/\ ____________ _ _ ____/ )______ _________ | ___ __ | | | | | / __/ / __ | | ___ _| | | | | | | | | | | / / / /Ż\ ( | | | | | | | |_ | | | | | | | | ( ( / (__ ) ) | | | | | | | _| | |__| | | | | | | |/__ /| | | | | | | | | | | __ |_| |____| |___) ( ) / ) ) | (__) | | | |_| |_| |__________,_______ \_/ /_/ / (______) |_| \_/ /___/ N E W V E G A S Ultimate Edition FAQ/Walkthrough by ( / Shotgunnova (Patrick Summers) \/ Email: shotgunnova(at)gmail.c0m I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS Addiction ........................................................ DDCT Hacking .......................................................... HCKN Pickpocketing .................................................... PCKP Pip-Boy .......................................................... PPBY Radiation ........................................................ RDTN Repair ........................................................... REPR Reputation ....................................................... RPTT Safe Storage ..................................................... SFST S.P.E.C.I.A.L. ................................................... SPCL Terms ............................................................ TRMS V.A.T.S. ......................................................... VTSS III. WALKTHROUGH (MAIN QUEST) . . . . . . . . . . . . . . . . . . . . . WLKT 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 MR. HOUSE PATH . . . . . . . . . . . . . . . . . . . . . . . . . . PTH1 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 NEW CALIFORNIA REPUBLIC PATH . . . . . . . . . . . . . . . . . . . PTH2 Things That Go Boom .............................................. WK2A Kings' Gambit .................................................... WK2B For the Republic, Part 2 ......................................... WK2C You'll Know It When It Happens ................................... WK2D Eureka! .......................................................... WK2E CAESAR'S LEGION . . . . . . . . . . . . . . . . . . . . . . . . . PTH3 Render Unto Caesar ............................................... WK3A Et Tumor, Brute? ................................................. WK3B Arizona Killer ................................................... WK3C Veni, Vidi, Vici ................................................. WK3D YES MAN PATH . . . . . . . . . . . . . . . . . . . . . . . . . . . PTH4 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 IV. MISCELLANEOUS QUESTS . . . . . . . . . . . . . . . . . . . . . . . MSCL V. DLC WALKTHROUGHS . . . . . . . . . . . . . . . . . . . . . . . . . DLCW Dead Money ....................................................... DLC1 Honest Hearts .................................................... DLC2 Old World Blues .................................................. DLC3 Lonesome Road .................................................... DLC4 VI. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN Achievements ..................................................... ACHV Ammunition ....................................................... MMNT Challenges ....................................................... CHLL Companions ....................................................... CMPN Perks ............................................................ PRKS Plant Overview ................................................... PLNT Recipes - Campfire ............................................... RCPC Recipes - Reloading Bench ........................................ RCPR Recipes - Workbench .............................................. RCPW Skillbooks ....................................................... SKLB Skills ........................................................... SKLL Snowglobes ....................................................... SNWG Traits ........................................................... TRTS Unique Weapons ................................................... NQWP Unmarked Quests .................................................. NMRK Weapon Mods ...................................................... WPNM VII. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ VIII. UPDATES & CONTRIBUTORS . . . . . . . . . . . . . . . . . . . . . . UPDT IX. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I. CONTROLS [CNTR] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻ 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. ŻŻŻŻŻŻŻŻŻŻŻ 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. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ II. TH' BASICS [THBS] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ADDICTION [DDCT] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: |ŻŻŻŻŻŻŻŻŻ| 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 building/room/area, 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Neutral | Accepted | Liked | Idolized | |--------------+---------------+---------------+--------------| | Shunned | Mixed | Smiling | Good-Natured | | | | Troublemaker | Rascal | |--------------+---------------+---------------+--------------| | Hated | Sneering | Unpredictable | Dark Hero | |--------------+---------------+---------------+--------------| | Vilified | Merciful Thug | Soft-Hearted | Wild Child | | | | Devil | | |______________|_______________|_______________|______________| 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. • STRENGTH [STR] - Carrying Capacity: +10/per - Melee Weapons ---: +02/per - Melee DMG Bonus -: +.5/per 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) • CHARISMA [CHA] - Barter/Speech: +02/per - Nerve -------: +05%/per 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. [6] Animal Friend [6] Ferocious Loyalty • INTELLIGENCE [INT] - Medicine, Repair, Science: +02/per - Skill Points ------------: +.5/per 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! [4] Comprehension [4] Educated [4] Entomologist [4] Swift Learner [5] Nerd Rage! [5] Pack Rat [5] Retention [6] Lessons Learned (Lonesome Road) [7] Computer Whiz [7] Voracious Reader (Lonesome Road) • AGILITY [AGL] - Action Points: 65 + (3 per rank) - Guns/Sneak --: +2/per 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. [5] Rapid Reload [6] Action Boy/Action Girl [6] Light Step [6] Light Touch [6] Silent Running [6] Sniper [7] Nerves of Steel [7] Slayer [8] Tunnel Runner (Lonesome Road) • 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] |_ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAIN QUEST [MNQS] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This FAQ is written for default settings (Normal difficulty, Normal mode). ____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [WK01] AIN'T THAT A KICK IN THE HEAD ____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 1 is the word association. ___ _____________ ________________ ___ ______________ ________________ | Q | Association | Related Stat | | Q | Association | Related Stat | |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 1 | Cat | Sneak | | 4 | Bribe | Barter | | | Feed | Medicine | | | Crush | Unarmed | | | Newspaper | Melee | | | Stab | Melee | | | Train | Speech | | | Swiss Cheese | Guns | | | Kick | Unarmed | | | Vaporize | Energy Weapons | | | Dinner | Survival | | | Reasonable | Speech | |---+-------------+----------------| |---+--------------+----------------| | 2 | Shelter | Survival | | 5 | Dark | Sneak | | | Burglarize | Lockpick | | | Heavy | Unarmed | | | Renovate | Repair | | | Beam | Energy Weapons | | | Target | Guns/E.Weapons | | | Flash | Explosives | | | Investment | Barter | | | Inspiration | Science | | | Demolish | Explosives | | | Torch | Repair | |---+-------------+----------------| |---+--------------+----------------| | 3 | Campfire | Survival | | 6 | Caretaker | Medicine | | | Dream | Science | | | Genes | Science | | | Shroud | Sneak | | | Cookie Jar | Lockpick | | | Sleep | Medicine | | | Tantrum | Barter | | | Treasure | Lockpick | | | Tattle | Speech | | | Silencer | Guns | | | Regret | Repair | |___|_____________|________________| | | Human Shield | Guns/EWps/Expl | |___|______________|________________| 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. |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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]. ____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [WK02] BACK IN THE SADDLE ____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. ____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [WK03] BY A CAMPFIRE ON THE TRAIL ____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. 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. Talking to her ends this quest, and inquiring about her predicament leads toward the "Ghost Town Gunfight" sidequest. ____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [WK04] THEY WENT THAT-A-WAY ____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. 