
These are available after leveling up, and are always dependant on a player's
level, although some (well...most) have additional proficiency requirements.
Level-related perks MUST be taken every other level (2, 4, 6, 8, etc).
• BLACK WIDOW
Requirement: Level 2 (female only)
Ranks -----: 1
Perk Effect: +10% DMG vs. males. Can use special dialogue with some females.
• CHERCHEZ LA FEMME
Requirement: Level 2 (female only)
Ranks -----: 1
Perk Effect: +10% DMG vs. females. Can use special dialogue w/ some females.
• CONFIRMED BACHELOR
Requirement: Level 2 (male only)
Ranks -----: 1
Perk Effect: +10% DMG vs. males. Can use special dialogue with some males.
• FRIEND OF THE NIGHT
Requirement: Level 2, PER 6, Sneak 30
Ranks -----: 1
Perk Effect: See better at night (permanent low-light vision)
• IN SHINING ARMOR
Requirement: Level 2, Repair 20, Science 70 (Dead Money DLC)
Ranks -----: 1
Perk Effect: +5 DT when using metal armor, +2 DT for reflective eyewear
• INTENSIVE TRAINING
Requirement: Level 2
Ranks -----: 10
Perk Effect: +1 to a S.P.E.C.I.A.L. attribute of your choosing
• JUNK ROUNDS
Requirement: LCK 6, Repair 45 (Dead Money DLC)
Ranks -----: 1
Perk Effect: Can craft certain "junk" rounds with 5 Tin Cans, 1 Scrap Metal
and a specific casing. Applicable ammunition:
• OLD WORLD GOURMET
Requirement: END 6, Survival 45
Ranks -----: 1
Perk Effect: +25% Addiction resistance, +50% snack food item health bonus,
and some alcoholic drinks (wine, scotch, etc.) now restore HP
• RETENTION
Requirement: Level 2, INT 5
Ranks -----: 1
Perk Effect: Skill book duration increased from 1 minute to 3 minutes
• SWIFT LEARNER
Requirement: Level 2, INT 4
Ranks -----: 3
Perk Effect: +10% experience bonus
• CANNIBAL
Requirement: Level 4
Ranks -----: 1
Perk Effect: Can eat corpses to restore health, but it reduces karma, and
friendly (non-follower) NPCs who witness the meal turn hostile
• COMPREHENSION
Requirement: Level 4, INT 4
Ranks -----: 1
Perk Effect: Doubles magazine skill boost (to +20); skill books read after
perk is taken give an additional point (+4 total)
• EDUCATED
Requirement: Level 4, INT 4
Ranks -----: 1
Perk Effect: +2 skill point allocation during level-up
• RAD CHILD
Requirement: Level 4, Survival 70
Ranks -----: 1
Perk Effect: As radiation sickness worsens, character regens more & more HP
• RUN 'N GUN
Requirement: Level 4, Guns 45 or Energy Weapons 45
Ranks -----: 1
Perk Effect: Reduces accuracy penalties while moving with 1-handed firearms
• TRAVEL LIGHT
Requirement: Level 4, Survival 45
Ranks -----: 1
Perk Effect: +10% faster moving speed in all light (or if using no) armor
• BLOODY MESS
Requirement: Level 6
Ranks -----: 1
Perk Effect: +5% DMG (all weapons) and increases chance of dismemberment
• DEMOLITION EXPERT
Requirement: Level 6, Explosives 50
Ranks -----: 3
Perk Effect: +20% DMG with explosive weapons per rank. Note this perk is
glitched: after getting 3 ranks, it still shows up in the
level-up perk menu. Taking it a 4th time is a complete waste!
• FEROCIOUS LOYALTY
Requirement: Level 6, CHA 6
Ranks -----: 1
Perk Effect: Ups companion DMG resistance when one's health is 50% or less
• FORTUNE FINDER
Requirement: Level 6, LCK 5
Ranks -----: 1
Perk Effect: Containers carry more bottle caps than normal
• GUNSLINGER
Requirement: Level 6
Ranks -----: 1
Perk Effect: One-handed weapons are more accurate in V.A.T.S.
• HAND LOADER
Requirement: Level 6, Repair 70
Ranks -----: 1
Perk Effect: Twice as likely to recover spent ammo casings; also unlocks
special ammo crafting recipes at workbenches
• LEAD BELLY
Requirement: Level 6, END 5
Ranks -----: 1
Perk Effect: Halves radiation intake from water sources
• MAD BOMBER
Requirement: Level 6, Explosives 45, Repair 45 [Gun Runners' Arsenal DLC]
Ranks -----: 1
Perk Effect: Unlocks special bomb recipes at workbenches, all of which have
"Mad Bomber" and "GRA" in their names. Added items are...
- Bottlecap Mine, Efficient - Nuka-Grenade
- Fat Mine - Time Bomb, High Yield
- MFC Cluster - Tin Grenade
- MFC Grenade
• THE PROFESSIONAL
Requirement: Level 6, Sneak 70
Ranks -----: 1
Perk Effect: +20% sneak attack critical damage
• SHOTGUN SURGEON
Requirement: Level 6, Guns 45
Ranks -----: 1
Perk Effect: Shotguns ignore an extra 10 points off a target's DT
• TOUGHNESS
Requirement: Level 6, END 5
Ranks -----: 2
Perk Effect: Each rank gives permanent +3 DT
• VIGILANT RECYCLER
Requirement: Level 6, Science 70
Ranks -----: 1
Perk Effect: Recover drained energy weapon cells twice as often; unlocks all
recycling recipes at workbenches.
• COWBOY
Requirement: Level 8, Guns 45, Melee 45
Ranks -----: 1
Perk Effect: Damage +25% when using revolvers, lever-action rifles, knives,
hatchets and dynamite.
• GRUNT
Requirement: Level 8, Explosives 20, Guns 45 (Honest Hearts DLC)
Ranks -----: 1
Perk Effect: Damage +25% when using 9mm & .45 Auto Pistols/SMGs, Service
Rifles, Assault & Marksman Carbines, Light Machine Guns, Frag
Grenades, Grenade Rifles/Launchers and Combat Knives
• HOME ON THE RANGE
Requirement: Level 8, Survival 70 (Honest Hearts DLC)
Ranks -----: 1
Perk Effect: Allows one to sleep when interacting with campfires
• LIVING ANATOMY
Requirement: Level 8, Medicine 70
Ranks -----: 1
Perk Effect: Shows HP and DT for all characters, creatures and ghouls. +5%
damage vs. humans and non-feral ghouls
• PACK RAT
Requirement: Level 8, INT 5, Barter 70
Ranks -----: 1
Perk Effect: Halves weight of items originally weighing 2 or less
• RAD RESISTANCE
Requirement: Level 8, END 5
Ranks -----: 1
Perk Effect: Permanent +25% radiation resistance
• SCROUNGER
Requirement: Level 8, LCK 5
Ranks -----: 1
Perk Effect: Increases ammo found in containers
• SNEERING IMPERIALIST
Requirement: Level 8 (Honest Hearts DLC)
Ranks -----: 1
Perk Effect: +15% damage and V.A.T.S. accuracy bonus against dirty raider
(Vipers, Fiends, etc.), junkie and Zion tribal types
• STONEWALL
Requirement: Level 8, STR 6, END 6
Ranks -----: 1
Perk Effect: +5 DT vs. unarmed & melee attacks. Can't be knocked down.
• STRONG BACK
Requirement: Level 8, STR 5, END 5
Ranks -----: 1
Perk Effect: Increases carrying capacity by 50
• SUPER SLAM!
Requirement: Level 8, STR 6, Melee Weapons 45
Ranks -----: 1
Perk Effect: Unarmed & Melee attacks may knock an opponent down
• TERRIFYING PRESENCE
Requirement: Level 8, Speech 70
Ranks -----: 1
Perk Effect: Enemies flee for 5 seconds after leaving dialogue. May have
special persuasive options in dialogue.
• TRIBAL WISDOM
Requirement: Level 8, Survival 70 (Honest Hearts DLC)
Ranks -----: 1
Perk Effect: -50% Limb Damage vs. animal, mutated animal and insect types;
+25% poison resistance; Can eat dead insects while sneaking
• AND STAY BACK
Requirement: Level 10, Guns 70 (Dead Money DLC)
Ranks -----: 1
Perk Effect: Shotgun blasts may knock targets down
• ANIMAL FRIEND
Requirement: Level 10, CHR 6, Survival 45
Ranks -----: 2
Perk Effect: First rank makes normally hostile animals docile to player;
next rank has nearby animals aid player during battle
• FIGHT THE POWER!
Requirement: Level 10 (Honest Hearts DLC)
Ranks -----: 1
Perk Effect: +2 DT and +5% crit chance v. NCR, Legion and Brotherhood foes
• HERE AND NOW
Requirement: Level 10
Ranks -----: 1
Perk Effect: Immediately gain another level
• MATH WRATH
Requirement: Level 10, Science 70
Ranks -----: 1
Perk Effect: AP costs -10%
• MISS FORTUNE
Requirement: Level 10, LCK 6
Ranks -----: 1
Perk Effect: Miss Fortune may appear to assist during V.A.T.S.
• MISTER SANDMAN
Requirement: Level 10, Sneak 60
Ranks -----: 1
Perk Effect: Can silently kill any sleeping character while sneaking. This
always earns 50 XP.
• MYSTERIOUS STRANGER
Requirement: Level 10, LCK 6
Ranks -----: 1
Perk Effect: The Mysterious Stranger may appear to assist in V.A.T.S.
• NERD RAGE!
Requirement: Level 10, INT 5, Science 50
Ranks -----: 1
Perk Effect: +15 DT and STR raised to 10 when HP is >20%
• NIGHT PERSON
Requirement: Level 10
Ranks -----: 1
Perk Effect: +2 INT & PER during nighttime
• PLASMA SPAZ
Requirement: Level 10, Energy Weapons 70
Ranks -----: 1
Perk Effect: Plasma weapon AP costs -20%
• ALERTNESS
Requirement: Level 12, PER 6 (Lonesome Road DLC)
Ranks -----: 1
Perk Effect: +2 PER while crouched and immobile
• FAST METABOLISM
Requirement: Level 12
Ranks -----: 1
Perk Effect: Stimpaks heal 20% more
• GHASTLY SCAVENGER
Requirement: Level 12, Cannibal perk
Ranks -----: 1
Perk Effect: Can eat ghoul and super mutant corpses, but if witnessed, one
earns negative karma and may turn witness(es) hostile
• HEAVYWEIGHT
Requirement: Level 12, STR 7
Ranks -----: 1
Perk Effect: Weapons of 10+ pounds have weight halved
• HIT THE DECK
Requirement: Level 12, Explosives 70
Ranks -----: 1
Perk Effect: +25 DT vs. all explosives
• HOBBLER
Requirement: Level 12, PER 7 (Dead Money DLC)
Ranks -----: 1
Perk Effect: Hit an enemy's legs in V.A.T.S. easier
• LIFE GIVER
Requirement: Level 12, END 6
Ranks -----: 1
Perk Effect: +30 HP
• LONG HAUL
Requirement: Level 12, END 6, Barter 70
Ranks -----: 1
Perk Effect: Can fast travel even while overencumbered
• ROBOTICS EXPERT
Requirement: Level 12, Science 50
Ranks -----: 1
Perk Effect: +25% v. robots, and can permanently disable those enemies by
sneaking (undetected) behind them and activating them.
• SILENT RUNNING
Requirement: Level 12, AGL 6, Sneak 50
Ranks -----: 1
Perk Effect: No sneak penalty while running
• SNIPER
Requirement: Level 12, PER 6, AGL 6
Ranks -----: 1
Perk Effect: Hit targets' heads easier in V.A.T.S.
• SPLASH DAMAGE
Requirement: Level 12, Explosives 70
Ranks -----: 1
Perk Effect: Explosives blast range +25%. An unintended side effect is the
blast radius being large enough to jostle items in adjacent
rooms. Very annoying if looking for small key items!
• UNSTOPPABLE FORCE
Requirement: Level 12, STR 7, Melee Weapons 90
Ranks -----: 1
Perk Effect: Do extra damage when an foe blocks one's melee/unarmed attack
• ADAMANTIUM SKELETON
Requirement: Level 14
Ranks -----: 1
Perk Effect: Limbs only receive 50% damage they normally would
• CENTER OF MASS
Requirement: Level 14, Guns 70
Ranks -----: 1
Perk Effect: Do +15% damage to target's torso in V.A.T.S.
• CHEMIST
Requirement: Level 14, Medicine 60
Ranks -----: 1
Perk Effect: Increases duration of chem effects
• JURY RIGGING
Requirement: Level 14, Repair 90
Ranks -----: 1
Perk Effect: Can repair items with roughly similar items (i.e. revolvers
with most one-handed Guns, laser pistols with one-handed
Energy Weapons, etc). Armor and helmets require other gear of
similar weight.
• PURIFIER
Requirement: Level 14
Ranks -----: 1
Perk Effect: +50% melee/unarmed damage vs. centaurs, nightstalkers, spore
plants/carriers, deathclaws, super mutants and feral ghouls
• ACTION BOY/ACTION GIRL
Requirement: Level 16, AGL 6
Ranks -----: 2
Perk Effect: +15 AP per rank
• BETTER CRITICALS
Requirement: Level 16, PER 6, LCK 6
Ranks -----: 1
Perk Effect: +50% critical hit damage
• CHEM RESISTANT
Requirement: Level 16, Medicine 60
Ranks -----: 1
Perk Effect: 50% less likely to develop chem addiction
• MELTDOWN
Requirement: Level 16, Energy Weapons 90
Ranks -----: 1
Perk Effect: Killing a target causes an explosion; if the explosion kills
a target, that target explodes, too, like a chain reaction.
Incidental kills resulting from explosions give no XP. Be
careful when using short-range energy weps (like flamers)!
• TAG!
Requirement: Level 16
Ranks -----: 1
Perk Effect: Select a fourth Tag skill (raising it by +15 points)
• COMPUTER WHIZ
Requirement: Level 18, INT 7, Science 70
Ranks -----: 1
Perk Effect: Gain another hack attempt on locked-out terminals
• CONCENTRATED FIRE
Requirement: Level 18, Guns 60, Energy Weapons 60
Ranks -----: 1
Perk Effect: Chance to hit body part in V.A.T.S. rises with each successive
hit on that body part.
• INFILTRATOR
Requirement: Level 18, PER 7, Lockpick 70
Ranks -----: 1
Perk Effect: Gain another lockpick attempt on broken locks
• PARALYZING PALM
Requirement: Level 18, Unarmed 70
Ranks -----: 1
Perk Effect: Unarmed attacks have chance to paralyze target for 30 seconds
• ATOMIC!
Requirement: Level 20, END 6 [Old World Blues]
Ranks -----: 1
Perk Effect: Ups run speed and AP regeneration with each level of radiation
sickness
• EXPLORER
Requirement: Level 20
Ranks -----: 1
Perk Effect: Reveals all undiscovered areas on world map, all downloadable
content nonwithstanding.
• EYE FOR AN EYE
Requirement: Level 20 [Honest Hearts DLC]
Ranks -----: 1
Perk Effect: +10% damage with each crippled limb
• GRIM REAPER'S SPRINT
Requirement: Level 20
Ranks -----: 1
Perk Effect: Getting a V.A.T.S. kill restores 20 AP upon exiting V.A.T.S.
• MILE IN THEIR SHOES
Requirement: Level 20, Survival 25 [Old World Blues DLC]
Ranks -----: 1
Perk Effect: After consuming Nightstalker Squeezin's, +1 PER, +5 Sneak and
+5 Poison Resistance for 4 minutes
• SOLAR POWERED
Requirement: Level 20, END 7
Ranks -----: 1
Perk Effect: +2 STR and HP regeneration (1 HP/s) while outdoors in daytime.
Increasing STR also ups one's carrying capacity (+20 max), so
one should be careful at night -- the sudden STR drop can lead
to encumbrance issues.
• THEM'S GOOD EATIN'
Requirement: Level 20, Survival 55 [Old World Blues DLC]
Ranks -----: 1
Perk Effect: Slain living creatures may have 'blood sausage' or 'thin red
paste' healing items when looted
• IRRADIATED BEAUTY
Requirement: Level 22, END 8 [Lonesome Road DLC]
Ranks -----: 1
Perk Effect: Sleeping removes all radiation (as well as its normal perks)
• LASER COMMANDER
Requirement: Level 22, Energy Weapons 90
Ranks -----: 1
Perk Effect: Laser weapons do +15% damage and gain +10% crit chance
• NUKA CHEMIST
Requirement: Level 22, Science 90
Ranks -----: 1
Perk Effect: Can create Nuka-Cola Victory/Quartz and Ice Cold Nuka-Cola at
workbenches
• SPRAY 'N PAY
Requirement: Level 22
Ranks -----: 1
Perk Effect: Companions take less damage from player's attacks
• VORACIOUS READER
Requirement: Level 22, INT 7 [Lonesome Road DLC]
Ranks -----: 1
Perk Effect: Damaged books become blank magazines, and a player can copy
existing magazines into the blank ones (at workbench)
• IMPLANT GRX
Requirement: Level 30, END 8 [Old World Blues DLC]
Ranks -----: 2
Perk Effect: Gives a non-addictive Turbo-like drug in the inventory's Aid
section, which refills gradually each day. Rank 2 of perk ups
daily use number and duration.
• BROAD DAYLIGHT
Requirement: Level 36 [Lonesome Road DLC]
Ranks -----: 1
Perk Effect: Pip-Boy's light does not affect sneaking
• CERTIFIED TECH
Requirement: Level 40 [Lonesome Road DLC]
Ranks -----: 1
Perk Effect: +25% damage v. robots; player-destroyed robots have more loot
• AIN'T LIKE THAT NOW
Requirement: Level 50, Evil Karma [Lonesome Road DLC]
Ranks -----: 1
Perk Effect: Resets karma, 25% AP regen speed, 20% attack speed, crit-immune
• JUST LUCKY I'M ALIVE
Requirement: Level 50, Neutral Karma [Lonesome Road DLC]
Ranks -----: 1
Perk Effect: +50% crit damage, crit-immune; ending battle with >20% HP
gives +4 Luck for 3 minutes after
• THOUGHT YOU DIED</pre><pre id="faqspan-19">
Requirement: Level 50, Good Karma [Lonesome Road DLC]
Ranks -----: 1
Perk Effect: Karma reset, crit-immune, +10% damage; increasing one's karma
gives "permanent" HP boost (100 karma = 10 HP)
________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [CMPP]
COMPANION PERKS |--------------------------------------------------------------
________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Wouldn't it be nice if allies had perks? Well, they do! While they're tagging
along, they give a player a special ability (most viewable in 'perks' menu
section). Some even have more than one, upgrading their own stats/abilities
instead of the player's.
__________ _____________________ __________________________________________
| COMP. | PERK | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Arcade | Better Healing | All healing sources 20% more effective |
|----------+---------------------+------------------------------------------|
| Boone | Spotter | While scoped, foes highlighted in red |
|----------+---------------------+------------------------------------------|
| Cass | Calm Heart | +50 HP |
| | Hand of Vengeance | Guns damage +15% |
| | Whiskey Rose | Drinking booze has no bad side effects |
| | | and increases DT temporarily |
|----------+---------------------+------------------------------------------|
| ED-E | Enhanced Sensors | Targets shown as if one has maximum PER |
|----------+---------------------+------------------------------------------|
| Lily | Stealth Girl | Stealth Boy duration doubles; sneak crit |
| | | damage +10% |
|----------+---------------------+------------------------------------------|
| Raul | Full Maintenance | Equipment decays 75% slower |
| | Old Vaquero | Revolver/lever-action gun fire rate +33% |
| | Regular Maintenance | Equipment decays 50% slower |
|----------+---------------------+------------------------------------------|
| Rex | Blood of the Legion | Increased DT |
| | Faithful Protector | Increased attack damage |
| | Search and Mark | Highlights ammo/items/chems while zoomed |
| | Unshakeable Tracker | Increased movement speed |
|----------+---------------------+------------------------------------------|
| Veronica | Bonds of Steel | Increases Veronica's DT |
| | Causeless Rebel | +33% Unarmed attack rate |
| | Elijah's Last Words | Melee: 150% speed, 25% knockdown chance |
| | Elijah's Ramblings | Melee: 150% crit damage |
| | Scribe Assistant | Can use workbench through her dialogue |
|__________|_____________________|__________________________________________|
The companions found in the DLC also have special perks! [None are available
outside the DLC, though, so their perks may not be as all-around useful.]
Both Dead Money and Honest Hearts have 3 possible companions; Lonesome Road
has 1 (ED-E). Old World Blues has none that give perks.
_______________ ______________________ ____________________________________
| DLC COMPANION | PERK | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Dean Domino | Unclean Living | Temp protection from Cloud damage |
| | | Reduces damage from Cloud sources |
|---------------+----------------------+------------------------------------|
| Dog/God | Ravenous Hunger | KO'd ghost people consumed by Dog |
| | In My Footsteps | Won't set off traps; Stealth upped |
|---------------+----------------------+------------------------------------|
| Christine | Signal Interference | Can escape collar alarms easier |
|---------------+----------------------+------------------------------------|
| Follows-Chalk | Well-Stacked Cairns | Finding certain Zion summits will |
| | | reveal nearby map areas & ups PER |
|---------------+----------------------+------------------------------------|
| Joshua Graham | Way of the Canaanite | .45 Pistols: crit chance+, spread- |
|---------------+----------------------+------------------------------------|
| Waking Cloud | Quiet as the Waters | Reduces White Legs' PER |
|---------------+----------------------+------------------------------------|
| ED-E | Camarader-E | 1: Repair current weapon 25% |
| | | 2: Can produce certain ammo daily |
| | | 3: DT +2 (*) |
| | | 4: Beam weap. dmg +5 (*) |
| | | 5: V.A.T.S. accuracy+ (*) |
|_______________|______________________|____________________________________|
* - applies to both player and ED-E
________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [CHLP]
CHALLENGE PERKS |--------------------------------------------------------------
________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Completion of challenges (viewable in Pip-Boy menu) occasionally results in
a perk. Many have to do with inflicting 'x' amount of damage or kill 'x'
amount of enemy types, so they can be learned in the normal course of one's
playthrough. A few of these are harder to get...
- Dine and Dash: requires the Cannibal perk
- Meat of Champions: eat Mr. House, Caesar, The King and Pres. Kimball
- Power Armor Training: complete "Still in the Dark" or "For Auld Lang Syne"
Power Armor Training isn't really done by an in-game challenge, but it fits
this category more than others.
Some perks are repeatable to a point -- the amount of times is listed in the
middle column. Apparently 'Machine Head' is glitched on console versions,
though, so its final rank is unobtainable (PC users have a fix, however).
______________________ ___ ________________________________________________
| PERK | R | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Abominable | 3 | Increases damage vs. abominations |
| Animal Control | 3 | Increases damage vs. animals |
| Beautiful Beatdown | 1 | Unarmed attack AP cost -10% |
| Bug Stomper | 3 | Increases damage vs. mutated insects |
| Camel of the Mojave | 1 | Water hydration/healing potency increased |
| Day Tripper | 1 | Addictive chems' duration +33% |
| Dine and Dash | 1 | Can harvest human remains from (human) corpses |
| Fast Times | 1 | Turbo duration +50% |
| Free Radical | 1 | RadAway effects increased |
| Friendly Help | 1 | Miss Fortune/Mysterious Stranger visit chance+ |
| Lord Death | 3 | Increases damage vs. everything |
| Machine Head | 3 | Increases damage vs. robotic foes |
| Meat of Champions | 1 | Eating corpses gives temp STRLCK/INT/CHR bonus |
| Melee Hacker | 2 | Melee attack speed increased |
| Mutant Massacrer | 3 | Increases damage vs. super mutants & nightkin |
| Power Armor Training | 1 | Can wear all power armor |
| Set Lasers For Fun | 2 | Energy weapon crit chance increased |
| Tough Guy | 1 | Limbs incur 20% less damage |
|______________________|___|________________________________________________|
___________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [GNRP]
GUN RUNNERS' ARSENAL PERKS |---------------------------------------------------
___________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
GRA only adds one perk: Mad Bomber (LV6, Explosives 45, Repair 45). This
unlocks several unique explosives recipes at the workbench, easily identified
by the (GRA) denotation in their names. Here's a list of the new additions,
their required Explosives skill and the needed components.
______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [NRMD]
UNARMED PERKS |----------------------------------------------------------------
______________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Certain NPCs can teach a player special unarmed maneuvers, executed by doing
a power attack in a certain direction.
_________________ _________________________________________________________
| PERK | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Khan Trick | Lateral power attack: blinds enemy with thrown dirt |
| Legion Assault | Running power attack: can knock down opponents |
| Ranger Takedown | Backwards power attack: trips enemy, knocking them down |
| Scribe Counter | Retalitory maneuver: attack right after blocking enemy |
|_________________|_________________________________________________________|
Khan Trick is automatically obtained after completing "Aba Daba Honeymoon,"
the Great Khans' drug-running mission. Legion Assault is taught only by
Lucius at Caesar's tent, by having positive (non-neutral) Legion rep and
passing his [Unarmed 50] check. Ranger Takedown is taught by Ranger Andy in
Novac by passing a simple [Speech 30] check. Scribe Counter is taught only
by Veronica, after putting a dress -- White Glove Attire, for one -- in her
inventory.
Khan Trick won't work if one's not fighting on dirt/sand (obviously), but
'sides that, the techniques require no special environment.
______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [MPLN]
IMPLANT PERKS |----------------------------------------------------------------
______________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Implants can be bought from Dr. Usunagi at the New Vegas Medical Clinic or
from the Big MT auto-doc at the Sink (Old World Blues required). The number
of implants one can have is equal to the character's END stat. Usunagi's all
cost 4000 caps, except Sub-Dermal Armor (8000) and Monocyte Breeder (12000).
With the above two exceptions, Usunagi's implants are pretty straightforward:
they increase the related S.P.E.C.I.A.L. stat by one. Each implant can only
be taken once, although the END implant doesn't count toward the maximum, so
it's basically a freebie. [Also, implants can't be removed.]
Old World Blues takes the same approach, except the implants are a lot more
interesting. To get them, though, one must first find the Sink auto-doc's
implant holotapes, scattered around the crater. The tradeoff is none of the
OWB implants count against the (END-related) implant maximum.
______________ _______ ____________________________________________________
| PERK | COST | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Implant C-13 | 8000 | Increases damage vs. cazadors |
| Implant M-5 | 10000 | Increases crouch-walk speed |
| Implant Y-3 | 12000 | Removes radiation when drinking irradiated water |
| Implant Y-7 | 20000 | Eating food restores extra HP and AP |
|______________|_______|____________________________________________________|
_________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [DDMN]
DEAD MONEY PERKS |-------------------------------------------------------------
_________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
First, a recap of the perks accessed through leveling up:
• In Shining Armor [LV2, Repair 20, Science 70]
• Junk Rounds [LV2, LCK 6, Repair 45]
• Light Touch [LV2, AGI 6, Repair 45]
• Old World Gourmet [LV2, END 6, Survival 45]
• And Stay Back [LV10, Guns 70]
• Heavyweight [LV12, STR 7]
• Hobbler [LV12, PER 7]
Here's the others gotten through DLC-specific actions.
______________________ ____________________________________________________
| PERK | EFFECT |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Coin Operator | Obtained through dialogue with Christine |
| Ghost Hunter | Obtained through dialogue with Dog |
| Sierra Madre Martini | Obtained through dialogue with Dean Domino |
|______________________|____________________________________________________|
The martini perk opens up a unique craft recipe (2 Junk Food, Jar of Cloud
Residue, Tin Can) that's special in that it has no skill requirement to
make. I guess dumping everything into a glass and shaking it is something
anyone can do?
____________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [HNST]
HONEST HEARTS PERKS |----------------------------------------------------------
____________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Honest Hearts adds no lingering player perks, but does add several attainable
via level-up:
• Grunt [LV8, Guns 45, Explosives 20]
• Home on the Range [LV8, Survival 70]
• Sneering Imperialist [LV8]
• Tribal Wisdom [LV8, Survival 70]
• Fight the Power! [LV10]
• Eye For An Eye [LV20]
______________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [OWBP]
OLD WORLD BLUES PERKS |--------------------------------------------------------
______________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Level-up perks added by this add-on:
• Atomic! [LV20, END 6]
• Implant GRX [LV30, END 8]
• Mile in Their Shoes [LV30, Survival 25]
• Them's Good Eatin' [LV30, Survival 55]
For the rest...
__________________ ___ ____________________________________________________
| PERK | R | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Big Brained | 1 | Head cannot be crippled; +10% addiction resistance |
| | | and +10% DT |
| Brainless | 1 | Head cannot be crippled; +15% addiction resistance |
| | | and +05% DT |
| Cardiac Arrest | 1 | +50% poison resistance; Robots have -25% crit |
| | | chance; +50% healing item bonus |
| DNAgent | 1 | +10% damage vs. nightstalkers |
| DNAvenger | 3 | +10% damage vs. cazadors (per rank; cumulative) |
| Heartless | 1 | Cannot be poisoned; +25% healing item bonus; all |
| | | robots have -50% crit chance |
| Reinforced Spine | 1 | +2 STR and DT |
| Spineless | 1 | +1 STR and DT; Torso cannot be crippled |
|__________________|___|____________________________________________________|
Brainless, Spineless and Heartless are all automatically obtained during the
DLC's first mission (organs replaced with machines). Having one's natural
organs returned during the course of the DLC will add the other perks (Big
Brained, Reinforced Spine, Cardiac Arrest respectively), overwriting their
counterparts. DNAgent is obtained by doing the "X-8 Data Retrieval Test"
sidequest in full, while DNAvenger is done by killing Big MT cazadors (only).
• Alertness [LV12, PER 6-9]
• Walker Instinct [LV18, Survival 50]
• Irradiated Beauty [LV22, END 8]
• Voracious Reader [LV22, INT 7]
• Lessons Learned [LV26, INT 6]
• Tunnel Runner [LV26, AGI 8]
• Roughin' It [LV28, Survival 100]
• Burden to Bear [LV30, STR 6, END 6]
• Broad Daylight [LV36]
• Certified Tech [LV40]
• Ain't Like That Now [LV50, Bad karma]
• Just Lucky I'm Alive [LV50, Neutral-ish karma]
• Thought You Died [LV50, Good karma]
_____________________ _____________________________________________________
| PERK | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Dead Man's Burden | Boomers/Powder Gangers fame, Legion/NCR infamy* |
| Divide Survivor | Brotherhood of Steel and Followers fame* |
| Lonesome Road | When companionless: +10% damage, +10% VATS accuracy |
| Marked | +10% damage vs., and DT against, Marked Men |
| Scourge of the East | NCR fame, Legion infamy* |
| The Bear-Slayer | Legion fame, NCR infamy* |
|_____________________|_____________________________________________________|
* - Also allows one to allocate extra S.P.E.C.I.A.L. point
Most of the perks result from the DLC's ending, where one can either stop the
launch (Divide Survivor), nuke the NCR (The Bear-Slayer), Legion (Scourge of
the East) or both (Dead Man's Burden). Each gives appropriate fame/infamy and
allows one S.P.E.C.I.A.L. point to be allocated. Note that stopping the launch
means one can't get the special equipment at Dry Wells or the Long 15 -- but
on the bright side, no infamy is gained.
As for the remaining perks, 'Marked' is gotten by killing any three special
Marked Men -- impossible to miss unless one's using stealth. 'Lonesome Road'
requires one to not reactivate ED-E at Ulysses' Temple, and is the antithesis
of 'Divide Survivor,' which requires ED-E's presence.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
PLANT OVERVIEW [PLNT]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here's a small section relating to Mojave plantlife. Only items that can be
found in a natural (renewable) state are listed, though. Most ingredients are
purchasable from merchants or similar food vendors, but collecting them in
the wild eliminates variables: these resources can regrow and always in the
same spot!
Descrptn: What it looks like (in the wild)
Function: What it does if consumed
CraftUse: List of items it is a component in making
° - Dead Money required
¹ - Honest Hearts required
² - Old World Blues required
³ - Lonesome Road required
Be sure to check out the co-op in Westside, too. They specialize in fresh
foods (carrots, apples, potatos), plus carry some ingredients and general
munchies. If one's already taken items from the wild and planters, it makes
a good option. [Remember: Westside has planters both inside and outside its
walls. Some may be "owned," however.]
With Old World Blues, one can feed spare plant material to the Biological
Research Station to create (1:1) Salient Green, a gooey substance. This can
be used at campfires to remake "cloned" plants, a million times handier than
carrying around several plants at once. It can only be made in The Sink,
though. See the Field Research quest for more details.
BANANA YUCCA FRUIT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrptn: Large plant with pale white banana cluster atop it
Function: HP +3 (7s)
CraftUse: Gecko Kebab, Slasher
With a stalk taller than the player, this tasty fruit is easy to find in the
hinterlands. Despite its size, it only yields one fruit per plant, however.
Unlike most plants, Banana Yucca factors into a sidequest, Honest Hearts'
"Bighorners of the Eastern Virgin," in which one can use the sweet treat to
lure a calf back to its mother.
BARREL CACTUS FRUIT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrptn: A rotund green cactus with bright blossoms, low to the ground
Function: HP +3 (5s), END -3
CraftUse: Blood Shield¹, Desert Salad, Homebrewed Nuka-Cola
This chubby cactus stands out against the earthen landscapes, so it isn't a
hard thing to spot in the arid areas where it grows. It's used in several
items, Desert Salad being the most useful (although harder to make). It grows
particularly well in arid regions, but can also be found in rockier areas,
like the NE Bitter Springs/Camp Guardian area.
BROC FLOWER
¯¯¯¯¯¯¯¯¯¯¯
Descrptn: Tall green stalk with orange flowers
Function: HP +3 (4s)
CraftUse: Bitter Drink, Datura Antivenom¹, Healing Poultice¹, Healing Powder,
Stimpak, Turbo
Although they're mentioned in "By a Campfire on a Trail," after wandering the
Mojave, it seems they're not as common as some other fauna. Where they do
grow, though, they can grow in clusters, such as the hill SE of Camp
Guardian's parking lot and near that same mountain's peak. Brocs are part of
several medicinal concoctions, notably generic Stimpaks and Turbo, although
with Honest Hearts' addition, Antivenom can be manufactured, too.
BUFFALO GOURD SEED
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrptn: Spidery, low-to-ground plant with yellow flowers
Function: HP +3 (2s)
CraftUse: Snakebite Tourniquet³
Buffalo gourds are strangely native to highways, growing out of the cracked
pavement -- they're found very few places elsewhere. Many encountered will
be dead, but live ones are easily identifiable by the vibrant leaves and its
flowers. Goodsprings' main road, and the one leading to Boulder City from
the 188 Trading Post, have a few plants growin'. The north Vegas fields and
Mojave Outpost have some as well. All this fuss over an item that just
cures poison...dunno what's wrong with people... =)
Cave Fungus is a rare item in the Mojave, found only in a select few places
in finite quantity (Jack's chem set at Red Rock Drub Lab has some, for one).
It's not really until Honest Hearts that they're easily found, which is fine
since most items made with the fungus are included by that add-on.
COYOTE TOBACCO CHEW
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrptn: Waist-high plant with four offshoots and white bell-shaped flowers
Function: AGL +1, PER +1
CraftUse: Black Coffee
Tobacco is the only "fruit" that gives AGL and PER bonuses, and in Hardcore
mode, even helps stave off sleep. It's uncommon in the wilderness, but does
grow steadily in several areas, like Camp Guardian's mountain, or in planters,
like those at Westside and Wolfhorn Ranch. Black Coffee is a well-liked
creation, as its INT boost grows with Survival proficiency.
HONEY MESQUITE POD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrptn: White-barked tree with droopy, white- and green-leaves
Function: HP +3 (4s)
CraftUse: Black Coffee¹, Grilled Mantis, Party Time Mentats
Like its name suggests, this is semi-sweet produce. The tree it comes from
is very pale, making it easy to spot with a cursory scan of the horizon. It's
common in the western wilds, and is also one of the few available in the NW's
mountains.
JALAPEÑO PEPPER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrptn: Small, off-green plant with bright green peppers on it
Function: HP +3 (5s)
CraftUse: Fiery Purgative³, Gecko Kebab, Cook-Cook's Fiend Stew
Peppers (collected 2 per plant) aren't too common, usually found in rocky
arid areas, like the NE Bitter Springs/Lake Mead and west Vegas regions. Like
many ingredients, its natural color clashes with the terrain's brown/red, so
spying it is simpler. It's used in a few recipes, most notably Cook-Cook's
personal stew, which has a minute-long HP regen effect.
MAIZE
¯¯¯¯¯¯¯¯¯¯
Descrptn: Corn stalk; harvestable units have yellow cobs revealed
Function: HP +3 (9s)
CraftUse: Homemade Flamer Fuel, Mole Rat Stew, Moonshine
Maize doesn't really grow in the wild, so one has to search for settlements
to harvest from: NCR Sharecropper Farms (near Camp McCarran) and Nellis AFB
(NW biodiesel refinery) both have boatloads. It also grows in Westside and
in an average-locked moonshiner's house in the north Vegas farmland. Note
that a lot of the maize gained this way will be considered stealing, though!
This corn's an ingredient in several items, the best of which is Moonshine
(requires Cass' recipe) but the funniest being a low-grade flamer fuel, which
heavily degrades flamers.
MUTANT CAVE FUNGUS [OLD WORLD BLUES]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrptn: Glowing green mushroom
Function: HP +5 (5s), Rads +1
CraftUse: Battle Brew², Black Blood Sausage², Nightstalker Squeezin's², Thick
Red Paste²
This special type of fungus grows in the Big MT's caves, like Ulysses' Point
and Mysterious Cave. Most of the awesome recipes included in the add-on use
the fungi as an ingredient, though. Luckily, it has a fluorscent glow and
tends to spawn near others, making collection easier.
NEVADA AGAVE FRUIT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrptn: Small plant with many low-to-ground, dull blue-gray offshoots
Function: HP +3 (8s)
CraftUse: Large Wasteland Tequila¹, Healing Poultice¹, Homebrewed Nuka-Cola,
Homebrewed Sunset Sarsaparilla, Wasteland Tequila¹
A small plant that sticks out on light brown hills and coulees, and gives 2
fruits per plant. It's often used in creating beverages, including the three
added by the Honest Hearts DLC. These grow both in the western foothills and
north/west Vegas expanses.
PINTO BEAN POD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrptn: Small plant with green, dimpled, diamond-shaped leaves
Function: HP +3 (3s)
CraftUse: Mole Rat Stew
Most items can be found just by running out into the wilds; with time, one
eventually stumbles upon 'em. However, Pinto Beans require lots of water to
grow -- while they're very common along the Colorado River's cliff-sheltered
banks, and the NCR's greenhouse at the sharecropper farms, they're basically
"extinct" elsewhere. [They collect 2 per plant.] It's only a component in
Mole Rat Stew, however, so perhaps the scarcity ain't that important, eh?
PRICKLY PEAR FRUIT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrptn: Knee-high cactus with oblong, pink(ish)-colored flowers
Function: HP +3 (10s)
CraftUse: Bloatfly Slider, Cactus Water
Prickly Pears are a type of cactus common in arid wilderness areas, and can
occasionally be found alongside Barrel Cacti. [Harvesting a plant gives two
fruits, also.] Like most cacti these only grow in dry regions. Occasionally,
these can be found in large clusters, like the off-road group SW of Fields'
Shack (NE of Vegas), or the one near the Cap Counterfeiting Shack (NE of Camp
Golf).
SACRED DATURA ROOT [HONEST HEARTS]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrptn: Small green flower cluster with white petals
Function: PER -2, Sacred Datura Poison
CraftUse: Dark Datura¹, Datura Hide¹, Daturana¹, Datura Antivenom¹
Datura plants are indigenous only to Honest Hearts' Zion Valley, and have a
harmful effect when ingested -- unsurprisingly, they're popular in creating
poison-related items. [Its effects cannot be cured with regular Antivenom,
however.] The item can often be found growing along the park's bridges,
although it can be easier to purchase from vendors while the DLC is ongoing.
SALIENT GREEN [OLD WORLD BLUES]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrptn: n/a
Function: HP +5 (7s)
CraftUse: any 'Cloned' fruit
This is an ingredient included in OWB, made by mulching spare plant matter
via the Sink's Biological Research Station. Any item that grows within that
area's interior habitat (Banana Yucca, Barrel Cactus, Broc Flower, Honey
Mesquite, Jalapeno Pepper, Maize, Nevada Agave, Pinto Beans, Prickly Pear,
White Horsenettle, Xander Root) can be turned into Salient Green at a 1:1
ratio. The main purpose of this item is, at a campfire or hot plate, one can
recreate a 'cloned' version (also at 1:1 ratio). This is ridiculously handy
for recipe aficianados, thus.
Although technically not a traditional "respawning" resouce, the carnivorous
spore plant enemies do show up in Honest Hearts' Zion Valley (such as the
NW corner) -- this item is found on their person. They have a huge healing
effect, tempered with Survival, plus give additional poison resistance.
WHITE HORSENETTLE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrptn: Long green stalk with purple flowers and slightly droopy leaves
Function: HP +3 (5s), AGL -3, END -3
CraftUse: Bleak Venom, Fiery Purgative³, Mother Darkness, Silver Sting, Tanned
Gecko Hide, Tanned Gecko Hide, Tanned Golden Gecko Hide, Tanned
Green Gecko Hide¹
Horsenettle is slightly less uncommon than things like Xander Roots or cacti,
but can be found in the northeastern hills just the same. The area around
Camp Golf (and Lake Mead in general) are chock full of 'em. It's one of the
few natural plants that gives penalties, perhaps the reason it has so many
uses in poisons and tanning.
XANDER ROOT
¯¯¯¯¯¯¯¯¯¯¯
Descrptn: Half-buried turnip-type veggie, pale-colored with green taproot
Function: +3 HP (4s)
CraftUse: Bitter Drink, Black Blood Sausage², Datura Antivenom¹, Healing
Poultice¹, Healing Powder, Homebrewed Sunset Sarsaparilla, Stimpak
This item is often found around other, shrivelled (unusuable) versions, not
unlike Barrel Cacti. It's also common to see around outdoor settlements,
roads, train tracks, etc. Befitting its commonplace status (it's mentioned
in the optional "By a Campfire on the Trail," after all), it's usable in many
recipes, including several DLC-specific ones. Xander Roots grow in most areas,
including the forested NW mountains.
RECIPES ------ Recipe name
SV ----------- Required Survival stat to craft
#/COMPONENTS - Components and required number of them
M ------------ How much one batch makes
FUNCTION ----- What crafted item does
° - Dead Money required
¹ - Honest Hearts required
² - Old World Blues required
³ - Lonesome Road required
DLC-added recipes are often readily identifiable since they use components
not found normally in a "vanilla" game -- Jars of Cloud Residue and Sacred
Datura Roots come to mind.
All values collected at Survival 50, although this only matters (typically)
for food/beverage values -- chems and poisons usually have fixed effects.
Here's the list of craftable chems. All use Survival as a required stat,
except asterisked (*) items which use Science instead. The Sierra Madre
Martini is the only chem with no stat requirement (it's still addictive,
however).
Speaking of which, some recipes require a little extra work. The martini
above can only be obtained in Dean Domino's dialogue; Cass' Moonshine has the
same restriction. Turbo can only be manufactured if its recipe is claimed as
a reward in the first stage of "Aba Daba Honeymoon."
______________________ ____ ____________________________ ___ _______________
| CHEM RECIPES | SV | #/COMPONENTS | M | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Atomic Cocktail* | 25 | 1 Mentats | 1 | En. Res. +50 |
| | | 1 Nuka-Cola Victory | | Fire Res. +50 |
| | | 1 Vodka | | Rads +8 |
|----------------------+----+----------------------------+---+---------------|
²| Battle Brew | 45 | 1 Mutant Cave Fungus | 1 | INT -1/STR +1 |
| | | 1 Salient Green | | Dam. Res. +35 |
| | | 1 Vodka | | HP +50 |
|----------------------+----+----------------------------+---+---------------|
¹| Blood Shield | 35 | 1 Barrel Cactus Fruit | 1 | Psn. Res. +85 |
| | | 1 Cave Fungus | | HP +6 (6s) |
| | | 1 Spore Plant Pods | | |
|----------------------+----+----------------------------+---+---------------|
| Cass' Moonshine | 75 | 1 Maize, 1 Yeast | 1 | +2 CHA (4min) |
| | | 1 Mutfruit | | +2 STR (4min) |
| | | 1 Fission Battery | | -2 INT (4min) |
|----------------------+----+----------------------------+---+---------------|
°| Ghost Sight | 25 | 1 Jar of Cloud Residue | 1 | Ghost Sight |
|----------------------+----+----------------------------+---+---------------|
¹| Healing Poultice | 20 | 1 Broc Flower | 1 | Restore limbs |
| | | 1 Cave Fungus | | AGL -1 |
| | | 1 Nevada Agave Fruit | | HP +8 (18s) |
| | | 1 Xander Root | | |
|----------------------+----+----------------------------+---+---------------|
| Healing Powder | -- | 1 Broc Flower | 1 | PER -1 |
| | | 1 Xander Root | | HP +1 (18s) |
|----------------------+----+----------------------------+---+---------------|
| Hydra | 75 | 1 Cave Fungus | 1 | Restore limbs |
| | | 1 Nightstalker Blood | | |
| | | 1 Radscorpion Poison Gland | | |
|----------------------+----+----------------------------+---+---------------|
²| Nightstalker | 50 | 1 Flour | 1 | HP +2 (5s) |
| Squeezin's | | 1 Mutant Cave Fungus | | Rads +2 |
| | | 1 Nighstalker Blood | | |
|----------------------+----+----------------------------+---+---------------|
| Party Time Mentats* | 50 | 1 Honey Mesquite Pod | 1 | CHR +5 |
| | | 1 Mentats | | PER & INT +2 |
| | | 1 Whiskey | | |
|----------------------+----+----------------------------+---+---------------|
°| Sierra Madre Martini | -- | 1 Jar of Cloud Residue | 1 | HP +75 |
| | | 1 Junk Food, 1 Tin Can | | END +4/STR +2 |
|----------------------+----+----------------------------+---+---------------|
| Slasher* | 50 | 1 Banana Yucca Fruit | 1 | Damage +25% |
| | | 1 Psycho | | Dam. Res. +25 |
| | | 1 Stimpak | | |
|----------------------+----+----------------------------+---+---------------|
| Turbo* | 50 | 1 Broc Flower, 1 Jet | 1 | Turbo +1 |
| | | 1 Cazador Poison Gland | | (slows world |
| | | 1 Turpentine | | around char.) |
|______________________|____|____________________________|___|_______________|
Food recipes all require Survival as a prerequisite stat, most improving their
healing as that stat increases. [Values collected at 50 Survival.] Three of
the Nuka-Cola recipes (Ice Cold, Quartz, Victory) are only available after
taking the "Nuka Chemist" perk.
As for Cloned fruit, this allows one to create that plant using the OWB-only
Salient Green item. Applicable plants: Banana Yucca, Barrel Cactus Fruit,
Broc Flower, Honey Mesquite Pod, Jalapeno Pepper, Maize, Nevada Agave Fruit,
Pinto Bean Pod, Prickly Pear Fruit, White Horsenettle, Xander Root.
Finally, a few recipes require some legwork. Rose's Wasteland Omelet is part
of the "You Gotta Break Out a Few Eggs" unmarked quest in Sloan, as a reward
for finding a Deathclaw Egg. Cook-Cook's stew recipe is in his South Vegas
Ruins encampment, on a shelf containing some of the ingredients for the dish.
Brahmin Wellington is found in the Ultra-Luxe casino's lower kitchen, where
Phillipe normally waits during "Beyond the Beef".
Things in the miscellaneous section are added by the Honest Hearts add-on,
allowing one to use the new Green Gecko enemy to strengthen existing Metal
and Leather Armor. The Weapon Binding Ritual requires only generic items to
create, and is the only one that can be created without visiting the Zion
Valley.
______________________ ____ ____________________________ ___________________
| MISC RECIPES | SV | #/COMPONENTS | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¹| Gecko-Backed | 80 | 1 Leather Armor | DT 10 / WG 15 |
| Leather Armor | | 1 Tanned Fire Gecko Hide | Rad Res, Psn Res, |
| | | 1 Tanned Golden Gecko Hide | Fire Res. +15 |
| | | 1 Tanned Green Gecko Hide | |
|----------------------+----+----------------------------+-------------------|
¹| Gecko-Backed Leather | 90 | 1 Leather Armor Reinforced | DT 15 / WG 18 |
| Armor, Reinforced | | 1 Tanned Fire Gecko Hide | Rad Res, Psn Res, |
| | | 1 Tanned Golden Gecko Hide | Fire Res. +15 |
| | | 1 Tanned Green Gecko Hide | |
|----------------------+----+----------------------------+-------------------|
¹| Gecko-Backed | 80 | 1 Metal Armor | DT 17 / WG 33 |
| Metal Armor | | 1 Tanned Fire Gecko Hide | AGL -1; Rad, Psn, |
| | | 1 Tanned Golden Gecko Hide | Fire Resist. +15 |
| | | 1 Tanned Green Gecko Hide | |
|----------------------+----+----------------------------+-------------------|
¹| Gecko-Backed Metal | 90 | 1 Metal Armor, Reinforced | DT 20 / WG 35 |
| Armor, Reinforced | | 1 Tanned Fire Gecko Hide | AGL -1; Rad, Psn, |
| | | 1 Tanned Golden Gecko Hide | Fire Resist. +15 |
| | | 1 Tanned Green Gecko Hide | |
|----------------------+----+----------------------------+-------------------|
¹| T. Fire Gecko Hide | 50 | 1 Fire Gecko Hide | Used to reinforce |
| | | 2 Turpentine | metal and leather |
| | | 1 White Horsenettle | armors |
|----------------------+----+----------------------------+-------------------|
¹| Tanned Gecko Hide | 25 | 1 Gecko Hide | Used to reinforce |
| | | 1 Turpentine | metal and leather |
| | | 1 White Horsenettle | armors |
|----------------------+----+----------------------------+-------------------|
¹| T. Golden Gecko Hide | 65 | 1 Golden Gecko Hide | Used to reinforce |
| | | 2 Turpentine | metal and leather |
| | | 1 White Horsenettle | armors |
|----------------------+----+----------------------------+-------------------|
¹| T. Green Gecko Hide | 70 | 1 Green Gecko Hide | Used to reinforce |
| | | 3 Turpentine | metal and leather |
| | | 2 White Horsenettle | armors |
|----------------------+----+----------------------------+-------------------|
¹| Weapon Binding Ritual| 25 | 1 Healing Powder | Heal PER/Limb DMG |
| | | 1 Knife | Restores limbs |
| | | 1 Leather Belt | M./Unarmd DMG +10 |
| | | 1 Wonderglue | HP -2 (2s) |
|______________________|____|____________________________|___________________|
* - Weapon Binding Ritual requires Melee Weapons 25, not Survival 25
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
RECIPES - RELOADING BENCH [RCPR]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
RECIPES ------ Recipe name
SV ----------- Required Survival stat to craft
#/COMPONENTS - Components and required number of them
M ------------ How much one batch makes
FUNCTION ----- What crafted item does
° - Dead Money required
¹ - Honest Hearts required
² - Old World Blues required
³ - Lonesome Road required
Ammunition can be broken down into core components, allowing those to be used
in creating better (perhaps rarer) ammo. Traditional ammunition is made up of
the following:
- 1 case or hull, special to that ammo
- 1 primer (small/large rifle/pistol, shotshell)
- a varying amount of lead
- a varying amount of generic powder (pistol or rifle)
Note that only generic ammo can be broken down. Specialty ammunition, like
the .50 MG Incendiary Rounds, have no breakdown recipes. Of the recipes
available, only two (.45 AP and Rockets) require add-ons -- Honest Hearts
and Lonesome Road, respectively.
_____________________ _____ _______________________________________________
| BREAKDOWN RECIPES | S## | BREAKS DOWN INTO |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| .22 LR | R10 | 3 Powder, Pistol 2 Lead |
|---------------------+-----+-----------------------------------------------|
| .308 | R25 | 1 Case, .308 15 Lead |
| | | 1 Primer, Large Rifle 4 Powder, Rifle |
|---------------------+-----+-----------------------------------------------|
| .357 Magnum | R25 | 1 Case, .357 Magnum 14 Lead |
| | | 1 Primer, Small Pistol 6 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| .44 Magnum | R50 | 1 Case, .44 Magnum 27 Lead |
| | | 1 Primer, Large Pistol 8 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
¹| .45 Auto | R25 | 1 Case, .45 Auto 16 Lead |
| | | 1 Primer, Large Pistol 8 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| .45-70 Gov't | R65 | 1 Case, 45-70 Gov't 27 Lead |
| | | 1 Primer, Large Rifle 3 Powder, Rifle |
|---------------------+-----+-----------------------------------------------|
| .50 MG | R75 | 1 Case, .50 MG 64 Lead |
| | | 1 Powder, Rifle 20 Powder, Rifle |
|---------------------+-----+-----------------------------------------------|
| 10mm | R25 | 1 Case, 10mm 15 Lead |
| | | 1 Primer, Large Pistol 7 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 12 Gauge | R10 | 1 Hull, 12 Gauge 37 Lead |
| | | 1 Primer, Shotshell 26 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 12.7mm | R60 | 1 Case, 12.7mm 28 Lead |
| | | 1 Primer, Large Pistol 10 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 20 Gauge | R10 | 1 Hull, 20 Gauge 26 Lead |
| | | 1 Primer, Shotshell 18 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 5.56mm | R25 | 1 Case, 5.56mm 10 Lead |
| | | 1 Primer, Small Rifle 3 Powder, Rifle |
|---------------------+-----+-----------------------------------------------|
| 5mm | R25 | 1 Case, 5mm 11 Lead |
| | | 1 Primer, Small Rifle 4 Powder, Rifle |
|---------------------+-----+-----------------------------------------------|
| 9mm | R25 | 1 Case, 9mm 11 Lead |
| | | 1 Primer, Small Pistol 5 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
³| Rocket | R50 | 1 Cherry Bomb, 1 Conductor; 1 Primer, .50 MG |
|---------------------+-----+-----------------------------------------------|
| Scrap Metal | R10 | 200 Lead |
|_____________________|_____|_______________________________________________|
Ammo creation recipes are almost identical to the breakdown recipes, only
they require slightly more Lead and Powder. [.45 Auto ammo is the exception;
it has the exact same breakdown/rebuild requirements.]
Several new recipes are also available with the DLC. Taking the Hand Loader
perk while Gun Runners' Arsenal (GRA) is installed opens up several, letting
one craft better ammo with slightly higher lead/powder requirements. Dead
Money's "Junk Rounds" perk opens the ability to craft "junk" rounds using
cans and scrap metal; these are identical to generic ammo, allowing one to
manufacture ammo when resources are scarce.
Note that .22 LR ammo has no creation recipe, and that "12 Gauge Buckshot"
is the default 12 Gauge ammo, despite what it's called.
_____________________ _____ _______________________________________________
| AMMUNITION RECIPES | S## | BREAKS DOWN INTO |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| .308 Round | R25 | 1 Case, .308 17 Lead |
| | | 1 Primer, Large Rifle 5 Powder, Rifle |
|---------------------+-----+-----------------------------------------------|
| .308 Round (Junk) | R45 | 1 Case, .308 5 Tin Cans |
| | | 1 Scrap Metal |
|---------------------+-----+-----------------------------------------------|
| .357 Magnum | R25 | 1 Case, .357 Magnum 16 Lead |
| | | 1 Primer, Small Pistol 8 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| .357 Magnum (Junk) | R45 | 1 Case, .308 5 Tin Cans |
| | | 1 Scrap Metal |
|---------------------+-----+-----------------------------------------------|
| .44 Magnum | R50 | 1 Case, .44 Magnum 30 Lead |
| | | 1 Primer, Large Pistol 10 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| .44 Magnum (Junk) | R45 | 1 Case, .308 5 Tin Cans |
| | | 1 Scrap Metal |
|---------------------+-----+-----------------------------------------------|
¹| .45 Auto | R25 | 1 Case, .45 Auto 16 Lead |
| | | 1 Primer, Large Pistol 8 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| .45-70 Gov't | R65 | 1 Case, 45-70 Gov't 30 Lead |
| | | 1 Primer, Large Rifle 4 Powder, Rifle |
|---------------------+-----+-----------------------------------------------|
| .45-70 Gov't (Junk) | R45 | 1 Case, .308 5 Tin Cans |
| | | 1 Scrap Metal |
|---------------------+-----+-----------------------------------------------|
| .50 MG | R75 | 1 Case, .50 MG 70 Lead |
| | | 1 Powder, Rifle 22 Powder, Rifle |
|---------------------+-----+-----------------------------------------------|
| .50 MG (Junk) | R45 | 1 Case, .308 5 Tin Cans |
| | | 1 Scrap Metal |
|---------------------+-----+-----------------------------------------------|
| 10mm Round | R25 | 1 Case, 10mm 17 Lead |
| | | 1 Primer, Large Pistol 9 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 10mm Round (Junk) | R45 | 1 Case, .308 5 Tin Cans |
| | | 1 Scrap Metal |
|---------------------+-----+-----------------------------------------------|
| 12 Gauge, Buckshot | R10 | 1 Hull, 12 Gauge 40 Lead |
| | | 1 Primer, Shotshell 30 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 12 Gauge, | R45 | 1 Case, .308 5 Tin Cans |
| Buckshot (Junk) | | 1 Scrap Metal |
|---------------------+-----+-----------------------------------------------|
| 12 Gauge, Buckshot | R25 | 1 Hull, 12 Gauge 40 Lead |
| Magnum | | 1 Primer, Shotshell 40 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 12 Gauge, 4/0 Buck | R50 | 1 Hull, 12 Gauge 45 Lead |
| (Hand Load)* | | 1 Primer, Shotshell 43 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 12 Gauge, Coin Shot | R25 | 1 Hull, 12 Gauge 8 Legion Denarius |
| | | 1 Primer, Shotshell 30 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 12 Gauge, Slug | R25 | 1 Hull, 12 Gauge 45 Lead |
| | | 1 Primer, Shotshell 30 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 12.7mm | R60 | 1 Case, 12.7mm 31 Lead |
| | | 1 Primer, Large Pistol 12 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 12.7mm (Hand Load)* | R75 | 1 Case, 12.7mm 34 Lead |
| | | 1 Primer, Large Pistol 15 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 20 Gauge | R10 | 1 Hull, 20 Gauge 30 Lead |
| | | 1 Primer, Shotshell 20 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 20 Gauge, Buckshot | R25 | 1 Hull, 20 Gauge 30 Lead |
| | | 1 Primer, Shotshell 28 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 20 Gauge, | R45 | 1 Case, .308 5 Tin Cans |
| Buckshot (Junk) | | 1 Scrap Metal |
|---------------------+-----+-----------------------------------------------|
| 20 Gauge, 3/0 Buck | R50 | 1 Hull, 20 Gauge 32 Lead |
| (Hand Load)* | | 1 Primer, Shotshell 30 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 20 Gauge, Slug | R25 | 1 Hull, 20 Gauge 33 Lead |
| | | 1 Primer, Shotshell 20 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 5.56mm | R25 | 1 Case, 5.56mm 12 Lead |
| | | 1 Primer, Small Rifle 4 Powder, Rifle |
|---------------------+-----+-----------------------------------------------|
| 5.56mm (Junk) | R45 | 1 Case, .308 5 Tin Cans |
| | | 1 Scrap Metal |
|---------------------+-----+-----------------------------------------------|
| 5.56mm, Match | R50 | 1 Case, 5.56mm 14 Lead |
| (Hand Load)* | | 1 Primer, Small Rifle 5 Powder, Rifle |
|---------------------+-----+-----------------------------------------------|
| 5mm Round | R25 | 1 Case, 5mm 13 Lead |
| | | 1 Primer, Small Rifle 5 Powder, Rifle |
|---------------------+-----+-----------------------------------------------|
| 5mm Round (Junk) | R45 | 1 Case, .308 5 Tin Cans |
| | | 1 Scrap Metal |
|---------------------+-----+-----------------------------------------------|
| 5mm Round, JSP | R50 | 1 Case, 5mm 15 Lead |
| (Hand Load)* | | 1 Primer, Small Rifle 6 Powder, Rifle |
|---------------------+-----+-----------------------------------------------|
| 9mm Round | R25 | 1 Case, 9mm 13 Lead |
| | | 1 Primer, Small Pistol 6 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
| 9mm Round (Junk) | R45 | 1 Case, .308 5 Tin Cans |
| | | 1 Scrap Metal |
|---------------------+-----+-----------------------------------------------|
| 9mm Round, JHP | R50 | 1 Case, 9mm 15 Lead |
| (Hand Load)* | | 1 Primer, Small Pistol 7 Powder, Pistol |
|---------------------+-----+-----------------------------------------------|
³| High-Explosive | s65 | 2 Cherry Bomb, 1 Conductor; 2 Primer, .50 MG |
| Rocket Ammo | | |
|---------------------+-----+-----------------------------------------------|
³| Incendiary Rocket | s65 | 2 Flamer Fuel, 1 Conductor; 2 Primer, .50 MG |
|---------------------+-----+-----------------------------------------------|
| Nails (5) | G50 | 1 Scrap Metal |
|---------------------+-----+-----------------------------------------------|
³| Rocket | R50 | 1 Cherry Bomb, 1 Conductor; 1 Primer, .50 MG |
|---------------------+-----+-----------------------------------------------|
| Scrap Metal | R10 | 200 Lead |
|_____________________|_____|_______________________________________________|
* - Requires Gun Runners' Arsenal add-on AND the Hand Loader perk
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
RECIPES - WORKBENCH [RCPW]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Workbenches are large blue-colored benches often found in garages, by stores,
and other areas that manufacture items. The Courier can use them to create
various items: medicines, weapons, bombs! All it takes is a bench, components
and the appropriate skill level.