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. ____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [WK05] RING-A-DING-DING! ____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _______________________ _____________________________________________________/ MR. HOUSE PATH [PTH1] |_ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • 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. |Ż\_/Ż|ŻŻŻŻ\|Ż| |Ż|________________________________________ | | |Ż) ) (_) |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |_| | Ż /| | WK1A | THE HOUSE ALWAYS WINS I | | | | | |\ \| (Ż) |______|_________________________________| |_| |_|_| \_)_| |_|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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." |Ż\_/Ż|ŻŻŻŻ\|Ż| |Ż|________________________________________ | | |Ż) ) (_) |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |_| | Ż /| | WK1B | THE HOUSE ALWAYS WINS II | | | | | |\ \| (Ż) |______|_________________________________| |_| |_|_| \_)_| |_|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż\_/Ż|ŻŻŻŻ\|Ż| |Ż|________________________________________ | | |Ż) ) (_) |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |_| | Ż /| | WK1C | THE HOUSE ALWAYS WINS III | | | | | |\ \| (Ż) |______|_________________________________| |_| |_|_| \_)_| |_|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż\_/Ż|ŻŻŻŻ\|Ż| |Ż|________________________________________ | | |Ż) ) (_) |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |_| | Ż /| | WK1D | THE HOUSE ALWAYS WINS IV | | | | | |\ \| (Ż) |______|_________________________________| |_| |_|_| \_)_| |_|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 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. |Ż\_/Ż|ŻŻŻŻ\|Ż| |Ż|________________________________________ | | |Ż) ) (_) |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |_| | Ż /| | WK1E |THE HOUSE ALWAYS WINS V | | | | | |\ \| (Ż) |______|_________________________________| |_| |_|_| \_)_| |_|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż\_/Ż|ŻŻŻŻ\|Ż| |Ż|________________________________________ | | |Ż) ) (_) |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |_| | Ż /| | WK1F | THE HOUSE ALWAYS WINS VI | | | | | |\ \| (Ż) |______|_________________________________| |_| |_|_| \_)_| |_|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. Return to House to finish and start... |Ż\_/Ż|ŻŻŻŻ\|Ż| |Ż|________________________________________ | | |Ż) ) (_) |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |_| | Ż /| | WK1G | THE HOUSE ALWAYS WINS VII | | | | | |\ \| (Ż) |______|_________________________________| |_| |_|_| \_)_| |_|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż\_/Ż|ŻŻŻŻ\|Ż| |Ż|________________________________________ | | |Ż) ) (_) |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |_| | Ż /| | WK1H | THE HOUSE ALWAYS WINS VIII | | | | | |\ \| (Ż) |______|_________________________________| |_| |_|_| \_)_| |_|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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... |Ż\_/Ż|ŻŻŻŻ\|Ż| |Ż|________________________________________ | | |Ż) ) (_) |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |_| | Ż /| | WK1I | ALL OR NOTHING | | | | | |\ \| (Ż) |______|_________________________________| |_| |_|_| \_)_| |_|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • [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] |_ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • 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). |Ż\ |Ż|ŻŻŻŻŻ|ŻŻŻŻ\_________________________________________ | \) | |ŻŻŻ| |Ż) )ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | | Ż / WK2A | THINGS THAT GO BOOM | | |\ | |___| |\ \______|__________________________________| |_| )_|_____|_| \_)ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż\ |Ż|ŻŻŻŻŻ|ŻŻŻŻ\_________________________________________ | \) | |ŻŻŻ| |Ż) )ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | | Ż / WK2B | KINGS' GAMBIT | | |\ | |___| |\ \______|__________________________________| |_| )_|_____|_| \_)ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż\ |Ż|ŻŻŻŻŻ|ŻŻŻŻ\_________________________________________ | \) | |ŻŻŻ| |Ż) )ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | | Ż / WK2C | FOR THE REPUBLIC, PART 2 | | |\ | |___| |\ \______|__________________________________| |_| )_|_____|_| \_)ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż\ |Ż|ŻŻŻŻŻ|ŻŻŻŻ\_________________________________________ | \) | |ŻŻŻ| |Ż) )ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | | Ż / WK2D | YOU'LL KNOW IT WHEN IT HAPPENS | | |\ | |___| |\ \______|__________________________________| |_| )_|_____|_| \_)ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż\ |Ż|ŻŻŻŻŻ|ŻŻŻŻ\_________________________________________ | \) | |ŻŻŻ| |Ż) )ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | | Ż / WK2E | EUREKA! | | |\ | |___| |\ \______|__________________________________| |_| )_|_____|_| \_)ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • [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] |_ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 friends in the Mojave, their tactics winning the disdain of all normal folk who know their habit of enslaving others... BREAKING POINTS ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • 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). |Ż| |ŻŻŻŻŻ|Ż\ |Ż|________________________________________ | | | |ŻŻ\| \) |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | |(Ż\| | WK3A | RENDER UNTO CAESAR | | |___| |_) ) |\ |______|_________________________________| |_____|_____|_| )_|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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) then it's skipped, allowing the subsequent portion PART 2: Kill Mr. House ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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...] |Ż| |ŻŻŻŻŻ|Ż\ |Ż|________________________________________ | | | |ŻŻ\| \) |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | |(Ż\| | WK3B | ET TUMOR, BRUTE? | | |___| |_) ) |\ |______|_________________________________| |_____|_____|_| )_|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Caesar [The Fort] Prereq -: Render Unto Caesar Precedes: Arizona Killer Optional: no Missable: Yes [Legion questline broken] Reward -: 1000 XP (Caesar dies) : 1000 XP, Legion fame, 10 Legion Aureus (Caesar cured) : 1100 XP, Legion fame, 10 Legion Aureus, 3 Stimpaks, negative karma 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. |Ż| |ŻŻŻŻŻ|Ż\ |Ż|________________________________________ | | | |ŻŻ\| \) |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | |(Ż\| | WK3C | ARIZONA KILLER | | |___| |_) ) |\ |______|_________________________________| |_____|_____|_| )_|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |ŻŻŻŻŻ|Ż\ |Ż|________________________________________ | | | |ŻŻ\| \) |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | |(Ż\| | WK3D | VENI, VIDI, VICI | | |___| |_) ) |\ |______|_________________________________| |_____|_____|_| )_|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] |_ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. BREAKING POINTS ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • none |Ż| |Ż|ŻŻŻŻŻ|/ŻŻŻŻ|________________________________________ | |_| | [ŻŻŻ( (ŻŻ ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |_ _| _] \_ Ż\ WK4A | WILD CARD: ACE IN THE HOLE | | | | [___ __) )______|_________________________________| |_| |_____|____/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |Ż|ŻŻŻŻŻ|/ŻŻŻŻ|________________________________________ | |_| | [ŻŻŻ( (ŻŻ ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |_ _| _] \_ Ż\ WK4B | WILD CARD: CHANGE IN MANAGEMENT | | | | [___ __) )______|_________________________________| |_| |_____|____/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |Ż|ŻŻŻŻŻ|/ŻŻŻŻ|______ _________________________________ | |_| | [ŻŻŻ( (ŻŻ ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |_ _| _] \_ Ż\ WK4C | WILD CARD: SIDE BETS | | | | [___ __) )______|_________________________________| |_| |_____|____/ŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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. |Ż| |Ż|ŻŻŻŻŻ|/ŻŻŻŻ|________________________________________ | |_| | [ŻŻŻ( (ŻŻ ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |_ _| _] \_ Ż\ WK4D | WILD CARD: YOU AND WHAT ARMY? | | | | [___ __) )______|_________________________________| |_| |_____|____/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |Ż|ŻŻŻŻŻ|/ŻŻŻŻ|________________________________________ | |_| | [ŻŻŻ( (ŻŻ ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |_ _| _] \_ Ż\ WK4E | WILD CARD: FINISHING TOUCHES | | | | [___ __) )______|_________________________________| |_| |_____|____/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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.] |Ż| |Ż|ŻŻŻŻŻ|/ŻŻŻŻ|______ _________________________________ | |_| | [ŻŻŻ( (ŻŻ ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |_ _| _] \_ Ż\ WK4F | YOU'LL KNOW IT WHEN IT HAPPENS | | | | [___ __) )______|_________________________________| |_| |_____|____/ŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |Ż|ŻŻŻŻŻ|/ŻŻŻŻ|______ _________________________________ | |_| | [ŻŻŻ( (ŻŻ ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |_ _| _] \_ Ż\ WK4G | NO GODS, NO MASTERS | | | | [___ __) )______|_________________________________| |_| |_____|____/ŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • [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 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? _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ IV. MISCELLANEOUS QUESTS [MSCL] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [OW01] A BRAIN'S BEST FRIEND _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [HHS1] A FAMILY AFFAIR _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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). _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ01] A VALUABLE LESSON _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ02] ABA DABA HONEYMOON _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. • [Science 50] Super Stimpak • [Science 50] Slasher • [Science 50] Party-Time Mentats • [Science 50] Rocket • [Survival 75] Hydra After teaching each recipe, the player gets 50 XP, Great Khans fame, and an extra reward of one's choosing: • Caps ------: 50 caps • Pick-me-up : Psycho, Jet • Nothing ---: [K+] 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... _______________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [OW02] ALL MY FRIENDS HAVE OFF SWITCHES _______________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _ |_| 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... _ |_| 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ03] ANT MISBEHAVIN' _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ04] ANYWHERE I WANDER _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ05] BACK IN YOUR OWN BACKYARD _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ06] BEYOND THE BEEF _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ07] BEWARE THE WRATH OF CAESAR! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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). _______________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [HHS2] BIGHORNERS OF THE EASTERN VIRGIN _______________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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.] _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ08] BIRDS OF A FEATHER _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ09] BITTER SPRINGS INFIRMARY BLUES _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Lieutenant Markland [Bitter Springs] Prereq -: n/a Precedes: n/a Missable: Yes [Cpt. Gilles or Lt. Markland slain] Reward -: 200 XP, NCR fame 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-] _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ10] BLEED ME DRY _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ11] BOOTED _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Boxcars [Nipton] Prereq -: n/a Precedes: n/a Missable: Yes [Boxcars or both captives slain] Reward -: 100 XP, Powder Gangers fame 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 ex-Powder Ganger, Boxcars. A little questioning reveals some of his "mates" were kidnapped 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?] _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ12] BOULDER CITY SHOWDOWN _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Lieutenant Monroe [Boulder City] Prereq -: n/a Precedes: n/a Missable: no Reward -: 300 XP, NCR Fame (NCR-favored) : 300 XP, Great Khans Fame, Engraved Cigarette Lighter (Khan-favored) : 400 XP, NCR/Great Khans Fame, Engraved Cigarette Lighter (peace) 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, ĦLa 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ13] BYE BYE LOVE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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". _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ14] CAESAR'S FAVOR _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Disguised Frumentarius [various] Prereq -: Positive Legion reputation Precedes: n/a Missable: Yes [Caesar slain or questline broken] Reward -: Fame-dependent items 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ15] CAESAR'S HIRE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ16] CAN YOU FIND IT IN YOUR HEART? _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [HHS3] CHAOS IN ZION _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [HHS4] CIVILIZED MAN'S BURDEN _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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.] _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ17] CLASSIC INSPIRATION _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Michael Angelo [Michael Angelo's Workshop at the Strip] Prereq -: n/a Precedes: n/a Missable: Yes [Michael Angelo slain] Reward -: 200 XP, 500 caps 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! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ18] CLIMB EV'RY MOUNTAIN _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Captain Gilles [Bitter Springs] Prereq -: n/a Precedes: n/a Missable: Yes [Gilles is slain] Reward -: 100 XP, NCR Fame 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ19] COLD, COLD HEART _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Vulpes Inculta [Nipton] Prereq -: n/a Precedes: n/a Missable: Yes [Vulpes Inculta slain] Reward -: 150 XP 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ20] COME FLY WITH ME _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Manny Vargas [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.] 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 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [OW03] COMING OUT OF HER SHELL _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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) _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ21] CRAZY, CRAZY, CRAZY _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Neil [Neil's Shack] Prereq -: n/a Precedes: n/a Missable: no Reward -: 1000 XP (Tabitha slain ending) : 1000 XP, Karma+, Tabitha's Equipment Key (Rhonda fixed ending) 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ22] CRY ME A RIVER _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ23] DEBT COLLECTOR _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Francine Garret [Atomic Wrangler at Freeside] Prereq -: n/a Precedes: n/a Missable: Yes [Francine Garret slain] Reward -: 500 XP, 150 caps, Freeside fame, free room & board at Wrangler 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ24] DON'T MAKE A BEGGAR OF ME _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ25] DON'T TREAD ON THE BEAR! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ26] ED-E MY LOVE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻ 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: • Repair 65+ • Science 65+ • Scrap Metal (3), Sensor Module (2), Scrap Electronics ED-E will be in perfect working order at this point. 2) Finding Triggers ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻ 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.] _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ27] EMERGENCY RADIO _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ28] EYE FOR AN EYE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: First Sergeant Astor [Camp Searchlight] Prereq -: Discover Cottonwood Cove Precedes: n/a Missable: Yes [Astor slain; Cottonwood Cove slaughtered pre-quest] Reward -: 1000 XP, 200/250 caps, NCR fame (complete entire quest) : 500 XP, 150 caps, Legion fame, K- (dupe Astor with false intel) 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.] _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ29] EYESIGHT FOR THE BLIND _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [OW04] FIELD RESEARCH _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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... _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ30] FLAGS OF OUR FOUL-UPS _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Sgt. McCredie [Camp Golf] Prereq -: n/a Precedes: n/a Missable: Yes [Sgt. McCredie, Razz, O'Hanrahan, Mags or Poindexter slain] Reward -: 200 XP, NCR Fame 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ31] FOR AULD LANG SYNE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 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...! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ32] G.I. BLUES _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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!). _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ33] GHOST TOWN GUNFIGHT _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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). _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ34] GUESS WHO I SAW TODAY _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ35] HARD LUCK BLUES _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [OW05] HE CAME...AND WENT _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ36] HEARTACHE BY THE NUMBER _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 Cass can be found in Mojave Outpost's barracks, the NCR checkpoint itself being in the far southwest corner of the map. 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 pretty easy and local. 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" fails 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ37] HIGH TIMES _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ38] HOW LITTLE WE KNOW _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ39] I COULD MAKE YOU CARE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻ 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 ŻŻŻŻ 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! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ40] I DON'T HURT ANYMORE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 [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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ41] I FORGOT TO REMEMBER TO FORGET _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Craig Boone [Novac] Prereq -: n/a Precedes: n/a Missable: Yes [Boone slain] Reward -: 500 XP, NCR fame 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... _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ42] I FOUGHT THE LAW _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Eddie [NCR Correctional Facility] Prereq -: n/a Precedes: n/a Missable: Yes [Eddie slain] Reward -: 200 XP, 100 caps, Buffout, Psycho, Mentats (help Eddie) : 300 XP, Powder Gangers infamy (betray Eddie) 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ43] I HEAR YOU KNOCKING _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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...] _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ44] I PUT A SPELL ON YOU _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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...] _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [OW06] INFLUENCING PEOPLE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ45] KEEP YOUR EYES ON THE PRIZE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Ranger Ghost [Mojave Outpost] Prereq -: n/a Precedes: n/a Missable: Yes [Ranger Ghost slain] Reward -: 200 XP, NCR fame 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ46] LEFT MY HEART _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Frank Weathers [Aerotech Office Park], his family [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... _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ47] MEDICAL MYSTERY _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 breakin 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 Stonef 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ48] MY KIND OF TOWN _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 mentioned passing in Nash'd 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! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ49] NO, NOT MUCH _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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-] _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ50] NOTHIN' BUT A HOUND DOG _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ51] OH MY PAPA _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 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. 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: 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 options. 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 Ezekial 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. 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [OW07] ON THE SAME WAVELENGTH _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ52] ONE FOR MY BABY _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 will take over that duty, giving the key free of charge next time he's spoken to. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ53] PHEEBLE WILL _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [OW08] PICKING YOUR BRAINS _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ54] PRESSING MATTERS _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [HHS5] PRISONERS OF WAR _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [OW09] PROJECT X-13 _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ55] RESTORING HOPE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: 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 already cleared out this place, either as an independant 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [HHS6] RETAKE THE BRIDGE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ56] RETURN TO SENDER _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Tech Sergeant Reyes [Camp Forlorn Hope] Prereq -: n/a Precedes: n/a Missable: Yes [Reyes slain] Reward -: 500 XP 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... _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [HHS7] RITE OF PASSAGE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ57] RUN GOODSPRINGS RUN _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [HHS8] SANCTITY OF THE DEAD _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ58] SOMEONE TO WATCH OVER ME _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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... =) _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [OW10] SONIC EMITTER UPGRADE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ59] STILL IN THE DARK _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 norther 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 inside. • 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. 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ60] SUNSHINE BOOGIE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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... _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ61] TALENT POOL _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ62] TEND TO YOUR BUSINESS _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ63] THAT LUCKY OLD SUN _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ64] THE COYOTES _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Captain Parker [Aerotech Office Park] Prereq -: n/a Precedes: n/a Missable: Yes [Captain Parker slain] Reward -: 250 XP, 150 caps 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... _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ65] THE FINGER OF SUSPICION _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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.] _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ66] THE HOUSE HAS GONE BUST! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ67] THE LEGEND OF THE STAR _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ68] THE MOON COMES OVER THE TOWER _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ69] THE WHITE WASH _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Lt. Carrie Boyd [Camp McCarran] Prereq -: n/a Precedes: n/a Missable: Yes [Lt. Boyd slain] Reward -: 500 XP, NCR MP Confiscated Goods Key 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ70] THERE STANDS THE GRASS _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ71] THREE-CARD BOUNTY _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Major Dhatri [Camp McCarran] Prereq -: n/a Precedes: n/a Missable: Yes [Major Dhatri slain] Reward -: 500 XP, 500 caps 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. 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ72] UNFRIENDLY PERSUASION _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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, though, 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... _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ73] VOLARE! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ74] WANG DANG ATOMIC TANGO _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ75] WE ARE LEGION _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ76] WE WILL ALL GO TOGETHER _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [OW11] WHAT'S IN A NAME? _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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... _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ77] WHEEL OF FORTUNE _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [OW12] WHEN VISITORS ATTACK! _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ78] WHY CAN'T WE BE FRIENDS? _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [OW13] X-8 DATA RETRIEVAL TEST _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ79] YOU CAN DEPEND ON ME _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. 