Veronica's "Scribe Assistant" perk doubles as a workbench, and can be accessed
through her dialogue. Same goes for ED-E, but this addition requires having
Lonesome Road installed.
RECIPES ------ Recipe name
SV ----------- Required Survival stat to craft
#/COMPONENTS - Components and required number of them
M ------------ How much one batch makes
FUNCTION ----- What crafted item does
° - Dead Money required
¹ - Honest Hearts required
² - Old World Blues required
³ - Lonesome Road required
Aid items usually cure certain afflictions, and there's a mishmash of prereq
skills: Repair, Medicine, Survival and Science. The last two are denoted with
a capital and lowercase 'S', respectively.
________________________ _____ __________________________ __________________
| AMMO RECIPE | S## | #/COMPONENTS | AMMO CREATED PER |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| ECP, Max Charge | s85 | 5 Electron Charge Pack | +2 ECP, Max O. |
| ECP, Over Charge | s55 | 3 Electron Charge Pack | +2 ECP, Over C. |
| Energy Cell Max Charge | s70 | 5 Energy Cell | +2 EC, Max Char. |
| Energy Cell, O. Charge | s30 | 3 Energy Cell | +2 EC, O. Charge |
|------------------------+-----+--------------------------+------------------|
| Flamer Fuel, Homemade | s50 | 1 Box of Detergent | +20 FF, Homemade |
| | | 2 Maize, 1 Sugar Bombs | |
|------------------------+-----+--------------------------+------------------|
| MFC, Max Charge | s75 | 5 Microfusion Cell | +2 MFC, Max Cha. |
| MFC, Over Charge | s45 | 3 Microfusion Cell | +2 MFC, Over Ch. |
|________________________|_____|__________________________|__________________|
Energy ammunition is varied, and can be changed into other forms without much
trouble. With Lonesome Road's addition, missiles can now be changed into Red
Glare rockets at a 1:2 ratio. Gun Runners' Arsenal adds four new optimized
recipes when the Vigilant Recycler perk is taken, allowing one to create new
fuel from leftovers easier.
________________________ _____ __________________________ __________________
| AMMO CONVERSION RECIPE | S## | #/COMPONENTS | AMMO CREATED PER |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| ECP to MFC | s45 | 3 Electron Charge Pack | +1 MFC |
|------------------------+-----+--------------------------+------------------|
| Fission Battery to SEC | s45 | 5 Dr. Small Energy Cell | +25 SECs |
| | | 1 Fission Battery | |
|------------------------+-----+--------------------------+------------------|
| MFC to ECP | s40 | 1 Microfusion Cell | +3 ECPs |
| MFC to SEC | s20 | 2 Microfusion Cell | +3 SECs |
³| Missile to Rocket | s30 | 1 Missile | +2 Rockets |
| SEC to ECP | s50 | 1 Energy Cell | +2 ECPs |
| SEC to MFC | s30 | 3 Energy Cell | +2 MFCs |
|________________________|_____|__________________________|__________________|
Recycling recipes are unique to energy ammo, allowing one to create ammo from
4 spent cartridges/packs. These have fairly low Science restrictions. Taking
the "Vigilant Recycler" perk with Gun Runners' Arsenal (GRA) installed opens
four optimized recipes, allowing one to create ammo with less drained items.
________________________ _____ __________________________ __________________
| AMMO RECYCLING RECIPE | S## | #/COMPONENTS | AMMO CREATED PER |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Electron Charge Pack | s40 | 4 Dr. Electron C. Pack | +1 ECP |
| ECP, Optimized | s65 | 3 Dr. Electron C. Pack | +1 ECP |
| Energy Cell | s10 | 4 Dr. Small Energy Cell | +1 SEC |
| Energy Cell, Optimized | s35 | 3 Dr. Small Energy Cell | +1 SEC |
| Flamer Fuel | s15 | 4 Dr. Flamer Fuel Tank | +1 Flamer Fuel |
| Flamer Fuel, Optimized | s25 | 3 Dr. Flamer Fuel Tank | +1 Flamer Fuel |
| Microfusion Cell | s25 | 4 Dr. Microfusion Cell | +1 MFC |
| Micro. Cell, Optimized | s50 | 3 Dr. Microfusion Cell | +1 MFC |
|________________________|_____|__________________________|__________________|
All the misc recipes do is transform otherwise useless cookware into scrap
metal, or (mostly) useless animal hides into (semi-useless) Leather Belts.
The Repair stat needed is generally low, and all recipes are available at
the start, except the Green Gecko Hide Belt (requires Honest Hearts) and the
Sierra Madre Slugs (requires Dead Money; unlocked via Christine's dialogue).
________________________ _____ __________________________ __________________
| MISC RECIPES | S## | #/COMPONENTS | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Cookery-to-Metal | R25 | 1 Metal Cooking Pan | +1 Scrap Metal |
| | | 1 Metal Cooking Pot | |
| | | 1 Pot | |
|------------------------+-----+--------------------------+------------------|
| Coyote Hide Belt | R15 | 1 Coyote Hide | Leather Belt x2 |
| Dog Hide Belt | R05 | 1 Dog Hide | Leather Belt x1 |
| Fire Gecko Hide Belt | R45 | 1 Fire Gecko Hide | Leather Belt x6 |
| Gecko Hide Belt | R25 | 1 Gecko Hide | Leather Belt x3 |
| Golden Gecko Hide Belt | R35 | 1 Golden Gecko Hide | Leather Belt x5 |
¹| Green Gecko Hide Belt | R50 | 1 Green Gecko Hide | Leather Belt x7 |
|------------------------+-----+--------------------------+------------------|
| Meals-to-Metal | R25 | 1 Butter Knife, 1 Fork | +1 Scrap Metal |
| | | 1 Tin Plate | |
| | | 1 Metal Spoon | |
|------------------------+-----+--------------------------+------------------|
°| Sierra Madre Slugs | --- | 1 Fission Battery | +50 Sierra Madre |
| | | 2 Scrap Metal | Chips |
|________________________|_____|__________________________|__________________|
Old World Blues adds the ability to create skillbooks. This is done by: (1)
having the particular recipe (2) having 2 Wonderglue and 25 Blank Books (3)
meeting the skill requirement, which is 100 for the related book. So, if one
wants to make a "Guns and Bullets," one needs 100 Guns first. Each skillbook
can be created once only, unlike most recipes.
There is no related achievement or challenge for finding these holotapes, so
it's possible to forget about 'em, despite how many are laying around. All
are lying around on the field, except for the Guns and Lockpick, the latter
being hidden too well for its own good.
________________ __________________________________________________________
| SKILLBOOK | LOCATED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Barter | Signal Hills Transmitter: interior, under a cabinet |
| Energy Weapons | Z-38 Lightwave Dynamics Research: 3F, machine near stair |
| Explosives | X-7a "Left Field" Artillery Launch: SW office, N console |
| Guns | X-7b "Boom Town" Target Zone: footlocker in a N crater |
| Lockpick | X-13 Research Facility: stealth testing area* |
| Medicine | Higgs Village: House #103, 2F bedroom desk's shelf |
| Melee Weapons | Y-0 Research Center: on roof next to skeleton and duffel |
| Repair | Higgs Village: House #00, 2F; wedged in computer eqpmnt. |
| Science | Higgs Village: House #102, 2F bedroom; on comp equipment |
| Sneak | X-13 Research Center: s. test lab kitchen, by SW fridges |
| Speech | Higgs Village: House #104, on 2F radio nightstand |
| Survival | Little Yangtze: NE prison tent, under bed by entrance |
| Unarmed | Big MT West Tunnel: behind locked closet by entry point |
|________________|__________________________________________________________|
* - in 2F reception observation area, hidden within a vent left (south) of
a wall console. Player must jump towards it and activate in midair.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SKILLBOOKS [SKLB]
_______________________________________________________________________________
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Skillbooks are items that permanently increase a stat by 3 (or 4 with the
Comprehension perk). They can be found in fixed locations around the Mojave,
plus others are added in DLC locations. Superscripts below will denote the
DLC locations as thus:
¹ - Dead Money
² - Old World Blues
³ - Lonesome Road
Honest Hearts has no set skillbook locations, although workbench crates (found
in select locations) may randomly contain them. It's possible to get multiple
copies and/or skillbooks in a single crate, even! Old World Blues actually
allows one to create skillbooks, by having the components (2 Wonderglue, 25
Blank Books) and 100 skill (for the book one wants; creating the Energy
Weapons skillbook requires 100 Energy Weapons, and so on). Each OWB recipe
can be made once.
BIG BOOK OF SCIENCE
_
|_| Brewer's Beer Bootlegging [on table in downstairs chem lab]
|_| Camp Forlorn Hope [on table in command tent]
|_| HELIOS One [possible reward in "That Lucky Old Sun; see for details]
|_| Nipton [top floor; on mayor's desk]
|_| REPCONN Headquarters [ground-floor gift shop, behind 'Hard' door]
¹|_| Sierra Madre Casino [Executive Suites; bookshelf in Vera's living room]
²|_| Y-0 Research Center [south of facility, near skeleton and duffel bag]
³|_| Ashton Silo Control Station [rim of silo pit, north corner]
The Ashton Silo book can be hard to find, and is tucked in the flaming ring
around the silo's bottom. One doesn't descend into that pit, however -- it's
in the NE corner near a 'Hard' safe. DO NOT confuse this with the 'Hard' safe
underneath the lower silo ramp, though...we're talking about a different one.
CHINESE ARMY: SPEC. OPS. TRAINING MANUAL
_
|_| Camp Searchlight [eastern church basement, near shelf]
|_| Goodsprings [house near Victor's shack, half-hidden on shelf]
|_| NCR Sharecropper Farms [inside barracks, on floor near a desk]
|_| Vault 3 [Living Quarters; behind Average door near entrance, on shelf]
¹|_| Puesta del Sol North [Switching Station; 2nd plant, on 3F catwalk]
²|_| X-13 Testing Facility [main hall, chestplate prototype room; on floor]
²|_| X-13 Testing Facility [in reward safe after completing "Project X-13"]
D.C. JOURNAL OF INTERNAL MEDICINE
_
|_| Followers Safehouse [near nightstand]
|_| HELIOS One [main plant, upstairs in eastern bedroom; on bed]
|_| Mesquite Mountains Crater [Hell's Motel; on shelf near radio]
|_| Novac [Ranger Andy's bungalow, on bed]
¹|_| Medical District [Villa Clinic, basement: on open cabinet shelf]
³|_| Buried Buildings [near upper bed's nightstand]
DEAN'S ELECTRONICS
_
|_| Nellis Hangars [Loyal's House, on workbench]
|_| Sloan [worker barracks; on radio's shelf]
|_| Southern Nevada Wind Farm [maintenance shack, on central table]
¹|_| Abandoned BoS Bunker [living quarters, near bookshelf]
¹|_| Puesta del Sol [Switching Station, 1st factory area; in 3F south booth]
³|_| Hopeville Missile Silo Bunker [silo, near locked desk on lower level]
DUCK AND COVER!
_
|_| Mojave Outpost [barracks bar, under-counter shelf]
|_| Nellis Air Force Base [Pearl's Quarters, on shelf above grenade rifle]
|_| Ranger Station Foxtrot [table in comm tent]
|_| Sloan [worker barracks, on far cabinet's shelf]
³|_| Collapsed Overpass Tunnel [near east exit; behind sandbags, in crate]
GROGNAK THE BARBARIAN
_
|_| Cannibal Johnson's Cave [on mattress]
|_| Cottonwood Cove [Aurelius of Phoenix's office, by nightstand]
|_| Hidden Supply Cave [atop of large crate]
|_| Jacobstown [southernmost bungalow, floor in kitchen]
¹|_| Police Station [Police Station: basement, supply closet; on floor]
³|_| Hopeville Missile Base [women's barracks; hidden under book near toilets]
GUNS AND BULLETS
_
|_| Gomorrah [Big Sal's 2F office, on low bookshelf]
|_| Nevada Highway Patrol Station [on desk near hallway to bathrooms]
|_| Raul's Shack [small crate near shelf]
|_| Vault 34 [on table in small lounge near armory; not in armory itself]
¹|_| Sierra Madre Casino [cashier's area, on floor]
³|_| Hopeville Missile Base [inside armory, underneath desk near bed]
LYING, CONGRESSIONAL STYLE
_
|_| Brooks Tumbleweed Ranch [2F shelf, near table and cabinet]
|_| Cerulean Robotics [manufacturing area, floor near work desk]
|_| Lucky Jim Mine [minehouse on cliff above mine; bottom shelf near bunk]
|_| NCR Correctional Facility [Administration Bldg 2F, NE office desk]
¹|_| Sierra Madre Casino [Tampico Theater: upper projection booth, on shelf]
³|_| Third Street Municipal Building [upper level, under physician's desk]
NIKOLA TESLA AND YOU
_
|_| Hidden Valley [Bunker L1, Schuler's clinic; in desk wastebasket]
|_| Old Nuclear Test Site [shack interior; on desk near chem set, under book]
|_| REPCONN Headquarters [2F, office near bathroom; on desk w/ working PC]
|_| REPCONN Headquarters [1F, behind Very Hard door; on top of safe]
¹|_| Sierra Madre Casino [Vault: duffel by skeleton, south of vault entrance]
³|_| Hopeville Missile Base Headquarters [lobby bookshelf, under burnt book]
PUGILISM ILLUSTRATED
_
|_| Fisherman's Pride Shack [interior, on nightstand]
|_| Nipton Road Reststop [on shelf]
|_| The Tops Casino [Presidential Suite; stand near pool table]
|_| Vault 11 [Living Quarters; on floor in female dorm, near dresser]
¹|_| Villa [north of main fountain, on ground]
³|_| Wastewater Treatment Plant [interior office; hidden behind lockers]
TALES OF A JUNKTOWN JERKY VENDOR
_
|_| Allied Technologies Offices [lounge, on floor near soda machines]
|_| Cap Counterfeiting Shack [cellar, on suitcase stack near bed]
|_| Primm [Bison Steve Hotel, 1F gift shop; on top of floor safe]
|_| Vault 22 [B5 Pest Control area, upper lab; on table near chem set]
¹|_| Salida del Sol South [E. area, flat opposite door to north district]
³|_| Marked Men Guard Outpost [cellar accessed from east side; on countertop]
TUMBLERS TODAY
_
|_| Bitter Springs Recreation Area [office shack; on back room desk]
|_| Silver Peak Mine [inner shack; in an open locker]
|_| The Prospector's Den [cave shack sleeping quarters; near far corner]
|_| Wolfhorn Ranch [farmhouse; half-hidden under refrigerator]
¹|_| Sierra Madre Casino [actual casino, 3F office; on top of a cabinet]
³|_| Hopeville Missile Base [men's barracks; bathroom, under crate]
³|_| The Crow's Nest [upper area, in crate near duffel bag and bedroll]
A note about the Crow's Nest. This skillbook was patched out by the Ultimate
Edition's release, but still exists if one has no (or an old) patch. It was
replaced by a couple random skillbooks, and, much to everyone's chagrin, they
are placed near the explosive charge boobytrap. It's quite possible for the
crate and/or its contents to get flung around. [It's also possible that
explosive charge doesn't appear at all, too...not sure why.]
WASTELAND SURVIVAL GUIDE
_
|_| Lone Wolf Radio [trailer interior, near mattress]
|_| Matthews Animal Husbandry Farm [interior barn balcony, on crate]
|_| Mesquite Mountains Camp Site [western tent, on ground near bedroll]
|_| Scavenger Platform [north end, under overturned shelf]
³|_| Waste Disposal Station [interior, amidst nearby barrel pile]
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SKILLS [SKLL]
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Skills are functional abilities governed by S.P.E.C.I.A.L. stats, and will
play a big part in the player's combat and interactions. All skills can be
raised to 100, plus have an associated magazine and skillbook (temporarily
and permanently boosts the stat, respectively). Magazines can also be bought
from vendors and can have set spawns, too. Note that "True Police Stories"
(increases Crit Chance +5) does not correspond to any skill.
To see what skill applies to a weapon, check the inventory, looking for a tiny
box above the DAM stat. It should have an icon and a number, telling one the
requirements (i.e. Guns 25) to properly use weapon. Even nonlethal "firearms"
like the Codac R9000 and Lonesome Road's Laser Detonator will display these
stats (showing a '0' requirement).
BARTER
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Governed : Charisma
Magazine : Salesman Weekly
Skillbook: Tales of a Junktown Jerky Vendor
Wanna be the sultan of scavenging? The Mojave's mercantile magnate? Barter
helps with that, allowing one better prices at shops (sell higher, buy lower)
and deal favorable odds in certain speech checks. Many light armor types can
increase Barter itself, but oftentimes, padding CHA is the easiest way to get
a boost. Not a hard task, considering most alcohol affects it; some chems,
like Party Time Mentats' enormous +5 CHA boost, are also applicable.
• Pack Rat [LV8: INT 5, Barter 70]
• Long Haul [LV12: END 6, Barter 70]
</pre><pre id="faqspan-21">
ENERGY WEAPONS
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Governed : Perception
Magazine : Future Weapons Today
Skillbook: Nikola Tesla and You
Who doesn't love turning foes into steaming piles of ash? Energy Weapons is
the skill determining effectiveness with nonstandard, futuristic ammunition
(Energy Cells, MFCs, ECPs) and flamer fuel (flamers, incinerators, and flare
guns). Recharger Pistols/Rifle types fall into this category, too. There is
very few ways to augment the stat through equipment -- only Remnants Power
Armor and Arcade's special armor (obtainable in "For Auld Lang Syne") apply.
• Run n' Gun [LV4: Guns or Energy Weapons 45]
• Plasma Spaz [LV10: Energy Weapons 70]
• Meltdown [LV16: Energy Weapons 90]
• Concentrated Fire [Guns 60, Energy Weapons 60]
• Laser Commander [Energy Weapons 90]
If it can go "kaboom," it's applicable here! This means any normal explosive
(grenades, mines, C-4, etc.) plus weapons that primarily use explosive ammo
(Fat Man, missile and grenade launchers). Unique, special or DLC-specific
weapons (like Mercy, Holy Frag Grenades and Tin Grenades, respectively) apply
here as well. Like Energy Weapons above, there aren't too many ways to boost
Explosives artificially -- Raider Blastmaster Armor is commonplace, but the
only others appear in DLC, unfortunately. Thus, those who want to improve the
stat a bit should focus on PER-increasing items.
GUNS
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Governed : Agility
Magazine : Milsurp Review
Skillbook: Guns and Ammo
Shoot 'em full of holes, buckaroo. Guns is the general category of all types
using standard bullets (.22 LR, .357 Magnum, 5mm-12mm, .308, .45-70 Gov't,
12 Gauge Rounds, etc.). Basically, any small arms (pistol, revolver), rifle
(assault, battle, carbines, sniper), and shotgun. The "Big Guns" stat used in
FO3 is also part of this category, meaning heavy weapons (miniguns, light
machine guns, shoulder-mounted machine guns) apply, too. BB guns and the DLC-
-specific nail gun also count.
Despite being the most common weapon type in the Mojave, there's a dearth of
Guns-boosting equipment: most are scarce (like dusters) or found in DLC (like
Lonesome Road's riot gear types). This means the boring ol' AGL-boost methods
are often more reliable on this end.
• Rapid Reload [LV2: AGI 5, Guns 30]
• Run n' Gun [LV4: Guns 45]
• Shotgun Surgeon [LV6: Guns 45]
• Cowboy [LV8: Guns 45, Melee Weapons 45]
• Grunt [LV8: Explosives 20, Guns 45]
• And Stay Back [LV10: Guns 70]
• Center of Mass [LV14: Guns 70]
• Concentrated Fire [LV18: Guns 60, Energy Weapons 60]
As its name suggests, this skill is the art of breaking and entering -- could
be doors, could be chests deep within a forgotten vault. Locks' difficulty is
rated in increments of 25: Very Easy (>25), Easy (25), Average (50), Hard (75)
and Very Hard (100). Several awesome items, such as the Pulse Gun and Gobi
Campaign Scout Rifle, require 100 Lockpick to snatch.
However, because this skill affects little else, there's only 1 supplemental
perk and basically zero Lockpick-enhancing equipment. The biggest boost would
be gained from a Locksmith's Reader under the Comprehension perk (+20), but
PER-boosting consumables can work, too.
• Infiltrator [LV18: PER 7, Lockpick 70]
MEDICINE
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Governed : Intelligence
Magazine : Today's Physician
Skillbook: D.C. Journal of Internal Medicine
Medicine is very simple to understand: as it grows, so does one's efficiency
with stimpaks and certain chems (typically Rad-X and other rad mitigators).
Note that health restored from food does NOT apply in this category -- that's
listed under Survival. Outside of the "Wasteland Doctor Fatigues" light armor,
there isn't any common equipment that boosts the category. INT is easily
raised, however, thanks to Mentats, Party Time Mentats, and Black Coffee (the
latter requiring Honest Hearts).
• Living Anatomy [LV8: Medicine 70]
• Chemist [LV14: Medicine 60]
• Chem Resistant [LV16: Medicine 60]
MELEE WEAPONS
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Governed : Strength
Magazine : Tæles of Chivalrie (Tales of Chivalry)
Skillbook: Grognak the Barbarian
As its name suggests, this skill applies to traditional bashing/cutting weps.
Examples would be: lead pipes, cleavers, knives, bumper swords, rebar clubs,
and super sledges. Items like the thermic lance and shishkabob, plus thrown
weapons (spears, tomahawks, etc.), find themselves in this group, too. Upping
the stat will increase damage, both in V.A.T.S. and out.
Speaking of which, melee weapons typically have a special maneuver, executed
out of battle by doing a forward power attack. These can be performed in
V.A.T.S. as well, and have a special effect -- usually more/less AP expended,
more/less damage, more/less speed, etc. For example, katanas' "Unlabored
Flawlessness" uses an reversed grip for a damaging upward slice, while many
2-handed weapons use "Mauler," a spin move that knocks the target back but
does less damage.
Note that melee attacks' damage doubles in V.A.T.S., which can increase the
hurt some weapons (like Chance's Knife) already inflict. However, meleeing
in V.A.T.S. can also leave the user open to significant damage, especially
when facing gunmen.
One of the most useful skills to have, Repair allows one to maintain weapons
and armor by using components from similar types. An example: you have two
.357 Magnums, and use one to increase the other's condition, allowing it to
fire more shots before breaking/jamming. Raising the Repair stat determines
how effective each individual repair is (not solely, though; individual item
conditions' applies as well).
Jury Rigging is a perk that is indispensible during one's adventure. Normally
repairs are done with same items -- .357 Magnums require .357 Magnums and
cannot use .45 Magnums instead. [This also applies to unique weapons like
That Gun, a 5.56mm Pistol which requires generic versions.] However, taking
this perk broadens the repairs, letting one use similar "good enough" items
instead. Heavy armor can be repaired with most other heavy armor; a 2-handed
Anti-Materiel Rifle can be repaired with a normal Varmint Rifle! This cuts
down on repair costs drastically, needless to say.
Boosting the stat is easiest done by raising INT, since most equipment that
augments Repair is wimpy jumpsuit types that may be scarce. Dermot (NPC in
Westside) wears a RobCo Jumpsuit, to name one.
SCIENCE
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Governed : Intelligence
Magazine : Programmer's Digest
Skillbook: Big Book of Science
If someone said Science was primarily a computer version of Lockpicking, they
wouldn't be far off -- the only way to hack terminals is with this skill, and
it carries the same benchmarks as its counterpart: Very Easy (>25), Easy (25),
Average (50), Hard (75), Very Hard (100). For more info on Hacking, see its
separate section.
Unlike Lockpicking, however, Science gets many more speech checks in one's
travels: examples are getting a Rebreather easier during "Volare!" (45) and
convincing Henry to test nightstalker brains during "Guess Who I Saw Today"
(90). Proficiency in this skill also aids one in converting energy ammo into
other types, something very useful for users of those types of weapons (on
Hardcore Mode especially, where they weigh a lot).
Science is easily boosted by INT-enhancing chems, but does have a few armor
pieces as well, usually labwear. The "Followers Lab Coat" obtained from Julie
Farkas gives +10, while the slightly more common "Scientist Outfit" (often
worn by nerdy pencil pushers) gives +5.
SNEAK
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Governed : Agility
Magazine : ¡La Fantoma!
Skillbook: Chinese Army: Spec. Ops. Training Manual
Sneak is the art of remaining undetected, and typically applies to sneaky
maneuvers. While crouched, the HUD will display one's current stealth, giving
four possible words:
- Hidden -: The enemy(s) cannot see, and are not searching for, the player.
Attacking an enemy while hidden results in a "sneak attack crit,"
doing more damage by blindsiding an enemy.
- Caution : Something has tipped off the enemy(s) and, while they haven't yet
spotted the threat, they are actively searching. If they find
nothing, and their fears are not renewed, the threat level will
drop to Hidden.
- Detected: This is displayed when a friendly NPC(s) have spotted the player.
Taking normally untoward actions in this state, such as stealing
or killing, will result in karma loss, witness aggression and/or
faction penalties.
- Danger -: This is like "Detected" for hostile enemies -- the player's area
is found and open to attack. Killing the enemy(s) aware of one's
presence will often drop one's rating back to Hidden; just hiding
in a safe place will slowly drop back to Caution first.
Many things affect one's detection besides the Sneak stat and obvious don'ts
(enter foe's line of sight, touch foe): distance from enemies, lighting,
one's movement (and by extension the weight of one's load)... Normal gunfire
will also betray one's position; usage of melee weapons or silent guns (like
the Silence 10mm Pistol or Sleepytyme) is recommended. Finally, enemies with
a high Perception are harder to sneak around.
Several pieces of equipment boost Sneak, although many are unique (like OWB's
Stealth Suit Mk II or Dead Money's Assassin Suit). Oddly, Blood-Nap, a weapon
in Lonesome Road, also boosts Sneak (+10). Some Mojave vendors also sell Recon
Armor which gives its own +5 boost. However, nothing beats the Stealth Boy
item's boost: +100 to Sneak and +75 to a special stealth field, contributing
to avoiding foes visually.
• Friend of the Night [LV2: PER 6, Sneak 30]
• The Professional [LV6: Sneak 70]
• Mister Sandman [LV10: Sneak 60]
• Silent Running [LV12: AGL 6, Sneak 50]
• Ninja [LV20: Melee Weapons 80, Sneak 80]
Speech directely relates to convincing NPCs to "see it your way," bargaining
for better rewards, special discounts/inventories or learning facts someone
may not want to tell. Unlike Fallout 3, success is not percentage-based --
having 'x' skill above 'y' threshold will result in 100% success. Examples:
Speech 75 gets Karl to spill his guts during "Oh My Papa" while Speech 100
can have a drastic effect on the final mission (whichever path one chooses).
As far as augmenting skills go, Speech is one of the more commonplace boosts,
and several major storyline/DLC figures (Benny, Caesar, Dean, Vera) have gear
that suits their mouthiness. Those who can't find unique threads can instead
use Naughty Nightwear (+10) or Pre-War Businesswear (+5). Many chems that up
INT also raise CHA, so things like Party Time Mentats and booze can give a
marked effect.
• Terrifying Presence [LV8: Speech 70]
SURVIVAL
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Governed : Endurance
Magazine : Lad's Life
Skillbook: The Wasteland Survival Guide
Survival is the ability to scrounge, living off the land so to speak -- a
jack-of-all-trades skill. Befitting that title, a high Survival stat raises
the HP recovered from food/drink consumption; on Hardcore, it also affects
dehydration and starvation. Furthermore, increasing the stat one to concoct
items at campfires and hot plates, creating many useful chems, food and armor
(Survival 90 required to make all things). The 4 add-ons give new recipes and
perks, increasing Survival's usefulness.
Raising END is the easiest way to boost Survival, given the lack of available
equipment. Honest Hearts adds a few items (Park Ranger Hat, for instance) and
Caesar's Armor works, too. The Lonesome Road addition (US Army Combat Armor)
can be obtained within the game's first few hours, but only gives +2. Yawn...
• Hunter [LV2: Survival 30]
• Old World Gourmet [LV2: END 6, Survival 45]
• Entomologist [LV4: INT 4, Survival 45]
• Rad Child [LV4: Survival 70]
• Travel Light [LV4: Survival 45]
• Home on the Range [LV8: Survival 70]
• Rad Resistance [LV8: END 5, Survival 40]
• Tribal Wisdom [LV8: Survival 70]
• Animal Friend [LV10: CHA 6, Survival 45]
• Mile in Their Shoes [LV20: Survival 25]
• Them's Good Eatin' [LV20: Survival 55]
• Roughin' It [LV28: Survival 100]
This skill relates to weapons that fit on (not IN) one's hands: ballistic
fists, power fists, zap gloves, brass knuckles, etc. Punching weapons that
inflict fatigue damage (like boxing gloves and boxing tape) apply; same goes
for DLC additions like OWB's scientist gloves and Honest Hearts' yao guai
gauntlets.
Increasing the stat affects damage, and allows one to do uppercuts and
crosses (at Unarmed 50 and 75, respectively). If performed in V.A.T.S. (by
pressing displayed button), crosses do extra damage to limbs. Both types do
boosted damage, note. Additionally, one can always perform Stomps, but only
if the opponent has been knocked down -- these do heightened damage.
In addition to normal weapons, Unarmed is unique in that several Mojave NPCs
will teach special skills (power attack + direction) that give cool effects.
Ranger Takedown is a leg sweep that knocks down foes, while Khan Trick tosses
dirt in the foe's face, temporarily disorienting them. Some require passing a
skill check (like Legion Assault), but others (like Scribe Counter) require
doing special tasks.
It's worth noting that Unarmed gains even more usefulness in Hardcore mode,
which sees ammunition counting toward the encumbrance limit. With only an
unarmed weapon to use, one needn't worry about ammo problems or search out
guns to bolster one's arsenal. Additionally, many great unique weapons (like
Love and Hat, Pushy, or Paladin Toaster) can be found without much trouble.
Basically, Unarmed can be a great investment since it's cost-friendly and
easy to maintain (with Jury Rigging, anyway).
Like Survival above, it's easiest to boost Unarmed through END augments. A few
items do boost Unarmed (Hockey Masks give +5 and can often be found on Powder
Gangers) but they're usually not worth picking over other gear.
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SNOWGLOBES [SNWG]
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Snowglobes are unique collectibles found scattered in the wasteland. They can
be turned into Jane, Mr. House's robot, for a reward (1000g/per). Collecting
them before learning about the miniquest from Jane won't affect anything, and
the globes are never marked as 'owned'. [It becomes impossible to turn in the
trinkets if one kills Mr. House or breaks the questline verbally -- Jane will
vanish or be irreparably hostile, respectively. Since globes are only taken
from the inventory through dialogue, they also remain in the inventory
indefinitely!]
All collected globes are displayed in the Lucky 38 Presidential Suite's
east lounge. They can't be interacted with, though.
_
|_| Goodsprings Cemetery [On top of grave near one Courier's old one]
|_| Hoover Dam [Visitor Center; on reception desk]
|_| Old Mormon Fort [Inside Julie Farkas' tower/clinic, on bookshelf]
|_| Jacobstown [main lodge; on reception desk]
|_| Lucky 38 [Cocktail Lounge; half-hidden behind cash register]
|_| Nellis Air Force Base [Boomer Museum; on desk]
|_| Vault 21 Gift Shop [Sarah Weintraub's room, on tiny table]
To gain access to the Lucky 38 Cocktail Lounge, talk with Jane to learn one
of House's favorite globes has gone missing. This opens up a dialogue option
that allows access -- giving House the chip also allows access.
The DLC globes are also displayed in the Presidential Suite's lounge, on the
shelf right above. Finding one of the DLC globes earns 2000 caps (or, for
Dead Money, 2000 Sierra Madre Chips) and automatically puts it on display.
_
|_| Salida del Sol South [DM: above SW entry house, accessed by 2F tile roof]
|_| General Store [HH: shelf behind counter, near floor]
|_| X-17 Meteorological Station [OWB: 2F catwalk room, on control panel]
|_| Junction 7 Rest Stop [LR: in old hotel, in overturned shelf]
As for the "Globe Trotter" achievement, only original snowglobes count toward
its tally.
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TRAITS [TRTS]
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Traits are special "abilities" that typically govern far-reaching qualities
of a character. They (up to 2) are initially chosen during the tutorial, and
can be rejiggered in Old World Blues, thanks to the Sink's Auto-Doc. [Traits
can only be changed once in OWB, note.]
____________________ ______________________________________________________
| TRAIT | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Built to Destroy | All weapons: +3% crit chance, +15% decay rate |
|--------------------+------------------------------------------------------|
| Claustrophobia | All S.P.E.C.I.A.L. stats: +1 outdoors, -1 indoors |
|--------------------+------------------------------------------------------|
| Early Bird | All S.P.E.C.I.A.L. stats: +2 from 6AM to 12PM, but |
| | -1 from 6PM to 6AM. |
|--------------------+------------------------------------------------------|
| Fast Shot | Guns/Energy Weapons: +20% fire rate, -20% accuracy |
|--------------------+------------------------------------------------------|
| Four Eyes* | +1 PER while wearing glasses, -1 PER without them |
|--------------------+------------------------------------------------------|
| Good Natured | Barter, Medicine, Repair, Science and Speech +5; |
| | Energy Weapons, Explosives, Guns, Melee Weapons and |
| | Unarmed -5 |
|--------------------+------------------------------------------------------|
| Heavy Handed | Melee/Unarmed attacks: higher DMG, lower crit DMG |
|--------------------+------------------------------------------------------|
| Hoarder | +25 lbs of carrying capacity, but all attributes -1 |
| | if current load below 160 lbs. |
|--------------------+------------------------------------------------------|
| Hot Blooded | When HP is below 50%: +10% DMG but -2 AGL and PER |
|--------------------+------------------------------------------------------|
| Kamikaze | +10 AP, -2 DT |
|--------------------+------------------------------------------------------|
| Logan's Loophole | Chems last twice as long and one cannot be addicted |
| | to them, but maximum level becomes 30 (not 50) |
|--------------------+------------------------------------------------------|
| Loose Cannon | Thrown weapons: +30% throw speed, -25% throw range |
|--------------------+------------------------------------------------------|
| Skilled | All skills: +5, but permanent (10%) XP penalty |
|--------------------+------------------------------------------------------|
| Small Frame* | +1 AGL, but limbs are crippled easier |
|--------------------+------------------------------------------------------|
| Trigger Discipline | Guns/Energy Weapons: -20% fire rate, +20% accuracy |
|--------------------+------------------------------------------------------|
| Wild Wasteland | Enables bizarre, silly events to occur in the game |
|____________________|______________________________________________________|
* - can only choose if applicable stat (PER or AGL) is not already maxed
Now, some notes about the perks.
Built to Destroy's decay rate can be rather annoying until one gets the
Jury-Rigging perk, but isn't that damning after. Of course, the slight crit
chance isn't much of an upside anyway, which may be the main reason why one
picks something else.
Claustrophobia is a double-edged sword, and can screw up many skill-related
dialogue options indoors. Having a hefty supply of skill magazines is a good
fallback for the inevitable.
Early Bird is similar to Claustrophobia in that it boosts one's attributes
on a conditional basis: six hours of morning productivity for twelve hours of
afternoon malaise. Proper timing can make a decent workaround, but where
Claustrophobia is avoided by staying outdoors, there's simply no avoiding the
clock! At very least, don't stack this trait with others that have similar
stat-decreasing properties.
Fast Shot is decent for fast weapons (SMGs for example) but works well with
super-slow, super-accurate ones, too, like sniper rifles -- in the latter's
case, the downside is barely noticeable.
Four Eyes' PER penalty should rarely come into play, outside of (infrequent)
inventory confiscation. Considering the amount of PER-increasing items around
(Mentats, Coyote Chewing Tobacco, many light-armor hats) the penalty is too
minor to fret over.
Good Natured gives a huge stat boost to workman stats at the expense of
violence-related ones. In the long run, this is only a minor roadblock which
can be erased through pure levelling and stat-boosting books. Coupling this
trait with "Skilled" evens out the penalty well 'nough.
Heavy Handed is great for melee/unarmed attackers, increasing the everyday
damage from blows while decreasing critical hits' effectiveness. If one has
terrible LCK, this could be a welcome addition, since those crits are going
to be too intermittent to matter.
Hoarder is fantastic, giving a permanent 25-pound boost at the expense of
a stat penalty when one's pack is mostly empty (under 160 lbs). There's only
a few perks that increase carrying capacity, and even less equipment pieces,
so the slight downside can be overlooked for the looting efficiency. Early
Bird and Claustrophobia may offset some of that penalty, if one dares to pair
'em up.
Hot Blood is a simple damage for accuracy trade. Since its trigger is low HP,
and it's easy to control one's HP values, the downside is ineffective. Whether
a +10% DMG increase is worth it I'll leave up to the reader.
Kamikaze is just like Hot Blooded, only giving action points (AP) for a small
damage threshold (DT) penalty. Most AP boosts in New Vegas come from chems or
perks -- there are very few ways to increase it permanently, outside of the
AGL stat and a couple perks (Action Boy/Action Girl). Considering one can
erase the DT penalty with the Toughness perk, it ain't too bad.
Logan's Loophole is a special trait added with the Old World Blues add-on.
It allows one to down chems like candy without fear of addition, and they
even last twice as long! The downside is Level 30 is the cap, disallowing one
from getting XP and all the things leveling brings (more perks, namely). This
downside is major if one has all the DLC -- that's twenty extra levels lost!
-- but not so much if one only has OWB. Those pursuing a challenge may take
this anyway, since Lv30 is more than enough to tackle New Vegas' entirety.
Loose Cannon applies to thrown weapons (javelins, grenades, tomahawks, etc.),
increasing how quickly one throws them in exchange for a range penalty. This
downside is mostly noticeable when throwing explosives, especially if one's
got AoE-increasing perks like Splash Damage (+25% radius) -- detonations near
oneself means a higher likelihood of self-inflicted hurt! One can mitigate
the penalty with the "Heave Ho!" perk (+50% range, +50% throwing velocity)
and any explosive damage with several perks, notably "Hit the Deck!" and the
fan favorite "Adamantium Skeleton".
Skilled gives a huge stat boost out of the gate (+65 total) in exchange for a
manageable XP penalty (-10%). Several perks (Swift Learner, Lessons Learned)
give XP bonus that erase some of Skilled's downside, too, if chosen.
Small Frame is the only trait to give a permanent S.P.E.C.I.A.L. bonus (AGL),
no strings attached. The increased limb damage is a definite downside, but
can be smoothed over with the Adamantium Skeleton perk (limb damage halved).
Crippling limbs easier has its own silver lining (Tough Guy perk), but that's
available even without Small Frame, so...yeah.
Trigger Discipline is the opposite of Fast Shot, having higher accuracy but
lower firing speed. Weapons having lightning quick DPS (SMGs and assault
rifle types) won't be affected as much and fire their shots truer -- nice!
Wild Wasteland is a silly trait that unleashes many crazy, out-of-character
occurances. Of course, some may take this perk for reasons outside comedy,
since a few events only occur when this is taken. When an applicable event is
started, a notification plays in the upper-right corner, showing the trait
icon's face usually followed by an ellipsis. Notable events are:
• The YCS/186 Gauss Rifle event (occurs in hill country north of Vegas) is
replaced by several aliens. The captain carries the Alien Blaster, a pulse
weapon with guaranteed critical hits. However, the ammo for the weapon is
unique and can only be found on his corpse -- when it runs out, the gravy
train ends!
• Holy Frag Grenades, a high-damage variant, can be found in the eastern
church basement of Camp Searchlight. These explode like mini nukes when
thrown, and can apply to the GRA-specific "The Same Could Be Said of All
Religious Weapons" challenge. [Without Wild Wasteland, mini nukes would
instead spawn on the table.]
• "The One," a large unexploded nuke, appears in the upper NE corner of the
Mojave, near the radioactive Devil's Throat area. One can salvage energy
ammunition from it, but only with Science 60+.
• When Rex is the companion, he may randomly start a "conversation" that
parodies a Lassie situation. This allows one to uncover Jimmy's Well, NE
of Vegas near Fields' Shack. The main item within is the unique Abilene
Kid LE BB Gun; without the Wild Wasteland trait, this would normally be
found within Fields' Shack.
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UNIQUE WEAPONS [NQWP]
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Here's a list of the unique weapons, including DLC. Might organize it in the
future, but there's something about alphabetical order I like (*shrug*). The
legend breakdown:
Variant: generic version the weapon is based on
Reqrmnt: STR and Skill requirements to use properly (i.e. without penalties)
Chambrd: Type of ammo it uses
Weight : Default weight (if 10+ pounds, can be halved by Heavyweight perk)
ClipSiz: Rounds per clip
DAM/DPS: Damage and Damage-per-Second values
Located: Where item is found
Missabl: If item can be permanently lost in normal circumstances
Note that unique GRA weapons are typically sold by one particular merchant.
However, if that person happens to perish, their items usually end up in
Vendortron's inventory (at Gun Runners' compound), ensuring they're not lost
forever. Of course, with glitches how they are, it's possible some never get
into the robot's stock, so proceed with caution!
A LIGHT SHINING IN DARKNESS
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Variant: .45 Auto Pistol
Reqrmnt: STR 3 (Guns 75)
Chambrd: .45 Auto
Weight : 1.20
ClipSiz: 6
DAM/DPS: 33 / 144.4
Located: footlocker (post-DLC storyline)
Missabl: yes
A trusty sidearm if there ever was one, ALSID is a high-damage weapon with
exception DPS and firing rate, plus a low AP cost. Its generic counterpart
has 1 extra bullet in its magazine, but ALSID will be putting people in pine
boxes so fast, it's hardly a downside. Oddly, where most pistols have iron
or peep sights, this weapon uses trench sights (just a groove to aim down).
This unique auto pistol is received upon completion of Honest Hearts, as long
as one did it via the main story ("Crush the White Legs," "Flight From Zion")
instead of breaking the questline ("Chaos in Zion"). In this case, it'll be
within a spawned footlocker near the Southern Passage entrance, along with a
few other unique goodies.
ABILENE KID LE BB GUN
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Variant: BB Gun
Reqrmnt: STR 1 (Guns 0)
Chambrd: BBs
Weight : 2.00
ClipSiz: 100
DAM/DPS: 4 / 6.2
Located: Fields' Shack or Jimmy's Well
Missabl: no
BB guns are notable for being very weak, but the Abilene Kid mimicks its
generic version's silent shooting and gets boosted critical chance/damage,
making it a decent sneak crit weapon. The downside is it only has iron sights,
not an effective long-range scope...makes sense, but a little disappointing.
That aside, it also reloads fast by putting BBs directly into the magazine
tube, not through a side slot.
If one did not take the Wild Wasteland trait, the Abilene Kid can always be
found in Fields' Shack, a fast-travellable building north of Vegas, along
the Nellis AFB access highway. If one DID take that perk, however, it can
instead be found within the jokey Jimmy's Well location. To find said area
(which isn't too far from Fields' Shack either), Rex must be the companion.
At some point, he'll randomly "speak" to the player and, in a throwback to
Lassie, mark the place on the map.
The AER14 is a unique laser rifle, boasting a decent DAM/DPS compared to its
basic counterpart. Why pick it over, say, a fully-upgraded Tri-Beam Laser
Rifle? A side-by-side comparison would show the latter to be far better, both
in DAM, clip size and durability. I will say one thing: with such miniscule
spread and abnormal non-scope magnification, this sucker can shoot antennae
off bloatflies at 500 yards! Well...maybe not that far, but it does open up
some long-range capabilities.
To find this sucker, locate Vault 22 in the mountains west of Vegas -- it's
north of Brewer's Beer Bootlegging but south of the Followers Safehouse. The
goal is to reach the bottom floor (Level 5 - Pest Control), then pick an
easy lock right nearby, leading into a barricaded, between-floors stairway.
A skeleton containing the rifle is near some mantises and energy ammo.
ALIEN BLASTER
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Variant: ---
Reqrmnt: STR 1 (Energy Weapons 75)
Chambrd: Alien Power Cell
Weight : 2.00
ClipSiz: 10
DAM/DPS: 75 / 131.3
Located: Wilderness north of New Vegas
Missabl: yes
This blaster is truly unique, having no peer in the game. And if it did, the
game would be even easier, 'cause this weapon inflicts guaranteed crits! This
makes most other stats immaterial, although its clip size and damage are just
fine. It does, however, use limited ammo -- when it runs out, the weapon is a
hunk of unusuable space junk.
This weapon is found in an event north of the New Vegas area, along the north
border (past Horowitz Farmstead) -- look for a campsite. If one has the Wild
Wasteland trait, three aliens will be here, including one carrying (but not
using) this weapon. Without Wild Wasteland, the event instead spawns 4 to 5
mercenaries, one carrying the equally unique YCS/186 gauss rifle. [That foe
also carries a set of reinforced Combat Armor.]
This camouflage-colored carbine is the only unique on of its kind, having a
higher DPS, base DAM and more rounds (+2) than a normal one. It's also one
of the few rifles with a Guns 100 requirement for correct use -- it's all
worth it, luckily. Given its clip size and semi-auto fire, plus a relatively
decent AP cost, the All-American is decent at both close- and long-range
capabilities.
Getting the item, however, can be a little more troublesome. One must visit
the irradiated Vault 34 (in hills east of New Vegas area) and traverse the
ghoul-infested environment. The overseer's computer can unlock the armory
where this item is found, laying on a flipped table. [This is also where the
Pulse Gun is found.] The item can sometimes fall through solid objects, so
be dutiful: pick it up immediately and don't knock it around none!
Annabelle is the only unique missile launcher available, with higher damage &
DPS, plus having a noticeable AP cost reduction (compared to its counterpart
anyway). The item is found in the hands of a nightkin sniper atop Black
Mountain, a large peak NE of Sloan. It's recommended to kill the sniper near
its position, rather than from the lower switchbacks, because sometimes the
weapon simply vanishes. The nightkin sniper doesn't respawn and neither does
Annabelle, so one may as well do it right, eh?
Another possible way it may not spawn is if one recruits Neil, the mutant at
the base shack, to act as a diversion. This clears the nightkin out of the
summit compound, and may despawn the sniper in the meantime.
One of the game's three unique shotguns, Big Boomer is a 12-gauge hand
cannon that fires both shots at once. It also has a higher DAM/DPS than its
counterpart, but degrades rather quickly (albeit less so than Christine's
COS Silencer Rifle). Since it fires in bursts, its DPS tends to be high, but
the constant reloading shows the weapon to be great in 1-on-1 matches, less
so against mobs.
The item can be found equipped to Old Lady Gibson of her titular scrapyard,
located north of Novac a ways. It can be picked from her corpse, but savvy
players will keep her alive, since she's a merchant who can have a huge cap
reservoir. There's several ways to make the Boomer stealable:
- Reverse pickpocket a better weapon/ammo, reload cell, see if it worked
- Steal her 12 gauge ammo, reload cell, see if she unequipped it
- Turn her hostile, shoot gun from hand (or cripple arm), steal gun
Turning her hostile while she has no ammo can work, too, as she'll holster
her shotty to use her fists. Note that the weapon can be insanely difficult
to steal, so shooting it from her hand may be the easiest way.
BLADE OF THE EAST
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Variant: Bumper Sword
Reqrmnt: STR 9 (Melee Weapons 100)
Chambrd: ---
Weight : 12.00
ClipSiz: ---
DAM/DPS: 65 / 97.5
Located: Legate's Camp
Missabl: yes
BOTE is a unique bumper sword wielded by Legate Lanius. In addition to having
a higher DAM/DPS than a generic, it boasts insane durability and a bleeding
aftereffect (-2 HP/10s), perfect for a battle-hardened warrior. It can only
be obtained for a short while in the game's final mission, if one kills the
Legate in battle and loots it from him. Peaceably avoiding the fight, with
Speech or Barter options, prevents one from getting it.
Bowie knives are introduced in Lonesome Road, and the only unique one around
is Blood-Nap. It has higher DAM & DPS than a generic version, plus augments
Sneak (+10) and gives bonus crit damage/chance. [An on-screen message appears
whenever Blood-Nap is equipped, showing that its Sneak bonus is in effect.]
The only downside is its shortened attack range.
The item can be found within the irradiated Courier's Mile, wedged in a
lightpole not far from the entrance. This area is located in the far NE, but
is actually entered from Hopeville Base's SW road. One must launch the Ashton
Silo missile (in "The Launch") before it's accessible.
The only unique light machine gun around, the storied Bozar packs quite a
punch. Compared to a normal version, it has a slightly lower DAM in exchange
for a higher DPS; its spread ain't too bad either for an automatic weapon.
The downside to the weapon is the clip size -- even normal LMGs have 90-round
clips, and a fully-modded LMG can have 200! The Bozar's high rate of fire
tends to hamstring it in this case.
Bozar is purchased from the Gun Runners' compound kiosk, located near the
eastern gate to Freeside. Considering the above faults, one may reconsider
purchasing the expensive item, which can be 20,000+ caps even at max Barter.
Along with Liberator, this weapon is one of 2 unique machetes -- although in
general, the Broad Machete is just a renamed generic version with very low
usage requirements. In fact, it doesn't even do bonus limb damage, normally
a hallmark of the family. It's still decent for low-level characters, though,
which is really who most Courier's Stash weapons are for. Downloading said
DLC will automatically add the weapon; if installed prior to a new game, it
gets added before the inventory can even be searched!
Yes, you're reading those stats right -- a one-pound blade is delivering that
much hurt. Naturally, it has a higher DAM/DPS than a generic combat knife,
and it's easy to see why: it's as fast as greased lightning. To boot, it also
benefits from perks like Slayer, Melee Hacker, Cowboy, Grunt -- plus general
DAM-boosting ones like Lord Death -- which makes this weapon ridiculously
lethal. Did I mention the knife has a bonus crit chance? Yeah.
Uncovering this knife requires actual uncovering -- bring a shovel! The grave
is in an unmarked location north of Goodsprings. Start in the town and follow
the highway north; when it curves NE toward the Makeshift Great Khan Camp,
go off-road west instead. Around that first hill is a slope, at the top of
which is Chance's Grave. [This is marked, so one knows it's not some random
sap's gravesite.]
The area this place is located in is cazador central, but if one can brave
the bugs, Chance's Knife can be obtained very early. Unlike some melee weaps,
its usefulness only increases with time.
This rusty blade has a radically higher DPS than a normal cleaver, so it's
not surprising one gets off more attacks per second with it. Unsurprisingly,
it also deals bonus limb damage. The sucker's found on a stove within Wolfhorn
Ranch's living quarters, located up the highway east of Nipton, near a
deserted cement bridge.
CHRISTINE'S COS SILENCER RIFLE
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Variant: Sniper Rifle
Reqrmnt: STR 6 (Guns 75)
Chambrd: .308 Rounds
Weight : 5.50
ClipSiz: 5
DAM/DPS: 62 / 99.6
Located: Little Yangtze [Old World Blues]
Missabl: no
This Circle of Steel sniper rifle comes readymade with a silencer and weighs
less than a generic version, plus sports higher DAM and DPS. It also carries
bonus crit damage and crit chance, whereas a normal s-rifle only has the
latter. A drastic downside is its very low condition, which can be noticeably
reduced even by firing a full clip! It's recommended to take Jury-Rigging for
the constant repairs it needs.
Finding this item is rather easy. Once in Old World Blues, visit the Little
Yangtze ghoul prison a mite west of the Think Tank dome. On the north side's
a destroyed building, and the rifle can be seen leaning near a 2F window.
Cleansing Flame is the game's only unique flamer, having a long blue flame
and three gas tanks adjoined on the player's back. Perhaps unsurprisingly, it
has great DAM/DPS and high durability, plus an afterburn effect (-10HP/6s at
max Energy Weapons) that puts others' to shame. Note that occasionally, the
flame stream glitches and won't appear at all, or only partially. This won't
change anything, but is annoying for the user.
The item can be purchased from Gloria Van Graff at Freeside's Silver Rush
store. If she dies -- which is possible during "Heartache by the Number" or
"Tend to Your Business" -- then her GRA uniques will be sold by Vendortron
instead. There have been stories of Gloria's GRA weapons disappearing and
never showing up elsewhere, which seems to be rooted in the GRA installation.
Most players won't have to worry about it, in normal circumstances anyway.
This laser pistol may flash a blue beam, but is worth keeping around for a
different reason: a 10-second paralysis effect on criticals. Coupled with a
low damage output and readily available energy cells, this makes for a handy
getaway weapon, or just for toying with enemies. Other than that, it's not
too different from a regular laser pistol, other than substandard DAM/DPS --
but its effect is a winner in any book.
Most people uncover this in Fallen Rock Cave during the survivalist's cache
search. The item is past multiple traps, within the "living area" -- look
near the box containing energy ammo.
This mean-lookin' gauntlet boasts a slightly higher DAM/DPS than its generic
version, but that's about all there is to speak about. The item is originally
held by Little Buster, a mercenary at Camp McCarran (base south of Strip).
It can be pickpocketed from him as he trains against a dummy, or picked from
his corpse on the train tracks near the Old Mormon Fort. [The latter requires
finishing "Three-Card Bounty" and waiting several days.] Either way works.
The Avenger is a reddish minigun, having half the ammo of a generic version,
but in turn, more DAM/DPS (thanks to a built-in high-speed motor), durability
and reduced spread. If there's a downside -- excluding the ammo reserves --
it's that it can only be repaired with other miniguns, even with Jury Rigging.
Definitely bring some Weapon Repair Kits along (especially if using surplus
ammo), 'less stumbling into super mutant camps seems like fun...
The CZ57 is found at the Devil's Throat, an irradiated pit that earns the
title of northeastmost location. It's within the lower truck, next to a dead
prospector. [Aside: sometimes the dead super mutant here is actually alive,
either mingling or fighting the centaurs. It seems he's meant to be slain,
because radiation down there won't heal him. Hmm...]
Dinner Bell is the only unique hunting shotgun available, besting the normal
in most important ways (Damage, DPS). The downside is that its 5-shell clip
pales in comparison to the GRA Hunting Shotgun, which can be improved to an
8-shell.
This item can be obtained from Red Lucy upon completion of "Bleed Me Dry,"
the quest to find her monster eggs. This also means that, if she's slain
prior to its completion, it's gone forever!
DR. KLEIN'S GLOVE
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Variant: Scientist Glove
Reqrmnt: STR 3 (Unarmed 45)
Chambrd: ---
Weight : 4.00
ClipSiz: ---
DAM/DPS: 34 / 46.4
Located: Higgs Village [Old World Blues]
Missabl: no
Like many of the unique scientist gloves found in Old World Blues, this item
boasts a higher DAM/DPS, plus gets its own effect. Hitting an enemy regularly
drops an foe's STR by 2 and Energy Weapons stat by 5, for a short period. On
a critical hit, both the target's STR and DT are weakened! This means wailing
on a target is always a win-win situation.
The item itself can be found within Dr. Klein's house (#101) in Higgs Village,
a giant enclosure roughly south of the Think Tank dome. The weapon is on an
upstairs bookshelf.
Like most special scientist gloves, Mobius' weapon has a higher DAM, DPS and
durability than generic types. But, it's the special effects that really make
it fun! On contact with a target, the glove lowers the Energy Weapons and PER
by 5 and 2, respectively. On critical hits, the target frenzies, in addition
to the knockback effect. This means, despite being relatively slow, it gains
extra use against mobs.
Mobius' glove can be found during the final Old World Blues quest, inside the
Forbidden Zone where Mobius' lair is. After defeating the giant robo-scorpion,
enter his laboratory and locate it on a table -- simple as.
ELIJAH'S JURY-RIGGED TESLA CANNON
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Variant: Tesla Cannon
Reqrmnt: STR 8 (Energy Weapons 100)
Chambrd: Electron Charge Packs
Weight : 8.00
ClipSiz: 30 (5 per shot)
DAM/DPS: 85 / 134.2
Located: Elijah's Watch [Old World Blues]
Missabl: no
Like most tesla cannons, the weapon fires electricity, has an electrocution
aftereffect (-20 HP/2s) and consumes ECPs by the boatload. It has higher DAM
and DPS than a regular, plus gets 6 shots before reloading, the best of any
cannon. To offset its awesomeness, it has substandard durability and can't
be repaired with anything other than tesla cannons (even with Jury Rigging).
Given how expensive repairs are, it's easiest to just use Weapon Repair Kits.
This wonderful weapon is located in OWB's Big MT crater, in the NE area, past
the Securitron De-Construction Plant. It's quite large, and can be found off
to one side. [Ferocious robots may lurk in this area, so beware!]
Embrace is a unique mantis gauntlet, which is a rare unarmed blade weapon
(although they're more common in Honest Hearts). It's essentially a giant
mantis foreleg strapped to the arm, although this one is prickly whereas a
normal is smooth. The weapon has a higher DAM, DPS and durability in exchange
for a slightly slower attack rate. That's alright, though, since it also
carries bonus crit chance/damage.
EOTMK can be purchased from Mick of "Mick & Ralph's" pawn shop, located in
Freeside's east block. With a high Barter and decent city rep, it should
only cost a little over 9,000+ caps.
ESTHER (GRA)
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Variant: Fat Man
Reqrmnt: STR 8 (Explosives 100)
Chambrd: Mini Nukes
Weight : 40.00
ClipSiz: 1
DAM/DPS: 475 / 2036.8
Located:
Missabl: no
Esther is quite a woman! A 40-pound, nuke-launching Fat Man with an inherent
boost against her effect (+10 DT, +25 Rad Resistance) while equipped. It can
be purchased from Vendortron at the Gun Runners kiosk, a little south from
Freeside's East Gate (near the Crimson Caravan Company). This location turns
out to be serendipitous, since Vendortron also has the largest supply of
mini nuke ammo and its variants!