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. Reward: 150 caps (Henry slain), 300 caps & NCR fame (severance bonus), 400 caps & NCR fame (quit w/ no severance), 500 caps & NCR fame (Speech 50 or NCR rep option). • 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. _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [MQ80] YOUNG HEARTS _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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.] ____________________________ ________________________________________________/ V. DLC WALKTHROUGHS [DLCW] |_ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ DEAD MONEY [DLC1] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! |ŻŻŻŻ\ (Ż\_/Ż)______ _____________________________ | |Ż\ \| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | ) ) | | | DM01 | SIERRA MADRE GRAND OPENING! |============================ | |_/ /| | | |______|_____________________________| |____/ |_|_|_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻ 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 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. |ŻŻŻŻ\ (Ż\_/Ż)______ _____________________________ | |Ż\ \| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | ) ) | | | DM02 | FIND COLLAR 8: "DOG" |============================ | |_/ /| | | |______|_____________________________| |____/ |_|_|_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • 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? |ŻŻŻŻ\ (Ż\_/Ż)______ _____________________________ | |Ż\ \| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | ) ) | | | DM03 | FIND COLLAR 12: CHRISTINE |============================ | |_/ /| | | |______|_____________________________| |____/ |_|_|_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • 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... |ŻŻŻŻ\ (Ż\_/Ż)______ _____________________________ | |Ż\ \| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | ) ) | | | DM04 | FIND COLLAR 14: DEAN DOMINO |============================ | |_/ /| | | |______|_____________________________| |____/ |_|_|_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |ŻŻŻŻ\ (Ż\_/Ż)______ _____________________________ | |Ż\ \| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | ) ) | | | DM05 | FIRES IN THE SKY |============================ | |_/ /| | | |______|_____________________________| |____/ |_|_|_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |ŻŻŻŻ\ (Ż\_/Ż)______ _____________________________ | |Ż\ \| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | ) ) | | | DM06 | MIXED SIGNALS |============================ | |_/ /| | | |______|_____________________________| |____/ |_|_|_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |ŻŻŻŻ\ (Ż\_/Ż)______ _____________________________ | |Ż\ \| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | ) ) | | | DM07 | STRIKE UP THE BAND |============================ | |_/ /| | | |______|_____________________________| |____/ |_|_|_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |ŻŻŻŻ\ (Ż\_/Ż)______ _____________________________ | |Ż\ \| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | ) ) | | | DM08 | TRIGGER THE GALA EVENT |============================ | |_/ /| | | |______|_____________________________| |____/ |_|_|_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! |ŻŻŻŻ\ (Ż\_/Ż)______ _____________________________ | |Ż\ \| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | ) ) | | | DM09 | PUT THE BEAST DOWN |============================ | |_/ /| | | |______|_____________________________| |____/ |_|_|_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 "ĦLa 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. |ŻŻŻŻ\ (Ż\_/Ż)______ _____________________________ | |Ż\ \| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | ) ) | | | DM10 | CURTAIN CALL AT THE TAMPICO |============================ | |_/ /| | | |______|_____________________________| |____/ |_|_|_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |ŻŻŻŻ\ (Ż\_/Ż)______ _____________________________ | |Ż\ \| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | ) ) | | | DM11 | LAST LUXURIES |============================ | |_/ /| | | |______|_____________________________| |____/ |_|_|_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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". |ŻŻŻŻ\ (Ż\_/Ż)______ _____________________________ | |Ż\ \| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | ) ) | | | DM12 | HEIST OF THE CENTURIES |============================ | |_/ /| ) | |______|_____________________________| |____/ |_|_|_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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...] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ HONEST HEARTS [DLC2] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻ 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 |Ż| |Ż||Ż| |Ż|______ ______________________________________ | |_| || |_| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | || | HH01 | HAPPY TRAILS EXPEDITION |=================== | |Ż| || |Ż| |______|______________________________________| |_| |_||_| |_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |Ż||Ż| |Ż|______ ______________________________________ | |_| || |_| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | || | HH02 | ARRIVAL AT ZION |=================== | |Ż| || |Ż| |______|______________________________________| |_| |_||_| |_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |Ż||Ż| |Ż|______ ______________________________________ | |_| || |_| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | || | HH03 | TOURIST TRAP |=================== | |Ż| || |Ż| |______|______________________________________| |_| |_||_| |_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |Ż||Ż| |Ż|______ ______________________________________ | |_| || |_| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | || | HH04 | GONE FISHIN' |=================== | |Ż| || |Ż| |______|______________________________________| |_| |_||_| |_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |Ż||Ż| |Ż|______ ______________________________________ | |_| || |_| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | || | HH05 | ROADSIDE ATTRACTION |=================== | |Ż| || |Ż| |______|______________________________________| |_| |_||_| |_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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...] Quest ends when the item's repaired. |Ż| |Ż||Ż| |Ż|______ ______________________________________ | |_| || |_| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | || | HH06 | DELIVERER OF SORROWS |=================== | |Ż| || |Ż| |______|______________________________________| |_| |_||_| |_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: • Crossroads Cavern • Half Mouse Cave • Sweet Flower Cave • Glass Chime Cave • Stone Bones Cave • White Bird's Cave 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. |Ż| |Ż||Ż| |Ż|______ ______________________________________ | |_| || |_| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | || | HH07 | THE GRAND STAIRCASE |=================== | |Ż| || |Ż| |______|______________________________________| |_| |_||_| |_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. Taking the map finishes the quest. |Ż| |Ż||Ż| |Ż|______ ______________________________________ | |_| || |_| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | || | HH08 | THE ADVANCE SCOUTS |=================== | |Ż| || |Ż| |______|______________________________________| |_| |_||_| |_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. Doing either finishes the mission. |Ż| |Ż||Ż| |Ż|______ ______________________________________ | |_| || |_| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | || | HH09 | THE TREACHEROUS ROAD |=================== | |Ż| || |Ż| |______|______________________________________| |_| |_||_| |_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |Ż||Ż| |Ż|______ ______________________________________ | |_| || |_| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | || | HH10 | RIVER MONSTERS |=================== | |Ż| || |Ż| |______|______________________________________| |_| |_||_| |_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |Ż||Ż| |Ż|______ ______________________________________ | |_| || |_| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | || | HH10 | GATHERING STORMS |=================== | |Ż| || |Ż| |______|______________________________________| |_| |_||_| |_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 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. |Ż| |Ż||Ż| |Ż|______ ______________________________________ | |_| || |_| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | || | HH11 | FLIGHT FROM ZION |=================== | |Ż| || |Ż| |______|______________________________________| |_| |_||_| |_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |Ż||Ż| |Ż|______ ______________________________________ | |_| || |_| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | || | HH12 | CRUSH THE WHITE LEGS |=================== | |Ż| || |Ż| |______|______________________________________| |_| |_||_| |_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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". |Ż| |Ż||Ż| |Ż|______ ______________________________________ | |_| || |_| |ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | || | HH13 | DEPARTING PARADISE |=================== | |Ż| || |Ż| |______|______________________________________| |_| |_||_| |_|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: • A Light Shining in Darkness (1.2 WG/.45 Auto) • Chalk's Headdress (DT 1/Light/WG 3/Melee Weapons +5) • Daniel's Hat (DT 1/Light/WG 1/PER +1, Speech +5) • Daniel's Outfit (DT 2/Light/WG 2/Barter +5, Medicine +5) • Joshua Graham's Armor (DT 15/Light/WG 8/Crit Chance +3) • Salt-Upon-Wounds' Helmet (DT 4/Light/WG 3/Sneak +5, Crit Chance +2) • Salt-Upon-Wounds' Power Fist (WG 6/HP -3 for 10s effect) • Scripture (WG 1) 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 Vendertron at the Gun Runners compound. This applies to their upgrades, also.] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ OLD WORLD BLUES [DLC3] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻ 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 _____ _ _ _ _____ | _ | | | | _ |______ ___________________________________ | | ) | | | | |_| )ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |/| | | | | _ ( OWB1 | MIDNIGHT SCIENCE-FICTION FEATURE! |================= | (_| | | | | |_| )______|___________________________________| |_____(_____)_____|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! _____ _ _ _ _____ | _ | | | | _ |______ ___________________________________ | | ) | | | | |_| )ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |/| | | | | _ ( OWB2 | WELCOME TO THE BIG EMPTY |================= | (_| | | | | |_| )______|___________________________________| |_____|_____|_____|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! _____ _ _ _ _____ | _ | | | | _ |______ ___________________________________ | | ) | | | | |_| )ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |/| | | | | _ ( OWB3 | X-13: ATTACK OF THE INFILTRATOR! |================= | (_| | | | | |_| )______|___________________________________| |_____|_____|_____|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____ _ _ _ _____ | _ | | | | _ |______ ___________________________________ | | ) | | | | |_| )ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |/| | | | | _ ( OWB4 | X-8: HIGH SCHOOL HORROR! |================= | (_| | | | | |_| )______|___________________________________| |_____|_____|_____|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____ _ _ _ _____ | _ | | | | _ |______ ___________________________________ | | ) | | | | |_| )ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |/| | | | | _ ( OWB5 | X-2: STRANGE TRANSMISSIONS! |================= | (_| | | | | |_| )______|___________________________________| |_____|_____|_____|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____ _ _ _ _____ | _ | | | | _ |______ ___________________________________ | | ) | | | | |_| )ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | |/| | | | | _ ( OWB6 | OLD WORLD BLUES |================= | (_| | | | | |_| )______|___________________________________| |_____|_____|_____|ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • 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. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ LONESOME ROAD [DLC4] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! |Ż| |ŻŻŻŻ\______ _______________________________________ | | | |Ż) )ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | Ż / LR01 | THE REUNION |==================== | |___| (\ \______|_______________________________________| |_____|_| )_)ŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |ŻŻŻŻ\______ _______________________________________ | | | |Ż) )ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | Ż / LR02 | THE SILO |==================== | |___| (\ \______|_______________________________________| |_____|_| )_)ŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 • [PER 6] • [Speech 75] • [Science 50] • [Survival 35] • [Explosives 50] • [Medicine 35] • [INT 7] • [Survival 75] • [NCR] • [Speech 55] 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. |Ż| |ŻŻŻŻ\______ _______________________________________ | | | |Ż) )ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | Ż / LR03 | THE JOB |==================== | |___| (\ \______|_______________________________________| |_____|_| )_)ŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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). Entering the High Road finishes the mission. |Ż| |ŻŻŻŻ\______ _______________________________________ | | | |Ż) )ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | Ż / LR04 | THE LAUNCH |==================== | |___| (\ \______|_______________________________________| |_____|_| )_)ŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |ŻŻŻŻ\______ _______________________________________ | | | |Ż) )ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | Ż / LR05 | THE DIVIDE |==================== | |___| (\ \______|_______________________________________| |_____|_| )_)ŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. --- Entering Ulysses' Temple completes this quest. |Ż| |ŻŻŻŻ\______ _______________________________________ | | | |Ż) )ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | Ż / LR06 | THE TUNNELERS |==================== | |___| (\ \______|_______________________________________| |_____|_| )_)ŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |ŻŻŻŻ\______ _______________________________________ | | | |Ż) )ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | Ż / LR07 | THE COURIER |==================== | |___| (\ \______|_______________________________________| |_____|_| )_)ŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. |Ż| |ŻŻŻŻ\______ _______________________________________ | | | |Ż) )ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | Ż / LR08 | THE END |==================== | |___| (\ \______|_______________________________________| |_____|_| )_)ŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻ 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: • Bitter Drink (3) • Bitter Drink Recipe • Courier Duster (effect decided by allying with Legion/NCR/House/no one) • Old Glory (Ulysses' unique melee weapon; has bonus crit chance & damage) • Red Glare (extra copy) • Rocket (100) • Snakebite Tourniquet (2) • Ulysses' Duster (DT 13/WG 3/Light/CHR +1, Crit chance +5) • Ulysses' Mask (DT 3/WG 2/Light/Rad resistance +50) • Ulysses' Final Message 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. |Ż| |ŻŻŻŻ\______ _______________________________________ | | | |Ż) )ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | Ż / LR09 | THE APOCALYPSE |==================== | |___| (\ \______|_______________________________________| |_____|_| )_)ŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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".] _______________________ _____________________________________________________/ VI. APPENDICES [APPN] |_ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ACHIEVEMENTS [ACHV] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. ________________________________ _____ ____________________________________ | ACHIEVEMENT | PTS | OBTAIN | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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. ________________________________ _____ ____________________________________ | ACHIEVEMENT | PTS | OBTAIN | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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... ________________________________ _____ ____________________________________ | ACHIEVEMENT | PTS | OBTAIN | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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. ________________________________ ____ _____________________________________ | ACHIEVEMENT | PT | OBTAIN | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AMMUNITION [MMNT] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. DAMGE: Damage multiplier CNDTN: Condition (of weapon) TgtDT: Target's DT FATIG: Fatigue damage ___________________________________ _______________________________ | AMMUNITION | DAMGE CNDTN TgtDT SPRED FATIG | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | .223 