Who would make a weapon with such wimpy stats? Well, that's just it -- the
C-Finder isn't a weapon but a targeting device. If one completes "That Lucky
Old Sun" by rerouting power to the ARCHIMEDES II satellite, this item will
gain a single charge (use) daily. When an enemy zone is "painted" by the
C-Finder, the satellite will send down a beam of cleansing fire to wipe their
existence off the map! One shouldn't be near it when that happens, naturally.
This toylike, rocket-shaped gun is in the possession of Max, a Freeside child
who uses it for his make-believe games. It can be bought from him for 1000
caps, or 20 with [Barter 45]. Pickpocketing is also an option, working best
when he sleeps. Also, the C-Finder respawns in Max's inventory, regardless of
whether one still has it -- nice!
FIDO
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Variant: K9000 Cyberdog Gun
Reqrmnt: STR 9 (Guns 85)
Chambrd: .44 Magnum Rounds
Weight : 27
ClipSiz: 50
DAM/DPS: 36 / 252
Located: Big MT [Old World Blues]
Missabl: no
FIDO is an upgraded form of the K9000 cyberdog minigun -- it's technically
possible to get two of those, but only one is a sure thing, so I'll put it
here anyway. Upgrading brings an increased DAM and DPS, plus changes the blue
K9000 glow to a more menacing red (including the mid-range scope). Downsides
are less obvious: K9000 mods don't transfer to FIDO, and repairs require more
cyberdog guns (until Jury Rigging is earned; then minigun types count, too).
It's a rather annoying process to get FIDO. First, one must earn the Sonic
Emitter's forcefield-shattering upgrade at the X-8 Research Facility (east
of Think Tank). After, head to the far west X-13 Research Facility and use
the Emitter's new power to access a workspace -- a suitcase within contains
the X-8 kennel keys. Return to X-8, enter the kennel (has nightstalkers) and
claim the blueprints from the computer table. Finally, one can upgrade the
K9000...if the Guns 75+ requirement is met. Sheesh...
Upgrading isn't much of a conundrum for those who have two K9000 guns, though.
The first is obtained from Dr. Klein in the very first conversation, if one
passes a [Guns 50] check. The second is wielded by a trauma harness within
the X-12 Research Center, west of the Think Tank. This requires having the
forcefield-deactivating Emitter upgrade, however.
One of the puniest unique weapons around, Figaro can still be fun to use.
It has a higher DAM and DPS than its normal counterpart (which wouldn't be
hard), plus more durability. Like all straight razors, it also does bonus
crit damage/chance. Figaro, the hairdresser at The King's School of
Impersonation in Freeside, uses this as his personal weapon. The easiest way
to get it is reverse pickpocket a common, more powerful melee weapon, then
re-enter the cell to steal it.
Fist of Rawr (or, with Wild Wasteland, Fist of the North Rawr) is a unique
deathclaw gauntlet, crafted from the titular beast's arm. It has very decent
DAM/DPS, in addition to its bonus crit chance and limb/crit damage. It's also
very aesthetically menacing, having five long talons; the weapon itself is
nearly bigger than the Courier's arm.
This weapon is not found like most; it must be crafted at a workbench (req.
75 Unarmed) using "Rawr's Talon," the raw material. Said component is found
in the Lonesome Road DLC, after emerging onto the Boxwood Hotel's Roof. At
ground level nearby is a small pond where deathclaws hang out, and beyond
it, an isolated cave where the fearsome Rawr lives. Entering blocks the
entrance with a warhead, almost ensuring a battle takes place.
The game's only unique shishkebab has identical STR/MWep requirements to its
generic version, but has improved DAM, DPS and a higher burn effect (5/5s).
It also retains the shishkebab's lunging power attack move, good for closing
distance against fleeing/approaching targets. With a high Melee Weapons skill,
the Pyromaniac perk, and/or applied poisons, the sword becomes a mighty force
to be reckoned with!
Gehenna, like many great GRA additions, is bought right from the Gun Runners
kiosk, located a bit south of Freeside's east gate. Bring a nice chunk o'
change, because without decent Barter, it can cost over 10,000+ caps.
The GCSR is arguably the best sniper rifle in the game, besting its peers in
most categories, including DPS, magazine size (+1) and durability. [Its DAM
is beaten by Christine's COS Silencer Rifle, however.] It comes with a bonus
crit damage, in addition to the sniper standard of bonus crit chance and a
high-powered scope. Top it off with a low weight, AP cost and snazzy desert
camouflage coating, and this beauty can find its way into any gunslinger's
arsenal.
The item can be found in a 'very hard' footlocker at Sniper's Nest, a small
cliff encampment overlooking Cottonwood Cove (itself along the SE riverbank).
To find the deserted shack, it's easiest found from NW upper cliffs or the
SW Searchlight highway (hug the northern mountain and circle toward it). The
location can be fast-travelled to after discovery.
GOLDEN GLOVES
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Variant: Boxing Gloves
Reqrmnt: STR 1 (Unarmed 0)
Chambrd: ---
Weight : 6.00
ClipSiz: ---
DAM/DPS: 1 / 1.3
Located: Lucky 38 Casino (The Strip)
Missabl: no
Certain weapons inflict fatigue damage, which knock enemies out instead of
outright killing 'em. Among these, the Golden Gloves are the only special
one, its blows inflicting the most fatigue damage. They're kinda hard to
repair, though, until Jury Rigging is taken -- this allows one to use most
unarmed weapons (gauntlets, fists, etc.) in their maintenance.
Becoming a heavyweight champ is simple, as the Lucky 38 Casino can be entered
as soon as one makes it onto the Strip (by way of Freeside). The gloves are
in the lobby's VIP Lounge, on a shelf behind the bar. Taking them isn't
considered stealing either.
GREASED LIGHTNING (GRA)
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Variant: Power Fist
Reqrmnt: STR 5 (Unarmed 50)
Chambrd: ---
Weight : 6.00
ClipSiz: ---
DAM/DPS: 32 / 96
Located: Hidden Valley
Missabl: no
One of two unique power fists available, Greased Lightning lives up to its
name -- it's fast. This entails a high DPS and firing rate, in exchange for
lowered base DAM. Its durability is above-average, too. However, there's
several perks (Heavy Handed and Slayer come to mind) that can make it a lock
where other melee weapons might get shelved.
The weapon is originally purchased from Knight Torres at Hidden Valley's BOS
bunker (requires doing part of "Still in the Dark" to get shop access). If
tragedy befalls Torres or the Brotherhood -- say, by the bunker exploding --
then Vendortron over at Gun Runners should sell it instead. Expect to pay in
the 15,000-cap ballpark.
One of several unique grenade rifles, this one is added in Lonesome Road. Its
DLC counterpart (Red Victory Grenade Rifle) has higher DPS and reload speed,
but pales when compared to this one's durability and DAM. It can found on a
chest deep within the irradiated Long 15 area (SW of Mojave Outpost) -- but
only if one ends Lonesome Road by nuking the NCR. It's near Colonel Royez's
spawn area.
HOLORIFLE
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Variant: ---
Reqrmnt: STR 4 (Energy Weapons 50)
Chambrd: Microfusion Cells
Weight : 8
ClipSiz: 4
DAM/DPS: (80 + 15/3s) / (88.9 + 15)
Located: Sierra Madre Villa
Missabl: no
The Holorifle is one of the standout weapons in the Dead Money DLC, a scoped
single-shot energy rifle that uses hologram technology. Targets hit by it
suffer a small "afterburn" effect and, like many energy weapons, slain foes
will turn into ash piles. [Despite the "scatter" effect of its projectile, it
can still be very effective as a long-range weapon.]
Only one Holorifle exists and it's given upon entering the Sierra Madre's
villa, right at the beginning of Dead Money. Luckily for the player, there's
several upgrades to find: (1) advanced calibration to decrease its spread (2)
reinforced components to improve its condition (3) focus optics to ramp up
its damage.
Note that the Holorifle is not a key item, and any unfound upgrades will be
missed completely upon finishing Dead Money, so be diligent!
A funny Monty Python reference, the HFGs are "special" grenades with a white
cross painted on them. This somehow makes them more potent, as they're almost
seven times more damaging than normal grenades. Additionally, their massive
explosion is reminiscent of a mini nuke. Only 3 exist, unfortunately.
The weapon can be found in Camp Searchlight's SE church basement, on a table
near geckos (there'll be 3). These only appear if one has the Wild Wasteland
trait; without it, mini nukes spawn instead.
This mean fire axe is the only unique of its kind, doing higher DAM/DPS than
a generic in exchange for lower durability. Its silver ax head (compared to
the usual red) makes "The Shining" reference all the more obvious.
Knock-Knock is located within the Camp Searchlight fire station, eternally
locked until one reaches it during "Wheel of Fortune." [Those planning to
do the quest right need Science 50+ to hack a quest-critical PC. It's also
possible to just kill Logan for the station keys, although this fails the
quest.]
LA LONGUE CARABINE
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Variant: Cowboy Repeater
Reqrmnt: STR 5 (Guns 25)
Chambrd: .357 Magnum Rounds
Weight : 5.00
ClipSiz: 11
DAM/DPS: 35 / 75.3
Located: Camp McCarran or Camp Forlorn Hope
Missabl: no
The LLC is an old warhorse used by Corporal Sterling. Unlike standard Cowboy
Repeaters, it begins with a 11-round clip (not a 7-round) and reloads faster,
since its rounds are fed through its magazine tube, not a side slot. LLC has
a mid-range scope, too, something even fully upgraded GRA Cowboy Repeaters
lack.
Sterling can be found in Camp McCarran, the NCR base south of the Vegas
Strip, although he moves to Camp Forlorn Hope (on cliffs S of Hoover Dam)
following completion of "Three-Card Bounty". The rifle must be acquired via
reverse pickpocketing, i.e. planting a stronger weapon in his inventory so
he unequips LLC, thus making it stealable. A fully-upgraded sniper rifle (my
personal choice) can make a good stand-in.
The weapon can also be stolen from Sterling's corpse, although he generally
hangs out with other 1st Recon snipers, making getaways harder. His death
would also prevent completion of Raul's unmarked "Old School Ghoul" quest.
Liberator is one of the game's 2 unique machetes (the other being the Broad
Machete), a weapon type known for its limb damage. The sucker also boasts
higher DAM, DPS and durability compared to a standard machete, and seems to
crit more often, too.
Dead Sea, the Legion commander at Nelson (east of Novac), is in possession
of the weapon. It can be looted from his corpse, pickpocketed or, if one
completes "We Are Legion," earned as a reward.
Li'L Devil is a souped-up 12.7mm Pistol, besting its generic counterpart in
damage, DPS, reload speed...you name it! The only thing it doesn't beat it
equals: a 7-round clip. This snazzy weapon can be purchased from Mick of
"Mick & Ralph's," a pawnshop in Freeside, the small neighborhood acting as
the Strip's doorstep. One must pass Mick's [Speech 30] check to gain access
to the special inventory containing this GRA firearms. It tends to cost over
10,000+ caps, unless one's Barter stat is sky high.
LOVE AND HATE
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Variant: Brass Knuckles
Reqrmnt: STR 3 (Unarmed 50)
Chambrd: ---
Weight :
ClipSiz: ---
DAM/DPS:
Located: Bonnie Springs
Missabl: no
As the only unique knuckle weapon in the Mojave, L&H is pretty fun to use.
It equals or betters generic versions in DAM, DPS and durability, but a main
draw is how easy it's obtained. Simply visit Bonnie Springs (ruined town S of
Red Rock Canyon, along highway NE of Goodsprings) and claim it from the Viper
Leader's corpse. There's often two leaders, so search the right one!
LUCKY
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Variant: .357 Magnum
Reqrmnt: STR 3 (Guns 0)
Chambrd: .357 Magnum Rounds
Weight : 2.50
ClipSiz: 6
DAM/DPS: 30 / 82.5
Located: Primm
Missabl: no
The game's only unique .357 revolver, Lucky has the fastest attack rate and
DPS of any peer, plus great durability and attack speed. And, although it's
not mentioned anywhere, it has a very high crit chance, one of the best for
any gun. A downside is its very slow reload speed, because it pops each case
individually instead of using a speedloader.
Finding the weapon is generally easy, however. Visit Primm (S of Goodsprings)
and enter the Bison Steve Hotel near the rollercoaster. Lucky is located in
a 'hard' gift shop safe on 1F, right near the main entrance. It's also near
a "Tales of a Junktown Jerky Vendor" skillbook, so the trip's worthwhile
regardless of whether one can crack the safe.
MARIA
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Variant: 9mm Pistol
Reqrmnt: STR 2 (Guns 0)
Chambrd: 9mm Rounds
Weight : 1.50
ClipSiz: 13
DAM/DPS: 20 / 75
Located: The Tops Casino or The Fort
Missabl: yes
Maria, like its generic counterpart, requires no Guns skill to use properly,
and has a low STR requirement. In addition to its boosted DAM/DPS/durability,
its miniscule size allows it to be a holdout weapon.
The weapon is Benny's personal gun, and can be claimed from his corpse if he
is killed at The Tops casino (during "Ring-a-Ding-Ding!") or Caesar's fort
(during "The House Always Wins I" or "The House Always Wins II"). The item
can also be pickpocketed from him at the latter location, although it can be
very hard with so many eagle-eyed NPCs. Note that having Caesar crucify Benny
as punishment removes him from the game...and with it, Maria.
Maria is also part of a few GRA challenges. "Talk About Owned" references the
pickpocket situation, completed if Benny's plugged with his own piece. "The
Same Could Be Said of All Religious Weapons" requires one to destroy feral
ghouls with 3 certain weapons, one being Maria.
There's something deceptive about Medicine Stick...maybe it's 'cause it looks
like a weaker cowboy repeater, or has a cleaner finish than the dark-colored
counterparts. Needless to say, don't underestimate the weapon, a version with
higher DAM/DPS and a larger magazine (+2) than generics. It also has a simpler
circle sight compared to normal ones that block part of the view. Like all
brush guns, its ammo is fed individually into the loader.
Medicine Stick is only found at the Gun Runners kiosk, around the corner from
Freeside's east gate. Even with decent Barter, this weapon can fetch 15,000+
caps easily...but it's well worth it.
The MGR is essentially a normal grenade rifle with a lower weight, obtained
automatically if the Courier's Stash DLC is enabled -- it can actually be
gotten in the first mission, before the Pip-Boy is even available. The stats
tend to pale when compared to the several other unique grenade rifles out
there (especially Thump-Thump and Red Victory Grenade Rifle), but it has a
standout feature they don't -- ability to be modded! The normal long barrel
extension can be used to double the weapon's range and velocity.
Considering it has a ridiculously low requirement (only STR 3), it's perfect
for low-level characters.
The only unique weapon of its kind, Mercy fires 40mm 'nades (instead of 25mm)
and boasts a considerably higher DAM, DPS, durability and crit chance. It's
better in just about every way, really, except for its lower magazine size
and increased weight. Mercy can only be repaired with other GMGs, also, so
it's often easier to use Weapon Repair Kits. That rusty finish ain't comin'
off, though...looks better that way, actually.
Mercy can be found within Dead Wind Cavern, a major deathclaw hangout (SW of
Novac, S of REPCONN Test Site, NW of Wolfhorn Ranch) in the hills. It's deep
within the first cave, on a BoS paladin's corpse. There are several d'claws
in the area, including a Legendary Deathclaw. A character well-versed in
Sneak can get in and out without fighting, but clumsy oaf types will have a
shootout on their hands.
The game's only unique recharger pistol, the MF Hyperbreeder (expectedly)
requires no reloading or ammo -- simply waiting a few moments after shooting
will automatically start refilling its 10-shot capacity. It has a much higher
DAM, DPS and durability compared to normal versions, and due to its high
recharge speed, allows more than 10 shots per clip -- perfect for its rapid-
-fire capability. All recharger weapons are great for Hardcore mode since
they require no ammo and little upkeep once Jury Rigging's taken (can be
repaired with e. pistols). Did I mention it's also a holdout weapon? Yeah.
The MFH can be purchased from Cliff Briscoe in Novac, the highway settlement
along Highway 95. With a good town rep and a high Barter, one can expect to
purchase this for a little under 9,000+ caps.
MYSTERIOUS MAGNUM
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Variant: .44 Magnum Revolver
Reqrmnt: STR 6 (Guns 50)
Chambrd: .44 Magnum Rounds
Weight : 4.00
ClipSiz: 6
DAM/DPS: 42 / 102.4
Located: The Lonesome Stranger's possession
Missabl: yes
An interesting weapon, this silvery magnum has a higher DAM, DPS, and firing
than a normal .44, in exchange for drastically lower durability. However, the
coolest part is how it ties into its owners' past, suggesting he's the son of
the "Mysterious Stranger" (yes, THAT stranger). This explains why that man's
theme plays when the weapon's un/holstered.
This handy magnum can be obtained from The Lonesome Drifter, an NPC camping
'neath a billboard near El Dorado Dry Lake, north of Novac. If one fast-
-travels to that spot, he'll be camping under the nearest billboard. The gun
can be picked from his corpse, pickpocketed or, upon hiring him in "Talent
Pool," obtained with a [Barter 50] check. If one doesn't get it any of those
ways, the item may despawn when he reaches the Tops Casino.
If the item doesn't appear in his inventory, do the following: (1) steal his
inventory ammo (2) punch him with no weapon equipped (3) quickly "holster"
fists to make him docile. This way, he'll put his gun away since it's not
usable in battle. Like the Big Boomer, stealing it can be very hard, so keep
at 'er!
The game's only unique 9 Iron, the driver has a higher DAM/DPS in exchange
for a lower durability. Like all clubs, executing a forward power attack
will do a special golf swing; if executed in V.A.T.S., this may come with a
knockdown effect. The item is held by Nephi, a Fiend leader inhabiting the
South Vegas Ruins' outer rubble. [See "Three-Card Bounty" for more details.]
This large Nuka-Cola sign may have been turned into scrap, if not for the
enterprising trader who used it as a bashing tool. It behaves similar to a
rebar club (which has more durability), although this one has a higher DAM
and DPS. It also does bonus crit damage and, thanks to its self-contained
battery, electrocutes enemies on criticals.
The powerful sign can be purchased from Mick of "Mick & Ralph's" pawn shop
in Freeside. With a decent reputation and a high Barter, the item will only
set one back about 8,500+ caps.
Super sledges are already ridiculously powerful, but this behemoth trumps
normal ones in DAM, DPS and (lower) AP costs. It's located N of Jacobstown,
next to a nightkin's corpse in one of Charleston Cave's deeper chambers. I've
heard reports of it not spawning correctly, but before jumping to conclusions,
check to see if a companion took it -- they've been known to pluck weapons
sitting around!
OLD GLORY
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Variant: Pool Cue
Reqrmnt: STR 7 (Melee Weapons 50)
Chambrd: ---
Weight : 8.00
ClipSiz: ---
DAM/DPS: 45 / 85.3
Located: Ulysses' possession [Lonesome Road]
Missabl: no
Old Glory is Ulysses' personal thwacker, being an eagle-topped staff
reminiscent of a flagpole. It closely resembles a pool cue weapon, but owns
a higher DAM/DPS and durability. Two copies can be obtained, actually: one
in the post-DLC footlocker that spawns at the Canyon Wreckage, and another if
one loots it from Ulysses at battle's end.
Paciencia is a hunting rifle with small magazine (a fully upgraded generic
h-rifle can have 10!), but also has bonus crit damage/chance, in addition to
a higher DAM/DPS, durability and (lower) AP cost. It only has iron sights,
but there's noticeable magnification when doing so, much more than a typical
hunting rifle. The sights aren't aligned properly though, which will foul up
long-range sniping if true iron sights are enabled.
With Gun Runners' Arsenal installed, the item can be purchased from Cliff
Briscoe at Novac's Dino Dee-Lite Gift Shop, for a large price (with Barter
100, it can still fetch 11,000+ caps!).
PALADIN TOASTER
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Variant: Zap Glove
Reqrmnt: STR 4 (Unarmed 75)
Chambrd: ---
Weight : 6.00
ClipSiz: ---
DAM/DPS: 41 / 67.1
Located: Black Rock Caave
Missabl: no
Rest your eyes upon the game's only unique zap glove, a type with an electric
charge that gives an EMP blast (extra damage v. robots and power armor users).
It has a higher DAM/DPS compared to a normal version, although noticeably
lower durability. The item can be found within Black Rock Cave, a small
nightkin hangout west of HELIOS One (itself north of Novac). The item's on a
prospector's corpse in the deepest part.
Pew Pew, compared to normal laser pistols, expends 5 cells per shot, which
gives it ridiculous DAM and DPS, in exchange for lower durability and (of
course) less shots before reloading. The weapon is actually classified as a
holdout weapon, so it can be smuggled into casinos and the like, if one's
Sneak is 50+.
The flashy pistol can be obtained from Allen Marks' corpse during "A Valuable
Lesson," the follow-up mission to "The Legend of the Star" (which requires
finding 50 Sunset Sarsaparilla star caps). Simply go into the plant's vault
and take it!
A rather unique gun, the Pulse Gun lives up to its name -- it fires EMP
pulses, doing extra damage vs. robots and Brotherhood power armor. It's
really not that powerful against other targets, having a low DAM/DPS; its
ammo consumption doesn't help either. Put it this way: it could take 4 or 5
sneak criticals to kill a single crappy Viper gangmember!
Like the All-American, the Pulse Gun is found in the armory of Vault 34, an
irradiated dwelling east of the Vegas area. It's only accessible by using a
computer in the overseer's office, and can only be opened with Lockpick 100
(or Col. Blackwell's key, found in Pearl's barracks at Nellis AFB). For more
info, see the "Hard Luck Blues" quest.
A unique displacer glove, Pushy lives up to its name, "pushing" enemies with
knockback, like they were ragdolls. It has a higher DAM, DPS and durability
than generic d-gloves, and actually has one of the highest DPS of unarmed
weapons, period. It's quite simple to obtain, too: enter the lakelurk-filled
Ruby Hill Mine (along NW highway near Jacobstown) and take it off a slain
gangbanger's corpse, along the waterline in the lower, half-flooded cavern.
This unique plasma rifle has a high-tech look, and although it only holds 12
rounds, it fires them individually (whereas most plasma rifles have 24 cells
but fire 2 at once). Compared to generic versions, it has a higher DPS and
firing rate, plus a high durability and lowered AP cost.
Find this rifle within REPCONN Headquarters, a massive 3-story building near
Vegas' southern farm country, along the railroad tracks. It's found on the
first floor, behind a door requiring max Lockpick; a max Science terminal
operates it. The long way around requires either (1) picking the 'hard' door
on 2F (2) finding the 3F briefcase keycard that opens the 1F door. Note that
tripping alarms will release several sentry bots into 2F, and they're packin'
heat.
The only unique varmint rifle in the game definitely earns its keep, coming
with several upgrades (extended magazine, night scope, silencer) in addition
to a higher DAM/DPS than normal v-rifles. If that wasn't enough, it boasts a
high critical chance, making it super effective for long-range sneak crits.
If it has any downsides, it's that the night scope loses some usefulness in
the day, and the gun itself loses usefulness when better sniper rifles are
available. Still, with a low STR/Guns requirement, anyone can pick this thing
up and do just fine -- that's part of its appeal, too.
Ratslayer can be found within Broc Flower Cave: it's NW of Camp Searchlight,
east of the Legion Raid Camp and SE from Ranger Station Charlie. The item is
found within the laboratory section of the place near -- what else? -- rats.
RECOMPENSE OF THE FALLEN
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Variant: Dog Tag Fist
Reqrmnt: STR 1 (Unarmed 0)
Chambrd: ---
Weight : 3.00
ClipSiz: ---
DAM/DPS: 25 / 47.4
Located: Cottonwood Cove
Missabl: no
ROTF is the only unique dog tag fist, a rather basic, non-threatening melee
weapon (it's just dogtags wrapped around one's hand). Still, in most of the
important categories -- DAM, DPS, durability -- it has its generic version
beat. The item can be found at Cottonwood Cove (Legion camp along southeast
riverbank), in Aurelius of Phoenix's office desk.
The Red Victory is one of several unique grenade rifles. Compared to a normal
g-rifle, it has a higher DAM, DPS, firing rate, reload speed and durability.
[Its cousin, the Great Bear Grenade Rifle, has superior durability, though.]
Still, a high DPS makes it a candidate for best grenade rifle. With Jury
Rigging, grenade launchers can be used to repair it, too.
The weapon can only be found in Dry Wells, an area accessible only be nuking
the Legion in Lonesome Road's final mission. Upon doing so, one can take a
boat from Cottonwood Cove to the irradiated ground zero, filled with ghoulish
legionaries. The weapon itself is on a western cliff, in a gun case with 40mm
grenade ammo.
SALT-UPON-WOUNDS' POWER FIST
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Variant: Power Fist
Reqrmnt: STR 6 (Unarmed 50)
Chambrd: ---
Weight : 6.00
ClipSiz: ---
DAM/DPS: 45 / 61.4
Located: Zion Valley [Honest Hearts]
Missabl: yes
This special power fist has a higher DAM, DPS and durability than a basic
version, and uses a special bleeding effect (3/10s) to simulates its owner's
namesake -- this is reapplied each hit! Finding this item is simple: it'll
show up in a spawned footlocker near the Southern Passage entrance, supposing
one finished the DLC correctly (either "Crush the White Legs" or "Flight From
Zion"). Screwing up the DLC bad enough to earn "Chaos in Zion" does NOT spawn
the reward chest, preventing one from getting the item.
Note that taking pocketing Salt-Upon-Wounds' power fist before the ending's
done means it's not in the chest; the copy is instead in one's inventory.
Created from the paw of a ghostly yao guai, She's Embrace is a five-taloned
monstrosity, almost cartoonish-looking. It has upgraded DAM/DPS/durability
compared to normal YG gauntlets, but is still a mite sluggish. The item can
be obtained by completing White Bird's "Rite of Passage" quest during Honest
Hearts' campaign. If White Bird dies, or one screws up enough to earn the
"Chaos in Zion" quest, this item cannot be obtained.
Sleepytyme is an all-black, silenced SMG with its magazine bent away from the
holder, giving a stylish look. Compared to a normal 10mm SMG, it has a higher
DAM, DPS, plus a larger magazine and reduced spread (the iron sights are the
same). Surprisingly, this beaut can also be used as a holdout weapon (with
Sneak 50+), its silent kills being a great infiltration tactic.
Like most GRA-specific weapons, this item is found in the hands of a trader,
being the oft-visited Vendortron at the Gun Runners compound. [It's a little
SW of Freeside's East Gate, in case one hasn't visited there.]
New Vegas' only unique gatling laser, Sprtel-Wood is a behemoth, having a
high DAM, DPS and durability. It tends to pale in comparison to a normal,
fully-modded g-laser, though, which weighs less, has almost triple the ammo
per clip, and boasts a higher DPS. A player may instead be drawn to that
option for cost efficiency, but despite its high price tag, SW9700 is a blast
to use...and that counts for something.
The laser is one of the three unique energy weapons in Gloria Van Graff's
hands, over at Freeside's Silver Rush store. In the event of her death, it
can instead be bought from Vendortron, for roughly the same price (20,000+
caps at high Barter).
Like most Courier's Stash weapons, this one is similar to a generic c-shotty,
although this has a bit higher DAM and DPS, plus high durability. Still, it
only fires two shots per clip, making it rather annoying to use in the heat
of battle. The item is automatically obtained after installing the DLC and
loading a save (that doesn't have it) -- this also applies to starting a new
game, which adds the weapon before the inventory can even be checked.
SURVIVALIST'S RIFLE
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Variant: Service Rifle
Reqrmnt: STR 4 (Guns 75)
Chambrd: 12.7mm Rounds
Weight : 8.50
ClipSiz: 10
DAM/DPS: 48 / 187.2
Located: The Red Gate [Honest Hearts]
Missabl: no
The game's only unique service rifle is located in the Zion Valley, boasting
a DAM, DPS and durability much higher than a generic, plus a low spread --
all this in exchange for a lower ammo size. It uses a handy groove sight,
too, in case one has true iron sights enabled. All around, massive stopping
power.
Finding the item can be rather hard, if one doesn't know where to look. Start
at the Red Gate (massive land formation in White Legs' western territory),
underneath the arching portion. Move NW along the base, jumping up the small
cliffs a bit, until one gets up to tree level. Underneath a tree, a skeleton
of the famous Survivalist sits, along with a duffel containing the rifle.
TESLA-BEATON PROTOTYPE
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Variant: Tesla Cannon
Reqrmnt: STR 8 (Energy Weapons 100)
Chambrd: Electron Charge Packs
Weight : 8.00
ClipSiz: 24 (uses 6 per shot)
DAM/DPS: 90 / 120.8
Located: Crashed Vertibird
Missabl: no
A massive shoulder-mounted weapon, the TBP has the highest DAM of all tesla
cannons, plus the most damaging aftereffect (-25 HP/2s). To offset this power,
it has a remarkably crappy durability, which sucks 'cause these are expensive
to repair and the "Jury Rigging" perk doesn't help whatsoever. [Using Weapon
Repair Kits is highly recommended.] Like all tesla cannons, the TBP possesses
a low spread, and foes slain by the electrical blast disintegrate into piles.
For as complicated as the weapon itself can be, its ease of discovery is very
simple: simply visit the Crashed Vertibird (SW of Camp Searchlight, SE of
Caesar's Legion Safehouse) and take it! Of course, there may be several mean
robots guarding that area, but it's possible to sneak in and take it without
tipping 'em off. Heck, they may not appear at all!
THAT GUN
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Variant: 5.56mm Pistol
Reqrmnt: STR 6 (Guns 50)
Chambrd: 5.56mm Rounds
Weight : 5.00
ClipSiz: 5
DAM/DPS: 30 / 90
Located: Novac
Missabl: no
The only unique 5.56mm in the game, That Gun is one of the fan favorites, due
to a spiffy look (a light blinks and humming noise plays when reloading) and
ease of obtainment. It has a higher DAM, DPS and durability compared to its
counterpart, but only a super-basic iron sight (almost worthless, really).
The bonus crit chance helps smooth over some drawbacks, though.
That Gun can be purchased from Cliff Briscoe, proprietor of the Dino Dee-Lite
Gift Shop in Novac (located south of HELIOS One, along Highway 95). The weap
isn't that expensive, usually fetching between 1000-2000 caps. Still, there's
no discount better than outright theft! Picking the behind-counter door -- or
buying the key from Cliff -- allows one to pluck the weapon right off a shelf
(right-hand side).
The only unique battle rifle available, This Machine boasts a higher DAM,
DPS and durability than a normal one (which, if GRA isn't installed, won't
exist at all!). It uses an old-fashioned iron sight (kinda obstructive) but
has exceptional accuracy to mid range. It's also fun to reload, since it'll
eject the clip with a delightful tinny 'ping'.
Finding This Machine isn't so hard -- it requires doing the unmarked quest
for Sgt. Contreras at Camp McCarran (south of Vegas Strip). If one completes
it correctly, the item is given as a reward for good service; however, it can
also be obtained by ratting the sergeant's activities to Lt. Boyd in the main
terminal. [See the "Dealing with Contreras" section for specifics.] The latter
isn't exactly preferable, despite the speediness it entails, because Contreras
ceases to be a merchant when incarcerated.
THE HUMBLE CUDGEL
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Variant: Lead Pipe
Reqrmnt: STR 5 (Melee Weapons 50)
Chambrd: ---
Weight : 3.00
ClipSiz: ---
DAM/DPS: 26 / 72
Located: The Sealed Sewers
Missabl: no
Ever wanted to hit someone with a lead pipe? May as well be the Cudgel, a
unique variant that carries a higher DAM, DPS and durability than a generic.
Like most one-handed blunt weapons (rolling pin, tire iron, etc.), executing
a forward power attack will slam the weapon on the enemy's head. This does
extra damage if done in V.A.T.S.
Locating the cudgel requires visiting the North Sewers, a large sewer system
beneath New Vegas. It has many entrances and segments, but for all intents
and purposes, the manhole near Camp McCarran (south of Vegas Strip) is the
shortest. The Sealed Sewers, located in the SW chamber, can only be accessed
with a special key, found on two corpses: Blind Luke (Central Sewers) or
Sweet Jane (the next-door East Central Sewers). Each corpse is behind a door,
making it easier to find 'em.
The Sealed Sewers were locked for a reason: there's strong ghoul types within.
But, if one braves their onslaught, the cudgel can be plucked from a corpse
nearby.
THE SMITTY SPECIAL (GRA)
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Variant: Plasma Caster
Reqrmnt: STR 8 (Energy Weapons 100)
Chambrd: Microfusion Cells
Weight : 20.00
ClipSiz: 20
DAM/DPS: 35 / 245
Located: Freeside
Missabl: no
Smitty is the game's only unique plasma caster, an energy weapon that fires
plasma projectiles. Although normal types have a higher DAM, Smitty attains
a high DPS (since it's fully automatic like an SMG) and durability. It's also
got double the ammo capacity, ensuring whatever it's pointed at gets wiped
off the earth's surface.
Like most of the best GRA energy weapons, it's initially sold by Gloria Van
Graff at Freeside's Silver Rush shop. Even with high Barter, it tends to go
in the 20,000-cap range. Note that, should Gloria die in another quest, her
inventory ends up in Vendortron's hands at the Gun Runners compound.
Thump-Thump is one of several unique grenade rifles available, but the only
one accessible without DLC. It has a higher DAM, firing rate and durability
compared to a standard rifle, plus weighs a little less. Like most guns of
this type, it uses a blade sight, requiring one to aim higher than the target
the longer the range is. Speaking of which, Thump-Thump comes with its own
longbarrel extension, drastically increasing its range and velocity.
Finding the rifle is rather simple, once one manages to approach Nellis AFB
(NE of Vegas) without getting blown to smithereens. During Raquel's "Ant
Misbehavin'" quest at Nellis Array, the rifle is found next to some trashed
generators in the lower interior.
TSG is the only unique ballistic fist, and one of the most enjoyable unarmed
weapons to use, even if it has lower DAM, DPS and crit damage than a generic
version. This is because it has a bonus critical chance, and enemies slain by
criticals are injected with explosives -- they fly back a little ways and
explode, doing splash damage to those around it. Characters made with a high
crit/LCK build can get this effect most of the time. Of course, explosions'll
damage friendlies, too, so one has to be careful.
Vendortron, the robot at the Gun Runners kiosk, sells the item, and it ain't
cheap -- expect to pay 20,000+ even in favorable circumstances.
This "famous" SMG has a better DAM/DPS stat than the normal variety, boasting
a snazzy look (due to its old-school ammo drum) to boot! Like most uniques,
it can't be upgraded, but does come with iron sights and a fast reload speed.
Its low Guns requirement coupled with the ease of obtaining it, makes this
SMG a great gunman's companion.
The item can be found at Wins Hideout, an unmarked shack NE of Westside, and
the final destination in the minor "A Pair of Dead Desperados" quest. The
item is located within a 'very hard' safe, although passing Pauline Wins'
[Speech 55] check allows one to get the combination from her beau, Sammy.
This item is given through the Courier's Stash DLC, and appears in the
player's inventory from the get-go (although it can't be accessed until the
Pip-Boy is received). Despite being a unique wep, it's only slightly better
than a normal 10mm, although it has no Guns requirement, making it perfect
for low-level characters.
One interesting bit is that normal 10mm mods (extended mags, laser sight,
silencer) can be equipped to this one as well. Only a few unique weapons have
this characteristic, including the Mercenary's Grenade Rifle (also included
in Courier's Stash pack).
The X-2 is a bulky antenna. True to its nature, it has an EMP effect, doing
extra damage vs. Brotherhood power armor and (more usefully) robotic foes.
The downside is its strength requirements -- if one isn't meeting them, it's
even slower than normal. This makes the Protonic Inversal Axe (STR 5, MW 55)
far better, because it swings faster and has its own EMP effect.
The item is mandatorily acquired during OWB's "X-2: Strange Transmissions!"
quest, found atop the X-2 transmitter array's gigantic satellite dish.
YCS/186
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Variant: Gauss Rifle
Reqrmnt: STR 5 (Energy Weapons 75)
Chambrd: Microfusion Cells
Weight : 8.00
ClipSiz: 4 (uses all for each shot)
DAM/DPS: 140 / 420
Located: Wilderness north of New Vegas
Missabl: yes
A powerful energy weapon, the YCS is the only unique gauss rifle available.
It consumes 4 MFCs per shot (i.e. a whole clip), and carries a higher DAM,
DPS and durability than its generic version. It also looks cooler, having a
longer, coiled barrel.
Finding the Gauss Rifle is simple, generally: venture into the wilds north
of the Strip, past the Horowitz Farmstead toward the upper Mojave boundary.
There, around a campfire, are four well-armed mercs, one of whom is carrying
this monster. [NOTE: If a player has the Wild Wasteland perk and visits here,
the merc encounter is replaced with an alien landing, and the gained weapon
is instead the unique Alien Blaster.]
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UNMARKED QUESTS [NMRK]
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Unmarked sidequests are just that -- missions or small-time events that can
be done for rewards, but don't appear in the Pip-Boy's quest log. Sometimes
these will add pages in the Notes section, though, as minor reminders. [The
names are derived from the official guide.]
A Final Plan for Esteban ............................................... UA01
A Pair of Dead Desperados I & II ....................................... UA02
A Team of Moronic Mercenaries .......................................... UA03
Access Powers .......................................................... UA04
All Fired Up! .......................................................... UA05
An Ear to the Ground ................................................... UA06
Andy and Charlie ....................................................... UA07
Arizona Scavenger ...................................................... UA08
Barton the Fink ........................................................ UB01
Bear Necessities ....................................................... UB02
Big Winner ............................................................. UB03
Bounty Killer .......................................................... UB04
Cajoling a Cudgel ...................................................... UC01
Claws Mended ........................................................... UC02
Claws Out .............................................................. UC03
Dealing with Contreras ................................................. UD01
Defacing the Humble Stone .............................................. UD02
Democracy Inaction ..................................................... UD03
Eddie's Emissary ....................................................... UE01
Fight Night ............................................................ UF01
Friend of the Followers ................................................ UF02
Gland for Some Home Cooking ............................................ UG03</pre><pre id="faqspan-23">
Harder, Better, Faster, Stronger ....................................... UH01
Help For Halford ....................................................... UH02
Hidden Valley Computer Virus ........................................... UH03
I Love Bananas ......................................................... UI01
Keith's Caravan Charade ................................................ UK01
Laurifer Gladiator ..................................................... UL01
Meeting an Equal ....................................................... UM01
Poor Meat Never Makes Good Soup ........................................ UP01
Not Worth a Hill of Corn and Beans ..................................... UN01
Old School Ghoul ....................................................... UO01
Papers, Please ......................................................... UP01
Pistol Packing ......................................................... UP02
Powder to the People ................................................... UP03
Power to the People .................................................... UP04
Saving (or Savaging) Sergeant Teddy .................................... US01
Silus Treatment ........................................................ US02
Straus Calls ........................................................... US03
Tags of Our Fallen ..................................................... UT01
The Screams of Brahmin ................................................. UT02
Treasure Hunt .......................................................... UT03
Trudy's Radio Repair ................................................... UT04
Wind-Brahmin Wrangler .................................................. UW01
You Gotta Break Out a Few Eggs ......................................... UY01
[UA01] A FINAL PLAN FOR ESTEBAN
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Client -: Pvt. Christina Morales [Camp McCarran]
Prereq -: n/a
Missable: Yes [Christina Morales or both roadblock troopers slain]
Reward -: 50 caps (only if one demanded payment)
Christina can be found at the concourse's north entrance, sitting near the
slot machines. When asked, she comments on her husband's death at the Fiends'
hands, and how the NCR brass isn't racing to bring his corpse back. His body
is laid out in some buildings near REPCONN Headquarters (south of Vegas'
farmland), a fact one learns by agreeing to help. Note that trying to get
a fee from her earns negative karma.
Getting the task from Christina spawns two things: (1) Ranger Morales' Corpse,
a fast-travellable dot, along with the titular body and Fiends (2) a roadblock
on the road west of there. This quest can sometimes mess up, with the body
disappearing or the troopers not accepting it later, so make sure to visit
the roadblock first.
The corpse's site is patrolled by rooftop Fiend snipers, and the body itself
is in the parking lot's middle, surrounded by various traps -- most can be
avoided by approaching from the south. When the coast's clear, grab Morales'
body (R3 button) and carry it west to the roadblock. A trooper there will
initiate dialogue when in proximity; that's one's cue to drop the corpse. If
the troopers die -- by a nearby hit squad, for one -- the quest can't move
to the last stage. [If only the soldier who DOESN'T initiate conversation
survives, then a note is added instead, allowing the quest to continue.]
Return to Christina to finish up. The only possible thank-you is 50 caps, and
only if one asked for recompense. A good deed is its own reward, even truer
in this case...
[UA02] A PAIR OF DEAD DESPERADOS, I & II
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Client -: n/a
Prereq -: n/a
Missable: no
Reward -: Vance's 9mm Submachine Gun
This is a small two-part quest originating in Primm's Vikki & Vance Casino.
The friendly protectron ("Primm Slim") is the local tour guide on the duo's
famous crime spree, and gives their history. After inspecting the broken
display case, one can question him about Vance's missing gun -- however,
no headway can be made without passing a [Science 50] check. Doing this earns
Slim's corrupted memory block, mentioning the mind-wiping bandits alighted to
Westside afterwards.
Part II of this quest continues when one uncovers the "Wins Hideout". First,
locate Westside, the ramshackle village NW of the Vegas Strip. NE of this
place's outer perimeter, right along the old highway, is a tumble-down shack.
Pauline and Sammy, a couple following in Vikki & Vance's footsteps, can be
found within.
To finish this quest, learn of Pauline's forthcoming casino heist and pass a
[Speech 55] check, reminding her of the dangers. Talk with Sammy afterwards
to get the safe combination; this contains "Vance's 9mm Submachine Gun," a
unique variant with a higher DPS. The safe requires max Lockpick otherwise.
That effectively ends the quest, but those searching for valuable trinkets
will note the Wins didn't hand over all their stolen items. Pauline's donned
Vikki's Bonnet [Light/WG 1/DR 0/PER +1] while her pal has Vance's Lucky Hat
[Light/WG 1/DR 0/PER +1]. These are both unique, but offer little reason for
frequent use.
[UA03] A TEAM OF MORONIC MERCENARIES
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Client -: n/a
Prereq -: complete "My Kind of Town"
Missable: yes [failed "My Kind of Town"]
Reward -: n/a
This event occurs at the Vikki & Vance Casino in Primm, a few days after
concluding "My Kind of Town". [It's easiest to wait 2-3 days in the wilds,
then enter the casino.] Soon after entering, a small gang of NCR deserters
will burst in, annexing the casino. They demand 100 caps for "trespassing,"
although this can be cut to 50 if one claims to lack funds. Not paying the
toll turns them hostile; this can also be done via dialogue. A [Speech 30]
reminds Layla and her crew of the new sheriff's presence, and they peaceably
flee if advised to hide.
Fighting them accomplishes very little, but the goods they carry (explosives,
SMGs perhaps) can make a nice haul early in the game. There's no NCR infamy
for their demise, thankfully. Also note that the casino is likely to be
deserted for this event (except for Primm Slim), minimizing collateral damage.
This is a small quest that occurs at REPCONN Headquarters, a large facility
on the south end of the Vegas' farm country (near railroad tracks). As its
name suggests, this quest is about getting access, done in the form of three
keycards. The general order is:
1) Enter the ground floor planetarium (average lock) and find the control
room. Near the skeleton is Jenny Millet's security keycard. Next, pick or
hack ('average') into the western computer lab and use the stairway. As
an optional task, one can hack the lab computer (average) to make 1F bots
recognize the player as permitted.
2) On 2F, all robots will recognize the player as Mrs. Millet, thanks to the
new keycard. [They will ask one to leave if not, turning hostile after a
time if one doesn't. A 'very easy' PC can be hacked for clear 2F access
in this instance.] A 'hard' hack PC can print a third floor keycard, while
the 2nd floor keycard is sitting on a desk within this room, too. [Another
terminal here, a NW easy hack, contains the password to Isley's 3F compy.]
3) Scanner robots on this floor can't be duped, forcing a player to avoid an
alarm by either (1) sneaking by them (2) hacking a 'very hard' terminal
in the main office to disable them. They can also be fooled with a [LCK 7]
check. The security key one wants is in Piers Isley's briefcase, sitting
in the spotlit hallway near the BoS paladin corpses.
With this final keycard, one can unlock the 'very hard' locked door on the
first floor (among others on 2F), letting one pluck the Modulator from its
tube. Of course, this is all the long way 'round. It's possible to do a very
hard lockpick/hack to open these doors, or pick the 'hard' 2F lock as a
workaround.
If a building-wide alarm goes off, sentry bots hidden within the second
story walls are released...and they're angry! With a very high PER, one can
notice them ahead of time, then jam their mechanisms (Repair 65+ required).
This prevents their occupants from release in case of alarm. However, one
can't access the sentry bots without an alarm going off, so the easiest way
to get their loot (missiles!) is triggering one, then disabling security.
This way, one can attack them without repercussion, getting their loot. It's
also a good way to do machine-related challenges, like GRA's "Man-Machine
Interface".
[UA05] ALL FIRED UP!
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Client -: n/a
Prereq -: n/a
Missable: no
Reward -: All-American, Pulse Gun, and other armory items
This quest occurs at irradiated Vault 34, located in the mountains east of
the Vegas area (north of Cannibal Johnson's Cave, SW of Raul's Shack). One
comes here during "Hard Luck Blues," so it's recommended to start that first.
Anyway, the miniquest relates to accessing the vault's armory...only problem
is, the entrance is locked! This can be opened via the overseer's terminal,
but this requires finding two passwords in the three-story commons area (the
initial, largest place). Both are located on technician corpses, in the
flooded western and eastern passages.
After draining the east passage (password unlocks nearby computer; v. hard
hack otherwise) one can enter Security Station A. The computer here unlocks
the overseer's passage in the main complex's west end. Kill the overseer and
his cronies, then take his terminal password (v. hard hack otherwise). This
will open the armory in the previous area.
Once its ghoulish inhabitants are slain, one can loot the place for all its
worth. There's two unique finds here: (1) the All-American battle rifle,
found on an overturned table near the room's center (2) Pulse Gun, within a
very hard case; this can be unlocked with Blackwell's Key, in a cabinet at
Nellis AFB, Pearl's Barracks. But there's more loot: a missile launcher,
sniper rifles, minigun, grenade launchers, C-4, marksman and assault carbines,
10mm pistols and SMGs...whew! Most are in bad condition, however. [Try not to
use explosives here or the contents may get jostled, making 'em hard to find.]
There's also a "Guns and Bullets" skillbook in the lounge nearby. A perfect
nightcap to this nightmarish hellhole, eh?
[UA06] AN EAR TO THE GROUND
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Client -: Private Sexton [Camp Forlorn Hope]
Prereq -: n/a
Missable: yes [Sexton slain]
Reward -: 100 XP, Beer (6), NCR fame
The NCR camp is on the Colorado River's upper west cliffs, almost due east
of HELIOS One (itself north of Novac). Sexton hangs out in the barracks and,
as morale officer, proposes a Legion-killing challenge to boost spirits. If
one accepts, a note about the challenge is added, and slain legionaries will
leave behind ears to take. [Ears aren't available en masse until doing this,
but may not appear on all corpses anyway.] The quest is available even if
NCR rep is at Vilified.
Giving thirty (30) ears completes the quest, giving the above rewards. Doing
this quest assists with the assault on Nelson in "Restoring Hope," like many
of the camp's activities. Sexton isn't a target in "We Are Legion" either,
meaning one can still use this tactic to get NCR fame.
[UA07] ANDY AND CHARLIE
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Client -: Ranger Andy [Novac]
Prereq -: n/a
Missable: yes [Andy slain]
Reward -: 100 caps, Novac fame, NCR fame, Ranger Takedown maneuver
Ranger Andy has a bungalow in Novac, the trading town along Highway 95's SE
stretch. In dialogue, he'll ask the player to check up on Ranger Station
Charlie, along the isolated SW road. Upon visiting, one will either find the
place in the midst of a Legion attack, or everyone'll be wiped out already.
Check the main building for a body count (beware of corpses flung over frag
mines), then return to Andy.
Fingering the Legion as the perps will earn Novac and NCR fame. Lying via the
[Speech 60] check earns 100 caps instead of faction fame. Additionally, if one
hasn't learned Andy's Ranger Takedown maneuver in a prior [Speech 30] check,
he'll teach it free o' charge.
[UA08] ARIZONA SCAVENGER
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Client -: Aurelius of Phoenix [Cottonwood Cove]
Prereq -: n/a
Missable: yes [Aurelius of Phoenix slain]
Reward -: 10 caps and Legion fame (per dogtag); access to Severus' supplies
Cottonwood Cove is located on the Colorado River's west bank, in the SW part
of the map. This Legion-run camp is spearheaded by Aurelius, a centurion who
loves seeing the NCR soldiers cut down. So much, in fact, broaching the
subject sees him paying the player for recovered NCR dogtags: 10 caps per
tag, plus Legion fame.
Passing the [Barter 35] check allows one to trade Decanus Severus for
loot instead. If one can't pass the Barter option, it subsequently remains in
Aurelius' dialogue. Here's the commodities one can earn on a per-tag basis.
Most weapons and armor are obtained at max condition, or very close to it.
[1+] Foodstuffs can be obtained (trade at 1:1 ratio for maximum munchies)
[01] 9mm, 10mm, .22 LR, .357 Magnum, 20g, Energy Cells (10x; player's choice)
[03] Dynamite or Frag Grenade
[15] Leather Armor
[20] Leather Armor, Reinforced / 9mm Submachine Gun
[25] Laser Pistol
[30] 10mm Submachine Gun
[50] Laser Rifle
NOTE: There's a glitch where picking the option to trade for firearms or
armor removes 5 tags prematurely! This WILL affect rewards, i.e. it'll
be necessary to collect 55 tag to get the laser rifle.
Unlike the Legion Ears of the quest's antithesis "Ear to the Ground," dogtags
exist prior to Aurelius' task and can also be gotten through pickpocketing.
This quest overlaps well with the "Artful Pocketer" and (if you're killing
NCR targets) "Armed for Bear" challenges.
No need to worry about a finite tag supply either -- many generic soldiers
will respawn. If there's a downside to the nonviolent method, it's that not
all soldiers carry stealable tags. [I guess to make up for this, some stiffs
carry multiple tags.] Major NCR strongholds -- HELIOS One, Camp McCarran,
Camp Golf, Camp Forlorn Hope -- make good "hunting" grounds. Camp Guardian's
caves and the Nipton Hotel (NW part of town) also have several soldier
corpses, most carrying tags.
Finally, I've noticed that Severus' dealings may give slightly lower fame
than Aurelius' cash, so the latter may be preferable for a faction boost.
However, one can gain extra fame for teaching Severus how to build Powder
Charges and disarm NCR mines. The former requires having the schematics from
the NCR prison; the latter requires having disarmed a mine oneself, plus
Explosives 50+. [The trick to harvest XP by repeatedly doing the disarming
dialogue seems to have been removed, but may still exist in patchless games.]
Barton is an NPC hanging out near the Goodsprings Source, a small campsite
area directly south of the starting town. In dialogue, he requests assistance
in rescuing his girl, trapped by geckos on the ridge near the broken radio
tower. Agree to help and ascend the critter-infested footpath, killing them
all. Near the prospector's sitting spot, Barton will approach, revealing his
claim was a sham -- he turns hostile after this.
There's no real reward to this besides what's in the scavenger's camp, like
low-level armor or a gun in mediocre condition. Jumping over the north cliff
drops one near a skeleton that has more (low-grade) armor.
[UB02] BEAR NECESSITIES
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Client -: Lindsay [Nellis Air Force Base]
Prereq -: Started "Volare!"
Missable: no
Reward -: Boomers fame
One of the Boomer children, Lindsay, will ask the player to help find Mr.
Cuddles, her teddy bear...she lost it and doesn't remember where! The stuffed
animal is found in the Nellis Hangars area, south building. There's a crate
stack near the western sitting area -- the bear's on the ground inside there.
Return it to Lindsay for Boomers fame, or lie with a [Speech 60] check to
earn Boomers infamy and bad karma. Meanie. =(
[UB03] BIG WINNER
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Client -: n/a
Prereq -: n/a
Missable: no
Reward -: variable (see below)
This is a collective quest relating to casino bans -- that is, winning so
much from the house, the staff prevents one from winning more chips. [Note
that purchasing chips from a cashier does not count toward this.] All casinos
offer blackjack, roulette and slots, except the Ultra-Luxe (no slots).
A running total is displayed during all casino games, showing one's total
earnings in the casino. When the earnings reaches a certain amount, comps
are given. Strip casinos (Gomorrah, Ultra-Luxe, The Tops) have persons who
inform the player of this. The Sierra Madre forces the player out of the
game to give a notification; this is collected from the hologram cashier.
The Atomic Wrangler gives the item after exiting the game. [Overshooting a
quota to earn a ban prevents one from getting those gifts.]
Getting banned from casinos has no effect on other in-house activities (like
hiring escorts) or local quests -- it simply means one cannot play the games.
Attaining a ban from all three Strip casinos earns "The Courier That Broke
the Bank" achievement.
Here's a list of the casinos, their quota/rewards and other info.
• Atomic Wrangler
- Dealer draws to 16, stands on 17 / Blackjack pays 6:5
- 1250 won: Beer
- 2500 won: Dapper Gambler Hat, Whiskey
- 3750 won: Absinthe, Rum & Nuka, Dapper Gambler Suit
The Wrangler bans a player at 5000+ earnings, making it the lowest out of
all applicable casinos (due to its smaller stature). Also unique is the
blackjack payout, giving only a fifth over cost for the initial bet.
Reaching nine thousand (9000) chips earns the ban. Unlike some casinos,
there's no special privelege bestowed for being such a high roller...what
a crummy kiss-off from the mobsters, eh? [The floor manager will approach
to give the comps, note.]
• Sierra Madre
- Dealer draws to 16, stands at 17 / Blackjack pays 3:2
- 2500 won: Scotch, Wine
- 5000 won: Pre-War Parkstroller Outfit, Pre-War Parkstroller Hat
- 7500 won: Complimentary Voucher
Ban at 10K chips. Note that the post-DLC vouchers received can only be used
if one unlocks the voucher comp at 7500 chips. This is an easy, renewable
method to get chips, allowing one to use the bunker vending machine for the
goodies. Christine's special recipe is another option, although it gives a
much smaller quantity (50 instead of 1000).
The Sierra Madre predates the wasteland monetary system. This means when
one redeems chips, the cashier pays out 1:1 with Pre-War Money, worth more
than 1 bottlecap (normally received from other casinos). Thus, this casino
pays out more per chip than any other.
• The Tops
- Dealer draws to 16, stands on 17 / Blackjack pays 3:2
- 2500 won: Vodka
- 5000 won: Brahmin Steak, Wine
- 7500 won: High Roller's Suite Key
The high roller suite is located on the 13th floor, east down the corridor.
It can only be accessed by the comp, and can be used as a permanent house,
if needed.
• Ultra-Luxe
- Dealer draws to 16, stands on 17 / Blackjack pays 3:2
- 3750 won: Atomic Cocktail
- 7500 won: Brahmin Wellington
- 11500 won: Bon Vivant Suite Key
A ban is earned for a 15,000 net take.
Gambling is much easier with a high LCK stat. Speaking from experience, when
I wrote this section, I had 2 LCK (!?) and it took a ridiculous amount of
time, exacerbated by reloading saves -- doing that within a casino gives a
50-60 second "anti-cheat" wait. Using blackjack as an example, at 2 LCK, one
will get awful starting hands (12-16) while the dealer will get face cards
and blackjacks more often. Those who have low LCK will want to use that nice
"surrender" option, allowing one to quit the hand, losing only half the bet
in return.
And as a final note, it's not recommended to kill any dealers, cashiers or
similar people. They may not respawn, preventing one from playing a game or
buying/redeeming chips.
Camp McCarran is the old airport south of the Strip, now the NCR's main base
in the area. Hsu is found in the first terminal building, and if asked about
assistance, reveals several things (leading to "I Put a Spell On You" and
the unmarked "Silus Treatment" quests). Another tidbit is this quest, where
Hsu sends one to Vault 3 to find a missing ranger, Bryce Anders. This quest
is the Fiends' major stead, home to their leader Motor-Runner.
To find Vault 3, one must travel to the South Vegas Ruins, a large compound
SW of McCarran, across the defunct thoroughfare. [Several Fiend leaders can
be found in the surrounding area; this relates to the "Three-Card Bounty"
quest, also done at McCarran.]
Inside the vault, a door guard stops the player -- trying to get past her
turns the entire base hostile, unless one passes a [Speech 64] check, or is
wearing Great Khan armor. The latter method relates to "Aba Daba Honeymoon,"
and is applicable even without starting the quest. [The "friendly terms" one
gains through the speech options extends indefinitely, even if one leaves the
vault and returns days later.]
To find Anders, enter the southern Living Quarters section, then traverse
the eastern booby-trapped passage, back to the Recreation Area. The wounded
G.I. is slumped near the mainframe, and through dialogue, reveals he has the
key to Motor-Runner's maintenance wing. [This would otherwise have to be
obtained from Daniel, a Fiend in the Living Quarters area.]
Anders is stubborn, refusing most help. A [Speech 35] convinces him one'll
take out Motor-Runner in his stead, earning the Vault 3 Maintenance Key 'fore
he sneaks out -- the Fiends won't turn hostile at his presence in this case.
Passing the [Medicine 35] check allows one to heal his leg with a Doctor's
Bag; barring that, he can be asked to leave to McCarran.
Note: if Anders is up and at 'em, the Fiends typically kill him within the
first few seconds of combat, since he fights primarily with a knife. This is
the result if one passes the [Speech 75] check he has, also, convincing him
he's good enough to solo the chainsaw-wielding bigwig.
• I've noticed the [Speech 25] check in Anders' dialogue -- the one resulting
from the "what is an NCR ranger doing here?" questioning -- can be done
repeatedly for a modest 25 XP reward. Thus, one can get some free grinding
done, especially with the speech successes challenge.
When Anders flees the vault, one can return to Hsu to collect the preliminary
fame reward. To get the real compensation, one must slay Motor-Runner, an act
best done (if at all) once "Aba Daba Honeymoon" is concluded -- his death
would fail it otherwise. Take his titular quest-item helmet [DT 2/Light/Melee
Weps +5, PER +1] to Hsu to finish. Luckily, if he's slain stealthily, none of
his cohorts will be alerted, letting one walk right out scot-free.
[UC01] CAJOLING THE CUDGEL
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Client -: n/a
Prereq -: n/a
Missable: no
Reward -: The Humble Cudgel
This is a "quest" to find the Humble Cudgel, a unique lead pipe found within
the Sealed Sewers, a section of New Vegas' old tunnels. To find it, one must
reach the Central Sewers, which connects to the larger East Central Sewers
portion (and THAT connects to the North Sewers hub). It's a bit confusing
overall, but luckily there's manhole access to these places all around the
Vegas area: NCR Sharecropper Farms, North Vegas Square, The Thorn and near
Freeside's East Gate (to name a few). One of the best access points is the
street at Camp McCarran, which drops one in the Central Sewers' south passage.
Next, the Sealed Sewers are, naturally, sealed -- the key must be found! The
corpses of Blind Luke (Central Sewers) and Sweet Jane (East Central Sewers)
carry the "Luke's Find" key. Each corpse is in a smaller room accessed by a
shut door, making it a bit easier to locate. Of course, one has to fight a
few rats, ghouls and Fiends to Sealed Sewers' entrance (SW chamber).