Round | x0.90 x0.80 ----- ----- ----- | | .22LR Round | ----- ----- ----- ----- ----- | | .22LR Round, Hollow Point | x1.75 ----- x3.00 ----- ----- | | .22LR, Plinking | x0.85 ----- ----- ----- ----- | | .308 Round | ----- ----- ----- ----- ----- | | .308, Armor Piercing | x0.95 ----- -15.0 ----- ----- | | .308, Hollow Point | x1.75 ----- x3.00 ----- ----- | | .308, JSP (Hand Load) | x1.30 x1.50 ----- ----- ----- | | .357 Magnum Round | ----- ----- ----- ----- ----- | | .357 Magnum, Hollow Point | x1.75 ----- x3.00 ----- ----- | | .357 Magnum, JFP (Hand Load) | x1.25 ----- -3.00 x0.80 ----- | | .38 Special | x0.75 x0.75 ----- ----- ----- | | .44 Magnum | ----- ----- ----- ----- ----- | | .44 Magnum, Hollow Point | x1.75 ----- x3.00 ----- ----- | | .44 Magnum, SWC (Hand Load) | x1.20 ----- -6.00 ----- ----- | | .44 Special Round | x0.75 x0.75 ----- ----- ----- | | .45 Auto | ----- ----- ----- ----- ----- | | .45 Auto, +P | x1.10 x1.20 -2.00 ----- ----- | | .45 Auto, Hollow Point | x1.75 ----- x3.00 ----- ----- | | .45 Super (Hand Load) | x1.30 x2.50 -3.00 ----- ----- | | .45-70 Gov't | ----- ----- ----- ----- ----- | | .45-70 Gov't, Hollow Point | x1.75 ----- x3.00 ----- ----- | | .45-70 Gov't, SWC (Hand Load) | x1.20 x3.00 -6.00 ----- ----- | | .50 MG | ----- ----- ----- ----- ----- | | .50 MG, Armor Piercing | x0.95 ----- -15.0 ----- ----- | | .50 MG, Explosive (GRA) | ----- ----- ----- ----- ----- | | .50 MG, Incendiary | ----- ----- ----- ----- ----- | | .50 MG, Match (Hand Load) | x1.50 ----- ----- x0.65 ----- | | 10mm Round | ----- ----- ----- ----- ----- | | 10mm, Hollow Point | x1.75 ----- x3.00 ----- ----- | | 10mm, JHP (Hand Load) | x1.65 ----- x2.00 ----- ----- | | 12 Gauge Round | x1.20 ----- ----- ----- ----- | | 12 Gauge, 4/0 Buck (GRA) | ----- ----- ----- ----- ----- | | 12 Gauge, 4/0 Buck Magnum (GRA) | x1.30 x1.15 -2.00 ----- ----- | | 12 Gauge, Bean Bag | x0.05 ----- ----- ----- + 250 | | 12 Gauge, Coin Shot | x1.30 ----- -2.00 ----- ----- | | 12 Gauge, Dragon's Breath (GRA) | x0.90 ----- ----- ----- ----- | | 12 Gauge, Flechette (GRA) | x0.90 ----- -6.00 ----- ----- | | 12 Gauge, Magnum | x1.30 x1.15 -2.00 ----- ----- | | 12 Gauge, Pulse Slug (GRA) | x0.70 ----- ----- x0.35 ----- | | 12 Gauge, Slug | ----- ----- ----- x0.35 ----- | | 12.7mm Round | ----- ----- ----- ----- ----- | | 12.7mm Round, Hollow Point | x1.75 ----- x3.00 ----- ----- | | 12.7mm Round, JHP (Hand Load) | x1.65 x2.00 ----- ----- ----- | | 20 Gauge Round | x1.20 ----- ----- ----- ----- | | 20 Gauge, 3/0 Buck (GRA) | ----- ----- ----- ----- ----- | | 20 Gauge, 3/0 Buck Magnum | x1.30 x1.15 -2.00 ----- ----- | | 20 Gauge, Magnum | x1.30 x1.15 -2.00 ----- ----- | | 20 Gauge, Pulse Slug (GRA) | x0.70 ----- ----- x0.35 ----- | | 20 Gauge, Slug | ----- ----- ----- x0.35 ----- | | 25mm Grenade | ----- ----- ----- ----- ----- | | 25mm Grenade, High Explosive | x1.35 ----- ----- ----- ----- | | 25mm Grenade, Plasma (GRA) | x1.30 ----- ----- ----- ----- | | 25mm Grenade, Pulse (GRA) | ----- ----- ----- ----- ----- | | 25mm Grenade, Timed (GRA) | ----- ----- ----- ----- ----- | | 40mm Grenade | ----- ----- ----- ----- ----- | | 40mm Grenade, Incendiary | ----- ----- ----- ----- ----- | | 40mm Grenade, Plasma (GRA) | x1.30 ----- ----- ----- ----- | | 40mm Grenade, Pulse (GRA) | ----- ----- ----- ----- ----- | | 5.56mm Round | ----- ----- ----- ----- ----- | | 5.56mm, Armor Piercing | x0.95 ----- -15.0 ----- ----- | | 5.56mm, Hollow Point | x1.75 ----- x3.00 ----- ----- | | 5.56mm, Match (Hand Load) | x1.15 ----- ----- x0.65 ----- | | 5.56mm, Surplus | x1.15 ----- x3.00 ----- ----- | | 5mm Round | ----- ----- -10.0 ----- ----- | | 5mm Round, JSP (Hand Load) | x1.30 x1.50 -10.0 ----- ----- | | 5mm Round, Hollow Point | x1.75 ----- x2.00 ----- ----- | | 5mm, Armor Piercing | x0.95 ----- -25.0 ----- ----- | | 5mm, Surplus | x1.15 x3.00 -10.0 x1.20 ----- | | 9mm Round | ----- ----- ----- ----- ----- | | 9mm Round, +P | x1.10 x1.20 -2.00 ----- ----- | | 9mm Round, JHP (Hand Load) | x1.65 ----- x2.00 ----- ----- | | 9mm, Hollow Point | x1.75 ----- x3.00 ----- ----- | | Alien Power Cell | ----- ----- ----- ----- ----- | | BB | ----- ----- ----- ----- ----- | | Camera Film | ----- ----- ----- ----- ----- | | Electron Charge Pack | ----- ----- -2.00 ----- ----- | | Electron Charge Pack, Bulk | x0.85 x0.85 ----- ----- ----- | | Electron Charge Pack, Optimized | x1.30 x1.10 -5.00 ----- ----- | | Electron Charge Pack, Over Charge | x1.25 x1.50 -5.00 ----- ----- | | Energy Cell | ----- ----- -2.00 ----- ----- | | Energy Cell, Bulk | x0.85 x0.85 ----- ----- ----- | | Energy Cell, Max Charge | x1.50 x2.50 -10.0 ----- ----- | | Energy Cell, Optimized (GRA) | x1.30 x1.10 -5.00 ----- ----- | | Energy Cell, Over Charge | x1.25 x1.50 -5.00 ----- ----- | | Flamer Fuel | ----- ----- ----- ----- ----- | | Flamer Fuel, Homemade | ----- x3.00 ----- ----- ----- | | Flamer Fuel, Optimized (GRA) | x1.30 x1.10 -5.00 ----- ----- | | Microfusion Breeder | ----- ----- -2.00 ----- ----- | | Microfusion Cell | ----- ----- -2.00 ----- ----- | | Microfusion Cell, Bulk | x0.85 x0.85 ----- ----- ----- | | Microfusion Cell, Max Charge | x1.50 x2.50 -10.0 ----- ----- | | Microfusion Cell, Optimized (GRA) | x1.30 x1.10 -5.00 ----- ----- | | Microfusion Cell, Over Charge | x1.25 x1.50 -5.00 ----- ----- | | Mini Nuke | ----- ----- ----- ----- ----- | | Mini Nuke, Big Kid (GRA) | ----- ----- ----- ----- ----- | | Mini Nuke, Low Yield (GRA) | ----- ----- ----- ----- ----- | | Mini Nuke, Timed (GRA) | ----- ----- ----- ----- ----- | | Mini Nuke, Tiny Tots (GRA) | ----- ----- ----- x20.0 ----- | | Missile | ----- ----- ----- ----- ----- | | Missile, High Explosive | x1.35 ----- ----- ----- ----- | | Missile, High Velocity | ----- ----- ----- ----- ----- | | Missile, Hive (GRA) | ----- ----- ----- x20.0 ----- | | Nails | ----- ----- -5.00 ----- ----- | | Rocket | ----- ----- ----- ----- ----- | | Rocket, High Explosive | x1.35 ----- ----- ----- ----- | | Rocket, Incendiary | ----- ----- ----- ----- ----- | |___________________________________|_______________________________| _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ CHALLENGES [CHLL] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. ı - Repeatable ² - Non-Repeatable ___________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ------------------------------| DAMAGE CHALLENGES |---------------------------- |___________________| [C-DDMN] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 CRITICALı [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 HEARTı [75 XP] - Cripple 100 torsos • A MATTER OF PERCEPTIONı [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 • CONDITION CRITICALı [50 XP] - Score 100 critical hits with rifle-grip Guns • CRITICAL REACTIONı [75 XP] - Score 128 critical hits with two-handed Energy Weapons • DESTROY SOMETHING NOT SO BEAUTIFUL² [100 XP] - Deal 10,000 damage with Unarmed weapons • FULL OF STARSı [50 XP] - Cripple 100 heads with Unarmed weapons • GO FOR THE EYESı [75 XP] - Deal 6000 damage to targets' heads with Unarmed weapons • GOTTA HAND GRENADE IT TO YOU² [100 XP] - Deal 10,000 damage with grenades and mines • GUT CHECKERı [50 XP] - Cripple 100 torsos with Unarmed weapons • I AM NOT LEFT HANDEDı [100 XP] - Cripple 100 Right Arms • I CAN DO IT ONE HANDED² [50 XP] - Deal 10,000 damage with one-handed Melee Weapons • I'VE GOT SHOTGUN² [75 XP] - Deal 20,000 damage with Shotguns • LEAD DEALER² [50 XP] - Deal 10,000 damage with Guns • LET'S GET CRITICALı [75 XP] - Score 64 critical hits with one-handed Energy Weapons • LETHAL WEAPONS² [50 XP] - Score 100 critical hits with Unarmed Weapons • LIMBER JACKı [50 XP] - Cripple 100 limbs (any arm/leg) • LOVE THE BOMB² [50 XP] - Deal 10,000 damage with Explosives • NEW VEGAS SAMURAI² [50 XP] - Deal 10,000 damage with Melee Weapons • OLD-TYME BRAWLER² [50 XP] - Deal 10,000 damage with Unarmed Weapons • 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?ı [50 XP] - Criple 200 limbs with two-handed Melee Weapons • YOU'LL BLIND SOMEBODYı [100 XP] - Deal 4096 damage to heads with rifle-grip Energy Weapons _________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ------------------------------| KILL CHALLENGES |------------------------------ |_________________| [C-KLLS] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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" • ABOMINABLEı [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 CONTROLı [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) • BUG STOMPERı [50 XP] - Kill 50 insects per rank (max 3) - Grants Bug Stomper perk (increases damage vs. mutated insects) • DEMISE OF THE MACHINESı [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 MOREı [100 XP] - Score 75 kills with Unarmed weapons. Barehanded kills apply, too. • I CAN KILL YOU WITH ONE HANDı [75 XP] - Score 250 kills with one-handed Guns • JUST POINT AND CLICKı [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. • KABOOM² [50 XP] - Score 25 kills with Explosives - Unlocks "Kaboom-Boom-Pow" • KABOOM-BOOM-POW!