All that remains of the destination is two adjacent chambers, one containing
several ghoul types (including a reaver). The body of a prospector near the
control panel contains the cudgel. His duffel bag should contain some other
goodies, like reinforced Combat Armor/Helmet
This is a tiny event that can occur in Sloan, the highway town east of
Goodsprings. Snuffles, the town's molerat pet, is limping. By "talking" to
it, one can patch its leg with a [Medicine 30] check. If told about the help,
Chomps Lewis -- the friendly roadside NPC -- will give some NCR fame. Note
that killing Snuffles can turn Chomps hostile, so leave the poor critter
alone... [Also, failing the Medicine check won't remove it from Snuffles'
"dialogue". It can be repeated later.]
[UC03] CLAWS OUT
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Client -: n/a
Prereq -: n/a
Missable: yes [Chomps Lewis slain]
Reward -: $500 NCR and NCR fame
Sloan, the highway town west of Goodsprings, gets by with its mining, and
lately, deathclaws have infested the nearby quarry. This quest can be done
without visiting Sloan, although Chomps Lewis (roadside NPC) will confess the
town's troubles if asked. He can also give 5 Stimpaks and Super Stimpaks, if
one's at a decent level to combat the threat.
The quarry itself has several deathclaws, but has one natural advantage: the
western inner rim, which allows one to take potshots without repercussion.
This is helpful as the targets -- the Deathclaw Alpha Male and Deathclaw
Mother -- are difficult targets, and much stronger than normal ones. The
"daddy" deathclaw wanders around the central excavation rig, but the mother
only keeps to her brood at the western den. A good sneak-crit missile can
do 'em in, perhaps. She'll go berserk if her child(ren) die, however!
When the two main targets are takin' dirtnaps, return to Chomps. He'll give
$500 NCR and some fame for the heroic feat.
[UD01] DEALING WITH CONTRERAS
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Client -: Sgt. Daniel Contreras [Camp McCarran]
Prereq -: n/a
Missable: Yes [Sgt. Contreras slain]
Reward -: This Machine, access to Contreras' improved supply
This mission deals with the slick supplier in McCarran's concourse. When one
first talks to him, a speech option opens about his supply runs. To advance
the "quest," one must give him 50 caps, or pass a [Speech 50] or [Barter 50]
check. With pleasantries out of the way, he reveals he has an expanded stash
available, and will offer it to the player at a discount...supposing one does
a little legwork first.
There's three main tasks to do. After each is completed, return to Contreras
to receive the next.
1) GUN RUNNERS: The famous weapon compound is north of McCarran, past the NCR
Sharecropper Farms. Simply deliver a note to Isaac, the machinist working
at the bench. When he looks at the order, he mentions meeting the demand
would be difficult. If one can't pass a [Speech 80] or [Barter 80] check,
the only way forward is collecting 100 piece of junk metal -- scrap, tin
cans, etc. The Aerotech Office Park (SE of Sharecropper Farms) is notable
for having ridiculous amounts of tin cans, for those looking to end that
quest stage quickly. REWARD: 200 caps.
Note that Isaac sometimes doesn't appear at the Gun Runners vendor. He may
just be in his house east of there (sometimes he never emerges), but can
also fall prey to the Fiends that spawn in-between there. If he dies, the
quest stalls, so it's best to square away the business quickly.
2) CRIMSON CARAVAN: Their compound is just around the NE corner from Gun
Runners. Blake, the main merchant, will have a package waiting for Daniel.
There's also an optional [Science 25] or [Medicine 25] check, deducing the
ingredients' purpose. Sometimes Blake doesn't appear at the central stall,
forcing one to look for him. REWARD: 250 caps + 100 if one learned the
meds can be used for chems, and picked the "I want a cut" option.
Contreras will give the third task after 48 hours have passed.
3) MIGUEL'S PAWN SHOP: Daniel has set up a deal with "Price" at a pawn shop
in Westside, the small "gated" community along the Strip's outer NW wall.
He mentions that Price is paranoid and has a password system -- one is to
say "always bet on the House" when asked for betting advice.
Visit the rendezvous to find a merc named Keller in Price's stead. When
one gives the password, picking the [INT 7] or [PER 7] check reveals he's
a cop incognito. A [Speech 70] lets one off scot-free. Giving Contreras'
package over is an option too, and has a [CHR 7] and [Speech 60] check to
sever association with Contreras. If one passes the CHR/Speech 60 check,
a subsequent [Speech 80] check commutes Daniel's sentence in exchange for
becoming an informant; the [Speech 70] check is just a 250-cap payoff.
At all stages of interaction with Keller, one can simply kill him, too --
this doesn't give NCR infamy.
If one learns Price is incarcerated, then passes the Speech 70+ check to
amscray, this can be relayed to Daniel. He suggests killing Keller, but
one can suggest a partnership via a [Speech 80] or [Barter 70] check. The
smaller [Barter 50] check has one agree to kill Keller for 150 caps. One
must return to the pawn shop to put Keller down, or inform him of Daniel's
under-the-table deal -- the latter requires [Speech 80] or [Barter 80].
Return to Daniel when finished. He'll give access to his improved stash and
the unique battle rifle 'This Machine' as a reward, but only if Keller was
killed to protect his secret. Working out a deal with Keller allows Daniel
to remain a vendor, but there's no other rewards. [Sometimes picking Keller's
Speech 80 check in the initial conversation bugs the quest out, preventing
one from telling Daniel about the suggested deal. Killing Keller should fix
this.]
Additionally, one can betray Contreras to Lt. Boyd in the main terminal. This
requires hard evidence, something obtainable from the supply room's 'average'
PC. This option allows one to get 'This Machine' from Boyd, but incarcerates
Daniel, so he can't be used as a vendor. [Oddly enough, they don't confiscate
his weapon...] NCR fame is also obtained as a reward.
[UD02] DEFACING THE HUMBLE STONE
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Client -: n/a
Prereq -: complete "Boulder City Showdown" (?)
Missable: yes [Kowalski dies; he eventually despawns after first meeting too]
Reward -: NCR infamy or negative karma
This event occurs at the war memorial in Boulder City, a decimated town just
east of the 188 Trading Post (W of Hoover Dam). Private Kowalski can be found
paying his respects at the large stone, and will mention his brother died in
the First Battle of Hoover Dam.
The "defacing" part factors in when one decides to shoot the memorial. The
private will voice his outrage, forcing one to avoid penalties by passing a
[Speech 30] option. Name-calling Kowalski and his bro earns bad karma, and
turns the soldier hostile; simply refusing to apologize earns NCR infamy and
makes all friendlies nearby aggro.
Occasionally this event never shows up, regardless of what one does. It's
not dependant on questline progress or reputation (I've had it spawn without
doing any main missions while being an NCR pariah).
[UD03] DEMOCRACY INACTION
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Client -: n/a
Prereq -: n/a
Missable: no
Reward -: 500 XP
This "quest" is basically the exploration of Vault 11, found at El Dorado Dry
Lake's NW border (itself north of HELIOS One). The interior has the trappings
of a hard-fought propaganda war, and it's the player's duty to reach the
lower levels. Enemies within are typically rats and mantises, and some of the
usable terminals are rigged to explode. The clinic and classrooms are on 1F,
the former containing a few first aid kits.
B2 contains the living quarters. The female dorm is notable for its copy of
"Pugilism Illustrated," leaning against an upturned dresser. Meanwhile, a
west corridor leads to a security station, requiring a hard hack/lockpick if
one doesn't have the code (found later). In addition to energy weapon ammo
and some mines, there's also a mini nuke on a table -- nice!
B3 is the 'lower level,' containing the overseer's office. The southern area
contains a fortified position (east door has grenade bouquet trap) with some
ammo and a first aid kit. Further south is a submerged passage, one of the
two rooms containing a Differential Pressure Controller, a key item for the
"Still in the Dark" quest. If one already finished that quest by siding with
Hardin, though, there's no reason to pick this quest item up.
The eastern lower passages runs near the half-flooded reactor area, the only
way to reach the Atrium since the cave-in. A north-facing 'average' door will
act as a shortcut, although one can swim the submerged north tunnels as a
workaround, too. The goal is to reach the Atrium's 2F and download the
ombudsman's speech, the key to the overseer's terminal. [The podium also has
a holotape of the speech.] The nearby cafeteria has some decent ammo and food
too, if needed.
Back at the overseer's office, one can unlock the sacrificial chamber via his
terminal. [Companions can follow the entire way.] At the hall's end, sit in
the chair to start the projector; afterwards, the walls pull back to reveal
a robotic hit squad: several Mark V turrets, sentry bots, a protectron and
robobrain. Starting the projector event makes leaving impossible until one
overrides the code on the east mainframe. This databank also contains the
last record of the vault's members...harrowing, indeed. Downloading 'em gives
500 XP, finishing things properly.
[UE01] EDDIE'S EMISSARY
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Client -: n/a
Prereq -: n/a
Missable: yes [Eddie slain]
Reward -: access to the prison and Eddie
This small quest occurs at the NCR Correctional Facility, a destroyed prison
where the former residents (Powder Gangers) now hold sway. Eddie can be found
in the prison administration building, but to get there, one must first deal
with the gate guard, Dawes. The only ways to proceed are:
• Pay 100 caps
• Pickpocket his key
• [If "Run Goodsprings Run" for finished] one can get in free
With passage secured, one can go find the boss in the warden's old office,
then start his mission. This is one of the earliest ways to build fame with
the group. Additionally, with access to the prison, one can claim the
"Lying, Congressional Style" skillbook (admin bldg, 2F desk) and Powder Charge
schematics (Cell Block B, bunk behind 'easy' door). Carter, the resident
trader, carries the key to that locked door.
This "quest" involves the monster arena at The Thorn, a sewer fighting pit
on the street south of Westside (itself NW of the Strip). A large street sign
will landmark it for newcomers. Red Lucy, the arena's sultry impresario, will
extend two offers if asked about the rules. [Interfering with a fight, such
as by jumping into the arena mid-battle, turns all spectators hostile.]
1) Gamble on the fights: Lucy will state who's fighting and allow the player
to be 20 caps on either side. Choosing the winner earns double the bet,
collectable from Lucy during the next dialogue. Foes available are the
normal stock, plus Fiends.
2) Fight the monsters yourself: After picking an available enemy, one is
"teleported" to the arena cages. Approaching the door starts the fight,
letting one square off against the target(s). There's no handicap for
either side -- all weapons and tactics are allowed. HOWEVER, be careful
about firing explosives, as damaging spectators turns all of them hostile.
Enemies available for betting or fighting increase the more eggs delivered
during "Bleed Me Dry," Lucy's other quest. Defeating harder foes in mortal
combat earns higher returns than, say, battling a few radscorpions. [Lucy's
mixed matches, set up on the player's dime, also get more options by eggs.]
[UF02] FRIEND OF THE FOLLOWERS
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Client -: Julie Farkas [Old Mormon Fort at Freeside]
Prereq -: n/a
Missable: yes [Julie slain]
Reward -: Followers fame, 300 XP, Followers Lab Coat
Freeside is the Strip's northern-ish neighborhood containing the Old Mormon
Fort, run by Julie Farkas and the Followers. When questioned about the town's
problems, she'll mention local tension and some washouts, relating to the
"G.I. Blues" and "High Times" quests, respectively. Where this quest comes
into play is the medical supply problem.
Assistance is done in two ways:
• SUPPLIES: Essential meds are Fixer, Rad-Away and Med-X, and Julie needs as
many as possible. One can donate in doses of 1-3, an action that also gives
Followers fame and XP (10 per item). After donating 10-20 supplies, Farkas
will offer her medical inventory at a discount, plus add skill magazines
that weren't available earlier.
• FIND SOURCE: Farkas mentions that a steady supply would help more than the
intermittent dropoff, and suggests checking local merchants for deals. Only
the Garrets at the Atomic Wrangler can help, however. Speak to James and
he'll workout a plan: the Followers maintain his stills, and any spare
alcohol and components can be used for surgical purposes. Relay this news
to Julie and she'll agree (no speech checks required).
Once the above methods are complete, there's an additional reward if one gets
to max (Idolized) Followers rep. The next time one speaks to Julie, she asks
one to join the Followers, and will offer a unique Followers Lab Coat and the
safehouse key if one agrees. [Declining has the option remain in her speech;
it's not gone forever.] 300 XP is awarded, regardless of one's decision.
The new coat is light armor (0 DT, Medicine +10, Science +10) that's a normal
coat with boosted traits. The safehouse is located in the western mountains'
northern reaches, past Vault 22 but before the highway turnoff to Jacobstown.
It appears as a large cement compound -- Farkas marks its location, as well.
In addition to typical safehouse things (workbench, usable beds, etc.) one
can also find a unique All-Purpose Science Suit in the living quarters. This
futuristic suit (Light/DT 13/Science +5) can be found amidst some enjoyable
clutter: skill magazines and energy weapons and mines. The other deposits --
a set of reinforced Combat Armor/Helmet, a Hunting Rifle with beanbag rounds,
an Advanced Radiation Suit -- can be found, too.
Finally, Doctor Luria appears here a few times out of the week, and will give
a free med (Stimpak, Super Stimpak, RadAway, Rad-X) when asked. There's an
odd glitch where she'll be standing around in an unconscious state, however;
this may fix after an extended absence.
[UG01] GLAND FOR SOME HOME COOKING
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Client -: Ruby Nash [Primm]
Prereq -: completed "My Kind of Town"
Missable: yes [Ruby Nash slain]
Reward -: Ruby's Casserole
Primm -- south of Goodsprings -- is where Ruby Nash, wife of Johnson Nash,
can be tracked down. She's usually walking around the street near the casino
or Mojave Outpost chapter, or inside one of those buildings. In conversation,
she'll mention her specialty is radscorpion venom casserole.
One can trade in 3-5 radscorpion poison glands to get the same number of
casseroles from Ruby. [The exception is trading in 4; one gets 5 casseroles
instead.] This can be done ad infinitum. Ruby's delicious concoction gives a
few rads and restores HP for a half minute.
Normal radscorpions can contain a small amount of glands, but giant ones can
carry several (3-4)! Some locations where giant radscorpions commonly appear:
• north of Goodsprings Cemetery (visited in "Bleed Me Dry")
• Scorpion Gulch (SE of Hidden Valley)
• Mesquite Mountains Camp Site (north of Mojave Outpost)
This "quest" relates to the purchasing of implants from Dr. Usunagi at the
New Vegas Medical Clinic (near Crimson Caravan's compound). The number of
implants one can have is equal to the character's END stat. Usunagi's all cost
4000 caps, except Sub-Dermal Armor (8000) and Monocyte Breeder (12000).
With the above two exceptions, Usunagi's implants are pretty straightforward:
they increase the related S.P.E.C.I.A.L. stat by one. Each implant can only
be taken once, although the END implant doesn't count toward the maximum, so
it's basically a freebie. [Also, implants can't be removed.]
Old World Blues takes the same approach, except the implants are a lot more
interesting. To get them, though, one must first find the Sink auto-doc's
implant holotapes, scattered around the crater. The tradeoff is none of the
OWB implants count against the (END-related) implant maximum.
______________ _______ ____________________________________________________
| PERK | COST | FUNCTION |
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| Implant C-13 | 8000 | Increases damage vs. cazadors |
| Implant M-5 | 10000 | Increases crouch-walk speed |
| Implant Y-3 | 12000 | Removes radiation when drinking irradiated water |
| Implant Y-7 | 20000 | Eating food restores extra HP and AP |
|______________|_______|____________________________________________________|
[UH02] HELP FOR HALFORD
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Client -: Private Halford [Camp Guardian Caves]
Prereq -: n/a
Missable: yes [Halford slain]
Reward -: Service Rifle, 5.56mm Ammo (32), 5.56mm Armor Piercing (15), Dog
Tag Fist schematic
Said caves are an unmarked area, accessible from Guardian Peak, a mountain
along the Colorado's NE bank. After braving the scorpion- and rat-filled
ascent, one can enter the caves from the upper entrance. Down the tunnel,
one soon finds the injured private near a lakelurk corpse.
Interrogating him learns the ill-fated expedition ran afoul with lakelurks,
which killed the other troopers. He's eager to get out, but is unfortunately
hurt. A Doctor's Bag or [Medicine 50] check patches him up, and a [Speech 50]
check has him assist in clearing the lower caves. It's also possible to get
his crappy Service Rifle and 5.56mm Ammo by letting him leave -- this also
earns his Dog Tag Fish schematic.
Note that letting Halford leave usually has him run further down, not up, and
his constitution's poor enough that a few hits from a lakelurk will kill 'im.
However, if one convinces him to help clear out the caves, he'll keep his
rifle and will stick by the player's side, greatly increasing his survival.
All enemies within are lakelurks, including a lakelurk king at the bottom
chamber (which also has several NCR corpses and a caravan pack brahmin).
The schematic (contained on Halford's Note) is kept on Halford's person, and
if he's convinced to help out, but then dies, it'll have to be retrieved from
his corpse. Speaking of the schematic, his fallen brethren all contain NCR
Dogtags, helping with the weapon's creation.
• Note that clearing all lakelurks before first speaking to Halford will
finish the mission normally, but removes the option to heal him. Thus, he
gives his reward but will forever stay sitting in his recess.
[UH03] HIDDEN VALLEY COMPUTER VIRUS
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Client -: Scribe Ibsen [Hidden Valley]
Prereq -: started "Still in the Dark"
Missable: yes [Ibsen slain or irreparably hostile; bunker destroyed]
Reward -: access to data
This event takes place in the Brotherhood bunker's lower level, where most
major players reside. One of said people, Scribe Ibsen, can be found in the
computer lab, between the workshop and elder's chamber.
When asked, he'll mention the data is a little wonky at the moment thanks to
a virus. One can volunteer to help, which starts a "fun" little "game". The
computer bug has infected all terminals nearby and periodically moves around.
To contain the sucker, one has to find all 3 terminals it's located on within
one minute, and lock them down. Infected terminals will have a taunting
message within their datastore; normal ones have gibberish. Ibsen will count
down the 1-minute period, so wait for his signal to begin. Failing the
"minigame" allows it to replay; just speak to Ibsen. Each "game" is
randomized, so hopefully one'll get lucky in the spread.
• Passing Ibsen's initial [Science 70] check makes it so one can isolate the
virus by finding it 3 times total, not 3 times in one minute.
If one completed "Still in the Dark" for McNamara, doing this has little use.
However, if one chooses to help Hardin oust the current elder, gaining access
to these datastores will be crucial.
[UI01] I LOVE BANANAS
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Client -: Rick Lancer [Vault 3]
Prereq -: n/a
Missable: yes [Rick slain]
Reward -: 100 XP, positive karma
Rick Lancer is found within Vault 3, a Fiend-controlled base within the South
Vegas Ruins. As the name suggests, the ruins are near Vegas (SW actually). An
inner door guard will stop one from entering: if one has Great Khan Armor on,
the dialogue is smoother; if not, a [Speech 64] check is required. These are
the only ways to walk free without fighting the innumerable Fiend horde!
In any case, the southern living quarters is the destination. Rick Lancer and
his two caravaeers have been captured, slated for a ransoming...only he'll
reveal no one will pay for 'em. His bargaining chip is revealed to be a PC
password his fallen buddy hacked -- this can be obtained early by threatening
Rick, too. [K+]
Agreeing to help reveals that the door key is on a Fiend named Daniel,
somewhere in the south passages. Once found, claim the 'Fiend Prisoner Key'
from his corpse or via pickpocket. [He also carries the Vault 3 Maintenance
Key, needed to access Motor-Runner's north wing in "Aba Daba Honeymoon". This
isn't required if the Fiends are currently docile.]
Unlocking the cage earns the given rewards, plus the overseer's password if
one didn't get it earlier. Upon release, the escapees will brazenly start
sneaking out of Vault 3, and the nearby Fiends won't bother with 'em. [This
may radically change if the Fiends are currently hostile, though!]
The overseer's area is locked via two (average) entrances, and contains a
few goodies, notably the "Chinese Army: Spec. Ops. Training Manual" on a
bedroom bookshelf. The office computer will unlock the storage room doors in
the flooded tunnels; this requires Lockpick 75+ otherwise. There's some spare
guns and skill magazines within the two antechambers.
This quest occurs at Aerotech Office Park, a Strip refugee enclosure, east of
Camp McCarran and SE of NCR Sharecropper Farms. Captain Parker patrols the
grounds, and if asked, mentions a few problems -- disappearances (leads to
"The Coyotes") and a two-bit hustler named Keith. He suspects the latter of
cheating and drug-running, but can prove neither. Agreeing to help adds a
Pip-Boy note.
Keith is the jumpsuit-wearing lowlife hanging out in the east 200 suites.
With [Barter 45] or a separate [Speech 60] check, one can learn he supplies
Jet and has marked cards in his shack, respectively. Uncovering his marked
deck in an apartment desk down the hall can stand in for the Barter check.
Inform Parker of the chicanery. The listed reward is if one finds evidence of</pre><pre id="faqspan-24">
both crimes; finding just one earns 75 XP and 100 caps. Either way, Parker'll
ask one to act as his backup during the arrest. [Declining may put off the
takedown entirely.] During that confrontation, Keith taunts Parker too far
and earns a dirtnap. An additional reward [100 caps, 75 XP] is earned next
time one talks to the captain.
[UL01] LAURIFER GLADIATOR
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Client -: Otho [The Fort]
Prereq -: must be male
Missable: yes [Otho slain]
Reward -: Legion fame
Caesar's Fort can be visited after completing "Ring-a-Ding-Ding!" and getting
one's Legion infamy wiped. Atop the hill where the leader's tent is, a small
arena is run by Otho. The invitation to participate is given only to male
characters -- the Legion doesn't approve of female fighters, remember.
The arena's rules:
• Machetes and light armor only (both are provided)
• Challengers (the player) may fight multiple opponents
• Matches continue until one side is dead -- no exceptions!
The opponents are fought in the following order. None are that surprising,
although the slaves may flee mid-fight and Stella is a tough cookie. [Slaying
her with a machete works toward the GRA "Armed For Bear" challenge; no infamy
is earned, either.]
Each successful match earns Legion fame, and since there's no prerequisite to
do these fights, it makes an easy way to earn fame if other options were
previously exhausted. [The downside is the constant inventory confiscation,
which displays a stream in the upper-left. Saving and reloading prevents this
annoyance.]
After defeating Stella, there's no one worthy enough to fight, so Otho won't
let the player decimate his prisoners any longer. Shucks.
As its name suggest, the square is north of Vegas, accessible from two outer
west doors and the North Sewers below. Jules, an old gunslinger standing
around town, is the focus point of this tiny quest. Passing his [Guns 50]
and [Survival 60] checks earns his respect, and his special magnum recipe
that'll "put the fear of God into any waster you meet". His SWC bullets have
the following effect: DAM x 1.20, Target DT -6.00.
If one can't pass his second check, it can be done at a later date.
[UP01] POOR MEAT NEVER MAKES GOOD SOUP
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Client -: Cpl. William Farber [Camp McCarran]
Prereq -: n/a
Missable: yes [Farber slain]
Reward -: NCR fame
Camp McCarran is the NCR base south of the strip. Within the concourse is a
food court, now the dilapidated kitchen of William Farber. He'll comment on
the base's food troubles, and if asked, mentions everyone's been subsisting
on vegetables -- no meat! Agreeing to help earns a vendor list of merchants
who might be willing to supply McCarran.
1) Find meat. Farber's list suggests several vendors, but Fitz (of the Grub
n' Gulp Rest Stop) and Ruby Nash usually glitch, preventing them from
helping. The Crimson Caravan should be fine though -- their compound is
on the Strip's NE side, near Freeside's east gate. Blake will handle the
transaction; one can negotiate better terms for McCarran by passing a
[Barter 50] or [Speech 70] check.
2) Find spices. This is accomplished by finding the Food Additive key item
in Vault 22, the verdant, dangerous area in the mountains due west of
Vegas. Said flavoring is next to a computer in (B3) Food Processing's
NW laboratory.
The quest ends when both portions are complete. Note that another glitch can
occur when giving the food additive -- Farber doesn't take it, despite going
to try it out. This irreparably stalls the quest, too.
[UN01] NOT WORTH A HILL OF CORN AND BEANS
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Client -: Cpl. William Farber [Camp McCarran]
Prereq -: n/a
Missable: yes [Farber slain]
Reward -: Discount on Farber's food inventory
Farber, of Camp McCarran's concourse kitchen, has another "quest" relating
to his culinary woes: fixing his food processor. Asking him about it gives
a part list, and a recommendation to search the dangerous H&H Tools Factory
(north of Vegas Strip) for parts.
The food processor's near the kitchen lockers, and needs the following parts
to be fixed correctly.
[2] Conductor
[2] Firehose Nozzle
[4] Fission Battery
[2] Pilot Light
[1] Pot
[2] Pressure Cooker
[5] Scrap Metal
[2] Sensor Module
[2] Steam Gauge Assembly
...but who wants to do that crap? The more preferable path is jury-rigging it
with Repair 80+. Informing Farber earns a discount on his food inventory, a
reward so miniscule it's almost worthless.
[UO01] OLD SCHOOL GHOUL
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Client -: Raul [when he's a companion]
Prereq -: rescued Raul from Black Mountain
Missable: yes [Raul, Andy, Loyal or Sterling slain]
Reward -: Old Vaquero or Full Maintenance perk
Raul, the lovable mechanic from Black Mountain, has a sidequest of his own.
Although he puts himself down for being an old man, the player can suggest
via dialogue that plenty of people are still active in their communities at
that age. Raul is skeptical, wondering if people like that still exist. Thus,
it becomes one's goal to locate those old-timers. There's 3 that are going
through similar trials:
• Ranger Andy [Novac]
• Loyal [Nellis Air Force Base]
• Corporal Sterling [Camp McCarran or, later, Camp Forlorn Hope]
Talk with each and exhaust their dialogue options; after, Raul will initiate
conversation, commenting on them and reminiscing about his past life in Mexico
City. [Raul may not strike up a convo until one leaves the room/area/building
one talks to the target in. If a player tells him there's no time for his
tales, the option remains in his dialogue to pick it back up.] To finish all
of Andy's dialogue, one must pass his [Speech 30] check to learn the 'Ranger
Takedown' maneuver.
When his complete story is said, the mechanic asks one for career advice.
Raul will either get the Old Vaquero or Full Maintenance perk, depending on
whether he returns to the gunslinging life or remains a handyman. The latter
perk will overwrite 'Regular Maintenance' also. A [Speech 66] check appears
on the choice least aligned with results from previous convos. [Raul's default
appearance also changes: a vaquero outfit or an armored work uniform.]
NOTE: It's possible to give Raul mixed signals in his post-event dialogue
options, making both final choices only give 'Full Maintenance'. Also, it
seems there's a glitch where learning 'Ranger Takedown' before doing this
quest may screw things up. [Siding with the Legion at endgame may also make
Andy irreparably hostile.] Having a backup save helps.
Ralph is found in his titular establishment at Freeside, a rundown hood on
the Strip's northern end. If one asks him about services, a [Speech 50] check
reveals he crafts counterfeit passports, letting poorer residents sneak onto
the Strip -- an act that normally requires holding 2,000+ chips.
With the initial check passed, one can buy a passport for 500 caps. If one
hasn't visited the Strip yet, a [Barter 50] check pares that cost to 375.
Additionally, if one completes "G.I. Blues," one can redeem The King's favor
for this same action; this time it'll be free.
[UP02] PISTOL PACKING
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Client -: Knight Torres [Hidden Valley]
Prereq -: Started "Still in the Dark"
Missable: Yes [Knight Torres slain]
Reward -: 100 XP, Tri-Beam Laser Rifle, Brotherhood of Steel fame
Knight Torres is the BoS quartermaster, running the first-floor shop. She
won't give the player the time of day until McNamara assigns the player the
first task (recovering paladins' holotapes). Once this is done, and access
to the shop is granted, she can be asked about her problem. Turns out her
weapons count is one short, and she needs to find the missing laser pistol
before Hardin chews 'er out.
Agree to help. First, ask the paladin on-duty at the firing range -- he'll
mention that Initiate Stanton was the last person to use it. Track that guy
down and confront him, learning he accidentally dropped it on a forbidden
sojourn to Scorpion Gulch. [If he denies knowing anything, it's because one
didn't speak to the firing range paladin first!]
Said gulch is SE of Hidden Valley, and true to its name, contains a crapload
of bark scorpions and giant radscorpions. There's really no advise to give,
other than a no-explosives mandate -- this can cause the missing laser pistol
to fly off, making it ridiculously difficult to find. It normally spawns on
the rock at the gulch's center, but ONLY if one got Stanton to confess he
dropped it there.
• A wastelander's corpse can be found near the central boulder, and will
always contain a Sunset Sarsaparilla star cap. Additionally, the cap will
"respawn" after apx. 3 days, making it a surefire way to get more.
Return the pistol to Torres to get a (poor condition) Tri-Beam Laser Rifle,
some XP and BoS fame.
[UP03] POWDER TO THE PEOPLE
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Client -: Siri [The Fort]
Prereq -: n/a
Missable: no
Reward -: Legion fame
Siri is a slave girl who seemingly runs the kitchen duties at Caesar's Fort,
and can be found near the hilltop tent. She reveals she's had some first aid
training, which one can improve with a [Survival 20] check. Passing it earns
Legion fame and lets one get 2 Healing Powders from her per day (instead of
just 1). Of course, those powders aren't very useful and one's rep must be at
"Liked" or better...
[UP04] POWER TO THE PEOPLE
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Client -: n/a
Prereq -: n/a
Missable: no
Reward -: $200 NCR & NCR fame -or- Scrap Metal (5), Conductor & Sensor Module
In Sloan, the highway town west of Goodsprings, there's an exterior generator
near the mining office. With Repair 35+, one can interact with the sucker,
doing any of the following:
• Strip it for spare parts: Doing this permanently disables the machine, and
earns one Scrap Metal (5), a Conductor and a Sensor Module.
• Fix it up: This provides light to the office, earning 25 XP. Chomps Lewis,
a miner on the road, can be told about good deeds done in Sloan, and this
is no different -- he gives $200 NCR for the assist, plus fame.
[US01] SAVING (OR SAVAGING) SERGEANT TEDDY
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Client -: Melody [The Fort]
Prereq -: n/a
Missable: no
Reward -: 25 XP and good karma (or) Legion fame and bad karma
After reaching Caesar's Fort in the storyline (post-"Ring-a-Ding-Ding!"), one
can seek out Melody, a little girl near the hilltop brahmin pen. Break down
her barrier with a [Speech 50] check or the "moo" option, then learn her
favorite teddy bear was confiscated by Antony, the hound trainer. Agreeing to
help adds a note in the quest log.
Antony can be found with his dog Lupa near the main tent. He doesn't mind
giving the bear back...supposing the player fights four of his well-trained
dogs in the arena, with only a machete allowed. Passing a [Barter 50] check
cuts the canine ranks in half. The fight isn't very hard, but without armor,
low-level players may bite off more than they can chew. Legion fame is gained
for a victory.
Sergeant Teddy can be gained from Mr. Creepy (Antony) afterward. Return the
fluffball to Melody for the standard XP/karma boost. Tearing the bear in half
gives Legion fame and bad karma, plus Melody refuses to talk to the Courier
again. Meanie!
Camp McCarran is the NCR stronghold in the remains of a pre-war airport, just
south of the Vegas Strip. In the main terminal, the 2F holding cell contains
a captured centurion, Silus. The lieutenant has been having a hard time
cracking his defenses, but is open to letting the player try his/her luck.
[If this option is unavailable, try talking to Colonel Hsu downstairs first.]
Boyd proposes having the player beat on Silus to make him talk. She can't do
it herself due to NCR regulations, but as long as he survives, she's willing
to let the player do an "interrogation". Disagreeing with the brutality has
her suggest making him talk through speech. Either way, agreeing starts the
event where she informs Silus, then allows one inside. [Carried weapons are
confiscated going into the chamber, although some holdout weapons may stay.]
There's four ways to proceed:
1) BEATING TIME: This is the default method and quite simple: when Boyd
leaves the room, use Silus as a punching bag. After Boyd intervenes on
Silus' "behalf," repeat the situation again to have the centurion break
down. Since Boyd confiscates one's weapons, this part's usually done via
melee/unarmed techniques. The captive, told he'd die upon resisting, will
let one mercilessly attack, although he'll still block attacks. [Holdout
weapons retained can speed things up; just be careful not to kill him!]
2) INTIMIDATION: With high enough Speech, one can get under Silus' skin by
off-handedly considering him a coward and a traitor, showing him to be an
incompetent, etc. The game does not tell the player what one's Speech stat
must be at in this case, however, making it hard to gauge. [The option to
resort to violence exists at the start of all conversations on this path.]
3) OLD-FASHIONED TRICKERY: This option only appears with INT 8+, and is easy
to miss otherwise. With the requisite stat, it's possible to pose as a
Legion assassin, and by feeding him a little Latin, he'll be convinced of
one's intentions. After the first chat, he'll ask Boyd to hurriedly help
save him, which she declines to do -- this leads to the 2nd chat, the one
that breaks him.
4) AGENT PROVOCATEUR: This option can only be done with positive Legion rep,
and is similar to #3, except one isn't aiding the NCR. Mentioning friendly
Legion relations will have Silus hatch a plan: when Boyd next enters, go
and fetch a pistol from the locker. First, beat on Silus to make it seem
like an interrogation, then collect his Silenced .22 Pistol as ordered
(this counts as stealing). Enter the cell when Boyd asks, only to find
she's skipped over the new pistol. Finally, give Silus the pistol and let
him feign unconsciousness; the XP is awarded around this time. When Cpl.
Walter Hornsby tries to move him to the clink, Silus will shoot the sap,
steal his uniform, and sneak out of McCarran.
Silus, upon being angered or beaten, will reveal Caesar's ailing, in addition
to a Legion spy inhabiting McCarran. [The latter can be cut off in the speech
option path, note.] The intimidation path, which gives the best rewards, can
only be done by sticking to it the whole way -- beating on him at any time
will ruin it!
The reward is collected from Boyd afterwards. Either of the nonviolent paths
gives the best prize; beating on him gives the standard reward; killing him
earns mere NCR infamy.
• Silus' death affects both the "Against All Tyrants" GRA challenge and can
contribute towards opening Boone's "I Forgot to Remember to Forget" quest.
The former is slightly difficult due to the applicable guns not being
holdout weapons, but sometimes (post-quest) the cell isn't locked, making
things easier. Boone may or may not follow into the cell, however.
This quest can be a little glitchy, mostly thanks to Boyd -- she may vanish
and reappear later, or have trouble entering/exiting the cell. Sometimes the
latter doesn't affect anything, luckily. Also, occasionally Silus' cell will
be permanently locked, preventing one's exit (often during when aiding him).
This seems to depend on Boyd's actions, so after transferring the pistol and
hearing her comment, exit ASAP.
This isn't really a quest, but the circumstances surrounding Ada Straus, a
"doctor" of "medicine" who walks around Novac (town along Highway 95). She
will heal and remove radiation for 50 and 100 caps, respectively, making her
a very cheap medico. She also carries a supply for sale, including a laser
pistol and energy ammo.
The NCR's most-disliked camp is on the west cliffs overlooking the Colorado,
almost due east from HELIOS One, south of Hoover Dam. Mayes will give the
task of collecting fallen soldiers' dogtags when asked, and pays 2 caps per.
The quest ends when one brings him 15 tags, earning XP and some brewskies.
Declining the reward gives positive karma instead.
Assisting Mayes with this slightly affects the raid on Nelson during the
"Restoring Hope" quest, should one do it instead of "We Are Legion".
[UT02] THE SCREAMS OF BRAHMIN
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Client -: Dusty McBride [Novac]
Prereq -: n/a
Missable: yes [Dusty McBridge slain]
Reward -: 75 caps, Novac fame, access to McBrides' meat freezer
The McBridge household is on the west end of town, near the railroad tracks.
Dusty, when questioned about business, mentions someone's been killing his
cattle, an occurance that's been happening late at night. The perpetrator
seems to be shooting from the west end of town, too... Agreeing to help adds
a note to the quest log, and allows the next part to occur.
Hide across the west tracks and wait for midnight. One may see (or not see,
in this case) a Stealth Boy-using Nightkin Master approach -- it doesn't
register as a target while cloaked, remember. If left alone, it will kill a
brahmin pen with its minigun, then cloak again, returning to his spawnpoint
near a boulder. If one got the go-ahead from Dusty, the nightkin actually
spawns before midnight, so it can be eliminated earlier if one knows where
to look. (This may be preferable since it may not use its minigun, despite
having it in the inventory.)
After putting the brute down, relay the good news to Dusty. In addition to
the caps and fame, one can have as many Brahmin Steaks from the refrigerator
as wanted (contains 10). If all the cattle "somehow" perished, Dusty only
gives 50 caps instead of the norm, and fame/fridge access aren't bestowed.
NOTE: Sometimes -- perhaps if one waits too long to finish the quest after
starting it -- the nightkin master will spawn elsewhere instead of at
his appointed area. [I found him cloaked along the highway east of
Gibson's Scrap Yard.] It starts off docile, like normal, and killing
it makes the quest proceed as scheduled.
This small quest occurs in a building atop Black Mountain, the super mutant
and nightkin hangout NE of Sloan (notable for its visible, zigzag path on
the map). With its residents silenced, enter the storeroom (middle building)
and pluck Tabitha's note from the training dummy. It gives a list of items
she's hidden within, and whoever's reading the note can take 'em...if they
can find 'em.
_
|_| Missile Launcher - On floor near SE tires
|_| Missile ---------- In red cone nearest missile launcher
|_| Missile ---------- Within NE cinder block stack
|_| Missile ---------- Behind gnome on NE shelf (sometimes falls on floor)
|_| C-4 -------------- On top of Nuka-Cola vending machine
|_| C-4 -------------- Behind long, NE chest
|_| C-4 -------------- On floor near SE tires; near table and broken PC
|_| Frag Grenade ----- Atop SE fluorescent light (near Rhonda's table)
|_| Frag Grenade ----- Southernmost shelf; immovable, waste-high bucket
|_| Frag Grenade ----- Southernmost shelf; immovable, waste-high bucket
|_| Frag Grenade ----- Northernmost shelf; immovable, top-row bucket
|_| Frag Grenade ----- Northernmost shelf; immovable, top-row bucket
|_| Super Stimpak ---- Shelf south of dummy; under some cookware
The treasure list leaves off some interesting items, though, particularly a
Nuka-Cola Victory (near reloading bench) and a Sunset Sarsaparilla star cap
(northernmost shelf, near crated bottles). Those who're fan of bric-a-brac
may like the Intact Garden Gnome near the other broken ones. The locked
chests contain guns and ammo, and can only be accessed with Tabitha's
personal key -- see the "Crazy, Crazy, Crazy" sidequest for details (including
Rhonda, the broken Mr. Handy).
Finally, jumping around can sometimes lead to problems -- when possible,
try to use a flat surface (table). It's also possible to get irrevocably
stuck, particularly near the SE merry-go-round.
[UT04] TRUDY'S RADIO REPAIR
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Client -: Trudy [Goodsprings]
Prereq -: Sunny Smiles asks one to visit Trudy
Missable: yes [Trudy slain]
Reward -: 50 caps, Goodsprings fame
This quest can be done after Sunny directs one to the saloon owner, available
after cutting the tutorial short (using the "firing range" outside) or doing
"On a Campfire By the Trail" follow-up mission. Trudy is found within the
Prospector Saloon, having an argument with Joe Cobb.
Asking about one's assailants reveals a Great Khan flunky knocked over her
radio, breaking it -- this also opens up the offer to help repair it. [Doing
so adds a Pip-Boy note.] Repair 20+ is required to fix the sucker, found on
the liquor shelf nearby.
When it's fixed, speak to her for the reward. Passing the [Barter 20] check
earns 25 extra caps, and a suggestion to spend 'em at the saloon.
[UW01] WIND-BRAHMIN WRANGLER
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Client -: n/a
Prereq -: n/a
Missable: no
Reward -: Stealth Boy
One of the game's more memorably funny events takes place NW of New Vegas,
at Brooks Tumbleweed Ranch. This deserted area has a corral where tumbleweeds
roll, and walking around inside there can spawn a nightkin who wants to sell
a "wind brahmin," i.e. a tumbleweed. The encounter typically has the brute
demanding all of one's money for the deal; disagreeing turns him hostile. He
also turns hostile if one tries to explain the deal sucks. For kicks, the
funniest exchange, possibly in the entire game:
Courier: Oh, you're crazy aren't you.
Nightkin: Crazy with low prices on Wind-Brahmin.
NOTE: Previously, immediately agreeing to buy a tumbleweed would give a free
Stealth Boy instead; with the current patch, the nightkin simply takes all
one's money. The Stealth Boy (and one's caps, if given) can be taken from its
corpse.
[UY01] YOU GOTTA BREAK OUT A FEW EGGS
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Client -: Jas Wilkins [Sloan]
Prereq -: n/a
Missable: yes [Jas Wilkins slain]
Reward -: Rose's Deathclaw Omelet recipe
Jas is the quarry workers' cook and resides in the mess hall. In her first
conversation, she reveals she's itching to try out a Deathclaw omelet
recipe...but lacks the means to get one herself. All she can offer as payment
is the recipe itself.
Deathclaws have overrun the quarry north of Sloan, and Jas suggests searching
there. Sure 'nough, there's some in the western den near the excavator. Of
course, one has to fight through there, or at least have a Stealth Boy to
sneak in and grab 'em. Other locations (like Dead Wind Cavern, south of
REPCONN Test Site, SW of Novac) have eggs as well, but the quarry has long
sightlines and inner cliffs, allowing one to pick most enemies off from afar.
Deathclaws fights hardly get any more one-sided than that! [Additionally, if
one cleared out the quarry earlier, the foes won't have respawned.]
When an egg is picked, return it to Jas. Speak once more to get the recipe
(Blamco Mac & Cheese + Crunch Mutfruit + Deathclaw Egg + Lakelurk Meat) and
a free sample. This item provides steady HP healing for a minute, up to 12/s
at max Survival!
_______________________________________________________________________________
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WEAPON MODS [WPNM]
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Modifications ("mods") are items that give weapons extra functions, like more
ammo per clip, extra damage, less spread, etc. They can only be applied to
specific weapons and, once used, cannot be removed from the item. Modded
weapons have a "+" at the end of their name, denoting their upgraded function.
To use a weapon mod, select the item from the inventory, hit L Bumper and
apply it there -- simple!
Note that GRA mods can only be applied to GRA weapons -- regulars don't work!
GRA weapons are easy to find because they all have (GRA) at the end of their
names.
______________________ ________________________________ ___________________
| 1-HANDED ENERGY WEPS | MOD | EFFECT |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¹| Laser Pistol | Laser Pistol Combat Sights | Adds iron sights |
| | Laser Pistol Focus Optics | +3 Damage |
| | Laser Pistol Recycler | 4th shot is free |
|----------------------+--------------------------------+-------------------|
¹| Plasma Defender | Plasma Def. Hi-Cap Terminal | Clip capacity +32 |
| | Plasma Def. Scope | Adds scope |
| | Plasma Def. Sheath Stabilizer | Decreases spread |
|----------------------+--------------------------------+-------------------|
¹| Plasma Pistol | Plas. Pistol Hi-Energy Ionizer | +7 Damage |
| | Plas. Pistol Mag. Accelerator | Projctle speed up |
| | Plas. Pistol Recycler | 4th shot is free |
|----------------------+--------------------------------+-------------------|
| Recharger Pistol | Laser RCW Recycler | 4th shot is free |
|______________________|________________________________|___________________|
The Recharger Pistol can also be a candidate for the Laser RCW Recycler mod,
although it's not stated in the description. If you're having trouble finding
Recharger Pistols, there's plenty on the Bright Brotherhood corpses over at
REPCONN Test Site (west of Novac). Those corpses may also have Laser RCWs,
too!
________________________ ______________________________ ___________________
| 2-HANDED ENERGY WEPS | MOD | EFFECT |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Holorifle | Holorifle Focus Optics | +25 Damage |
| | Holorifle Adv. Calibration | Decreases spread |
| | Holorifle Reinf. Components | Wp Condition x1.5 |
|------------------------+------------------------------+-------------------|
| LAER | Auxiliary Recharger Chip | 4th shot is free |
| Elijah's Advanced LAER | Prismatic Lens | +30% Damage |
|------------------------+------------------------------+-------------------|
| Laser RCW | Laser RCW Recycler | 4th shot is free |
|------------------------+------------------------------+-------------------|
| Laser Rifle | Laser Rifle Focus Optics | +3 Damage |
| | Laser Rifle Beam Splitter | +30% Damage |
| | Laser Rifle Scope | Adds scope |
|------------------------+------------------------------+-------------------|
| Plasma Rifle | Plasma Rifle Mag Accelerator | Prjctle speed up |
|------------------------+------------------------------+-------------------|
¹| Tri-Beam Laser Rifle | Tri-Beam LR Focus Optics | +9 Damage (total) |
| | Tri-Beam LR HD Caps | Wp Condition x2.0 |
| | Tri-Beam LR Hi-Cap Terminal | Clip capacity +24 |
|________________________|______________________________|___________________|
Laser-assisted electrical rifles (LAERs) are found only in the Old World
Blues add-on. These tend to have low item health, however, meaning they'll
need to be repaired often.
___________________________ ___________________________ ___________________
| GRENADE RIFLES | MOD | EFFECT |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¹| 25mm Grenade APW | 25mm G. APW Exp. Drum | Clip capacity +2 |
| | 25mm G. APW Long Barrel | Ups Projctl speed |
| | 25mm G. APW Upgraded Int. | Ups rate of fire |
|---------------------------+---------------------------+-------------------|
| Grenade Rifle | Grenade Rifle Long Barrel | Ups weapon range |
²| Mercenary's Grenade Rifle | | |
|___________________________|___________________________|___________________|
All of the game's two-handed explosive rifle types fire 40mm 'nades, except
the GRA-added APW, naturally firing 25mms like heavy weapons do.
____________________ __________________________________ ___________________
| HEAVY WEAPONRY | MOD | EFFECT |
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| Fat Man | Fat Man Little Boy Kit | Weight -15 |
|--------------------+----------------------------------+-------------------|
| Flamer | Flamer Expanded Tanks | Clip capacity +60 |
|--------------------+----------------------------------+-------------------|
| Gatling Laser | Gat. Laser CF Frame | Weight -9 |
| | Gat. Laser Focus Optics | Damage +3 |
|--------------------+----------------------------------+-------------------|
| Grenade Machinegun | Grenade MG High-Speed Kit | Ups rate of fire |
|--------------------+----------------------------------+-------------------|
| K9000 Cyberdog Gun | K9000 Mod - Mentat Chow | Ups rate of fire |
| | K9000 Mod - Resla Coil | Damage +2 |
|--------------------+----------------------------------+-------------------|
| Minigun | Minigun Damped Subframe | Decreases spread |
| | Minigun High-Speed Motor | Ups rate of fire |
|--------------------+----------------------------------+-------------------|
| Missile Launcher | Missile Launcher Guidance System | Ups accuracy |
|--------------------+----------------------------------+-------------------|
| Plasma Caster | Plasma Caster HS Electrode | Ups rate of fire |
|--------------------+----------------------------------+-------------------|
| Red Glare | Red Glare Alpha Strike | Ups projctl speed |
| | Red Glare Auto Launcher | Ups rate of fire |
| | Red Glare Far Sighting | Ups scope zoom LV |
|--------------------+----------------------------------+-------------------|
| Shoulder Mounted | SMMG Extended Magazine | Clip size +15 |
| Machine Gun | SMMG Mechanical Upgrade | Ups condition |
| | SMMG Recoil Compensator | Decreases spread |
|____________________|__________________________________|___________________|
The Cyberdog gun is added in Old World Blues; Shoulder Mounted Machine Guns
and the Red Glare rocket launcher are found within Lonesome Road.
______________________ ______________________________ _____________________
| MELEE WEAPONS | MOD | EFFECT |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¹| Baseball Bat | Baseball Bat Cork Core | Ups attack rate |
| | Baseball Bat Maple Body | Wpn condition x1.5 |
| | Baseball Bat Nails | +6 Damage |
|----------------------+------------------------------+---------------------|
| Bear Trap Fist | Bear Trap Fist HD Springs | +3 Damage |
|----------------------+------------------------------+---------------------|
¹| Chainsaw | Chainsaw Alloy Frame | Weight -8 |
| | Chainsaw Carbide Teeth | +15 Damage |
| | Chainsaw HD Chain | Wpn condition x1.5 |
|----------------------+------------------------------+---------------------|
¹| Katana | Katana Authentic Blade | +4 Damage |
| | Katana Balanced Grip | Ups attack rate |
| | Katana Protective Sheath | Wpn condition x1.5 |
|----------------------+------------------------------+---------------------|
¹| Power Fist | Power Fist Chromed Tubes | Wpn condition x2.0 |
| | Power Fist Hi-Cap Valves | +8 Damage |
| | Power Fist Ported Chambers | Ups attack rate |
|----------------------+------------------------------+---------------------|
¹| Ripper | Ripper Carbide Teeth | +10 Damage |
| | Ripper HD Chain | Wpn condition x1.5 |
|----------------------+------------------------------+---------------------|
| War Club | War Club Casings | +5 Damage |
| | War Club Honors | Attack speed +25% |
|______________________|______________________________|_____________________|
.45 Pistol is added in the Honest Hearts DLC and Mojave vendors (Vendortron
in particular) can carry it after completion. As for the Weathered 10mm
Pistol added in the Courier's Stash pack, it can be a recipient of any normal
10mm Pistol mod.
The automatic rifle is obtained in the Dead Money DLC, and one can only get
its upgrade by finding it in Puesta del Sol South. [See walkthrough for more
details.] Also, the Assault Carbine's normal 'extended magazines' mod won't
work for the GRA version, so don't bother.
The .45 Auto SMG is added in the Honest Hearts DLC, and mods for it can be
bought from Joshua Graham. As with other DLC, after completing it, the mods
can be bought from certain Mojave vendors (typically Gun Runners' Vendortron
bot). As for the 12.7mm SMG Silencer, it won't work on the GRA version, which
has its own silencer mod. Vice versa applies, also.
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VII. FREQUENTLY ASKED QUESTIONS [FAQZ]
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[Q] - Is it possible to skip huge sections of the game like in Fallout 3?
[A] - No, not this time. The first few missions are mostly preamble to the
major questlines, which allow the player to dabble a bit before having
to commit to a faction.
[Q] - Is this game still ridiculously buggy/broken?
[A] - Not really. It'll never be 100% error-proof, but with all patches in
places, the glitchiness isn't much of a problem. If anything, it'll be
negligible (landscape graphics flickering, scorpions glitching into the
ground, etc). Still, occasional freezes can occur, so it's best to have
a backup save -- do NOT rely on autosave alone.
[Q] - Should I get the DLC?
[A] - All the DLC costs the same, but each delivers a different experience.
If one can only get a couple, I'd suggest Old World Blues and Lonesome
Road, which are longer than the others. Each DLC increases the level
cap (+5) and offers new perks, weapons, areas and recipes. All are
worth experiencing at least once, although Dead Money may be the most
annoying for first-timers...
[Q] - What order should I do the DLC in?
[A] - A good player can do any DLC regardless of level and equipment, but the
game does give suggestions. I would recommend doing Honest Hearts first,
then Dead Money or Old World Blues, depending on how far along one is.
Lonesome Road makes a great "finisher" DLC, but works to a great effect
if done prior to major questline progress (due to infamy concerns).
Also keep in mind that Lonesome Road doesn't have any time obligations,
so a player can start it, get some good equipment, then leave for hours
without affecting anything -- it's the only DLC without a commitment
like this!
[Q] - I have Melee Weapons 50+ but can't do special attacks in battle?
[A] - A melee/unarmed weapon's "unique" attack (Mauler, Grand Slam, etc.) can
be executed in V.A.T.S. by pressing Y-button. This is also the only
place to see what the special attack is called, although forward power
attacks execute it out of battle and some "unique" attacks are shared,
so one can learn that way, too. Note: these attacks only have special
functions when done in V.A.T.S.!
[Q] - One/both of my companions disappeared and I can't find them!
[A] - There are several "companion dismissal terminals" that can be used to
return them to their normal locations (or Lucky 38 if one's far enough
into quest). Said casino has a terminal by the ground-floor elevator;
a second is found at the Gun Runners Vendortron booth.
[Q] - Who are good merchants to buy from?
[A] - Generic merchants are alright, but there's several great ones, notable
for their merchandise, amount of caps held, etc. Here's a few off the
top of my head, although keep in mind, some (like Bardon or the GKA)
won't trade unless one's in good with their faction.
• Vendortron (Gun Runners)
• Cliff Briscoe (Novac)
• Old Lady Gibson (Gibson Scrap Yard)
• Gloria Van Graff (Freeside)
• Alexander (188 Trading Post)
• Knight Torres (Hidden Valley)
• Miguel (Westside)
• Dale Barton (The Fort)
• Sgt. Daniel Contreras (Camp McCarran)
• Quartermaster Bardon (Hoover Dam)
• Blake (Crimson Caravan Company)
• Boomer Munitions Manager (Nellis Hangars)
• Great Khan Armorer (ruined house basement, S of Red Rock Canyon)
[Q] - How do I rob graves?
[A] - One must have a Shovel in the inventory. These can be bought from some
merchants (Chet in Goodsprings can have some). One also spawns at the
Goodsprings Source, south of town -- of the 3 watering holes, search
near the middle one; it's by a water trough.
[Q] - Do ash/goo piles made by energy weapon disintegrations affect anything?
[A] - Apparently, yes, but only if a ridiculous number are congregated in
the same cell -- this can raise the save file's size, cause longer load
times, maybe even load glitches, etc. Those worried/annoyed by leftover
piles should consider using weapons that don't disintegrate, like the
Gauss Rifle or OWB's Sonic Emitter. [Also remember that piles are made
on critical hits, so low-LCK characters may be preferable. Take "Laser
Commander" at one's own risk, heh.]
[Q] - How do I see special abilities my melee/unarmed weapons have?
[A] - If you have the requisite skill (usually 50), entering V.A.T.S. should
give a special option to execute the move. This is the only time it's
displayed, oddly 'nough. Guns don't have special moves, also.
[Q] - Where is George (man by AFB highway)?
[A] - It's possible he wandered too close to Nellis, drawing the xenophobes'
howitzer fire. He usually stays on the road, though, unless something
causes him to flee.
[Q] - I heard there was Enclave power armor or something?
[A] - True! Generally this refers to "For Auld Lang Syne" and its equipment
received from Arcade or during the endgame Hoover Dam battle (taken
from a Remnants comrade). However, a set still exists outside of any
quest. A Remnants Power Helmet is located in Silver Peak Mine (along
NW mountain highway), behind a fenced-in portion -- a ton of cazadors,
including a Legendary, stand between one and the prize, though. The
Remnants Power Armor is in an unmarked deathclaw stomping ground, on
the Colorado's east-bank plateau. It's taken off a prospector's corpse
near the plateau's southern area, where the mother/alpha male d-claws
roam. Very dangerous, but very worth it -- Remnants-brand armor has the
highest DT.
[Q] - Is there any way to turn off the listing when inventories are returned?
[A] - You mean when all one's things are confiscated (like going into the
Silver Rush) and given back after? Yes: saving and reloading skips the
ridiculous parade of notifications.
[Q] - Where can I find mini nukes?
[A] - Only a set few have actual spawn points -- examples would be the few
in Camp Searchlight's east church (w/o Wild Wasteland), Vault 11's
B2 armory, one in a crate at Nellis Hangars, etc. However, one of the
Boomers at Nellis (carries a Fat Man) spawns some, and is respawnable
to boot -- actually the best supply of normal nukes, the only type
usable in some crafting. Those with GRA can buy special, more common
variants from merchants, Vendortron, and so on instead, though.
</pre><pre id="faqspan-25">
[Q] - What is the Dead Money AGL exploit?
[A] - This is an exploit that allows the player to max their AGL stat (though
there is no way to undo this, mind you). Basically, Dead Money has some
special vending machines that can convert items into Sierra Madre chips.
Certain clothing items fall into this category. Equip a garb that gives
the AGL bonus (Casual Clothing gives +1 for instance) and then sell it
to the vendor. The item is converted into SM chips; the bonus persists,
and can be stacked with other "vendored" garments.
[Q] - Where can I see my current karma value?
[A] - There is no in-game method of seeing the numerical value. All that can
be done is checking the Pip-Boy for the current range.
[Q] - How can I erase bad reputation?
[A] - Normally, reputation can only be tempered based on one's good/bad deeds,
rather than completely returned to default. There's a few ways, though.
Firstly, one's Legion rep is cleared following "Ring-a-Ding-Ding!",
thanks to the Mark of Caesar one carries. Similarly, completion of the
first NCR mission "Things That Go Boom" will have the same rep effect.
Finally, and perhaps obscurely, one can change Freeside rep by paying
James Garrett (Atomic Wrangler) to spin tales to make the community like
the player. He can also spend some caps to make the community forget bad
actions one may have done. Put the two together, and one can completely
skyrocket to fame in Freeside! For everyone else...
[Q] - I found a Lucky 38 VIP Card...what's it do?
[A] - It unlocks the terminal near Mr. House's main setup, the one that opens
the false wall to his control room elevator. This would otherwise need
a Science check and successful hack. There's a card at Camp Golf (main
lodge, desk in office across from Hanlon's) and H&H Tools Factory (2F
desk).
[Q] - What's the Mojave dropbox for?
[A] - These large containers allow the player to ship material to other
located dropboxes. This may seem worthless to those who manage their
inventories properly, but this can still have some uses, particularly
in Hardcore mode, since everything has a weight and these items aren't
limited by one's weight limit. Dropbox locations:
• Goodsprings (in front of store)
• Primm (Mojave Outpost building)
• Novac (inside hotel lobby)
• Freeside (street near Old Mormon Fort)
• The Strip (within the monorail station)
Other NPCs will not take these items, so this is safe storage as well.
[Q] - [Ant Misbehavin'] The sonic emitter doesn't work!
[A] - Remember that, once it's put on the mound, it still must be turned on.
[Q] - [Beyond the Beef] I can't use the downstairs oven!
[A] - Even if you get Phillipe's recipes, it's impossible to cook until one
advances far enough in the questline.
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VIII. UPDATES & CONTRIBUTORS [UPDT]
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07-27-12 ---------------------------------+ Started walkthrough
11-13-12 ---------------------------------+ Finished walkthrough
THANKS TO...
¯¯¯¯¯¯¯¯¯¯¯¯
• Sailor/Ceej, for hosting my FAQstuffs
• The NV messageboard, for sharing some wisdom
• Official Guide, for unmarked quests' names
• Vault wiki for: C-4 under the couch in Vault 19, few Boone quest triggers,
starter mission stat specs, Dog INT trigger for "The Whole Sad Story," and
DAM/DPS weapons values
UPDATES/NOTES TO SELF
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• Notable low INT/high LCK speech checks
• Eureka! - Very Hard hack at checkpoint
• Silus Treatment - Legion aid path changes if Hornsby's already dead
• You Can Depend on Me: erase Hildern's data in his quest -> invoice reaction?
• For Auld Lang Syne - Hildern convo trigger if he refuses to talk to player?
• Dead Money: Curtain Call at the Tampico (s-checks if Dean's nice to Courier)
• Keith's Caravan Charade: Keith possibly kills Parker -- am I imagining this?
• Mysterious Magnum: inventory despawn if Lonesome Drifter reaches the Tops?
As usual, I have a standing offer: if anyone has something useful to add, or
corrections to give, gimme my email a ring. Besides error corrections, I'm
particularly interested in glitches that can be replicated/have workarounds.
I've played through the game plenty of times, but that's a thing most writers
would be odds with.
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IX. LEGALITY [LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.