ı [75 XP] - Score 50 kills with Explosives - Unlocks "Aiming is Optional" - Unlocks "Gotta Hand Grenade It to You" • MORE ENERGETICı [64 XP] - Score 64 kills with Energy Weapons - Unlocks "Beam (Weapon) Me Up" • NOT SO UP CLOSEı [50 XP] - Score 25 kills with throwable (non-explosive) weapons • NUKE IT FROM ORBIT² [75 XP] - Score 250 kills with shoulder-mounted weapons (missile launcher, etc.) • SHOOT 'EM UP² [75 XP] - Score 75 kills with Guns - Unlocks "I've Got Shotgun" - Unlocks "Shoot 'Em Up Again" • SHOOT 'EM UP AGAINı [75 XP] - Score 75 kills with Guns - Unlocks "The Big Squeezy" - Unlocks "Click" - Unlocks "Condition Critical" • SUPER MUTANT MASSACREı [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 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 RIFLEMANı [75 XP] - Score 250 kills with rifles. Energy weapon rifles don't count, grenade rifles do. • THIS IS HACKINGı [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 CLOSERı [75 XP] - Score 50 kills with Melee Weapons - Unlocks "I Can Do It One Handed" - Unlocks "This Is Hacking" - Unlocks "Were You Using That?" __________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| -----------------------------| OTHER CHALLENGES |------------------------------ |__________________| [C-OTHR] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 KNOW DISINTEGRATIONS² [75 XP] - Disintegrate 32 targets with beam weapons • ...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 PERSONALITYı [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.ı [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 -' • FIXIN' THINGS² [50 XP] - Repair 30 items yourself • FREE RADICAL² [no XP] - Use RadAway 20 times - Unlocks "Free Radical" perk [RadAway more effective] • H4X SUPR3M3ı [50 XP] - Hack 25 computer terminals • HE MOVES IN MYSTERIOUS WAYS² [no XP] - Have 15 Mysterious Traveler visits - Unlocks "Friendly Help" perk [Mysterious Traveler/Miss Fortune chance+] • I CAN STOP ANY TIME I WANT² [75 XP] - Take 25 more addictive chems • I DISMEMBER YOU² [50 XP] - Dismember 1,000 limbs. This can be done with any weapon, but explosives tend to give surefire results. • KNOCKED UPı [75 XP] - Knock down 100 enemies (Ranger Takedown, "And Stay Back" perk, etc.) • 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' MARKı [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 • STIM-PLY AMAZING² [100 XP] - Heal 10,000 damage with Stimpaks • STIMPADDICTı [50 XP] - Use 100 Stim-Paks • 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 CHALLENGEı [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 _________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ----------------------| GUN RUNNERS' ARSENAL CHALLENGES |---------------------- |_________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The Gun Runners' Arsenal pack adds twenty-one new challenges, each with its 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 Vendertron (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 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.] _______________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ---------------------------| DEAD MONEY CHALLENGES |--------------------------- |_______________________| [C-DDMN] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. __________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| -------------------------| HONEST HEARTS CHALLENGES |-------------------------- |__________________________| [C-HNST] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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.] ____________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ------------------------| OLD WORLD BLUES CHALLENGES |------------------------- |____________________________| [C-OWRB] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 __________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| -------------------------| LONESOME ROAD CHALLENGES |-------------------------- |__________________________| [C-LNSM] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |_| 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 _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COMPANIONS [CMPN] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ *** 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.] _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ ARCADE GANNON _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ CRAIG BOONE _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 intentions 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). _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ ED-E _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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, permanently killing ED-E.] There's three ways to do that: • Repair 65+ • Science 65+ • Scrap Metal (3), Sensor Module (2), Scrap Electronics 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. _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ LILY BOWEN _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ RAUL TEJADA _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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.] To finish all of Andy's dialogue, one must pass his [Speech 30] check -- if it still exists -- to learn the 'Ranger Takedown' maneuver. 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. _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ REX _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. ______________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ROSE OF SHARON CASSIDY ______________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. ___________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ VERONICA SANTANGELO ___________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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.] _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ FOLLOWS-CHALK _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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". ____________ ŻŻŻŻŻŻŻŻŻŻŻŻ WAKING CLOUD ____________ ŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ JOSHUA GRAHAM _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ DOG / GOD _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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". _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ DEAN DOMINO _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ CHRISTINE _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 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. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ PERKS [PRKS] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. ____________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| [LVLR] LEVEL-RELATED PERKS |---------------------------------------------------------- ____________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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) • HEAVE HO! Requirement: Level 2, STR 5, Explosives 30 Ranks -----: 1 Perk Effect: Thrown weapons (grenades, spears, etc.) fly farther and faster • HUNTER Requirement: Level 2, Survival 30 Ranks -----: 1 Perk Effect: +75% crit damage vs. animal types (abominations don't count) • 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: - .308 Rounds - 5.56mm Rounds - .44 Magnum Rounds - 9mm Rounds - .45-70 Gov't - 10mm Rounds - .50 MG - 12 Gauge - 5mm Rounds - 20 Gauge • LADY KILLER Requirement: Level 2 (male only) Ranks -----: 1 Perk Effect: +10% DMG vs. females. Can use special dialogue with some males. • LIGHT TOUCH Requirement: Level 2, AGL 6, Repair 45 (Dead Money DLC) Ranks -----: 1 Perk Effect: In all light armor, +5% crit chance & foes get -25% crit chance • 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 • RAPID RELOAD Requirement: Level 2, AGL 5, Guns 30 Ranks -----: 1 Perk Effect: +25% reload speed with all weapons • 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 • ENTOMOLOGIST Requirement: Level 4, INT 4, Science 40 Ranks -----: 1 Perk Effect: +50% DMG vs. insect types (radscorpions, cazadors, etc.) • 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. • COMMANDO Requirement: Level 8 Ranks -----: 1 Perk Effect: Increases V.A.T.S. accuracy with 2-handed guns • 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 • QUICK DRAW Requirement: Level 8, AGI 5 Ranks -----: 1 Perk Effect: Un/holstering weapons is 50% faster • 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 • FINESSE Requirement: Level 10 Ranks -----: 1 Perk Effect: Crit chance boosted (equivalent to +5 Luck) • 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 • PIERCING STRIKE Requirement: Level 12, Unarmed 70 Ranks -----: 1 Perk Effect: Melee/unarmed attacks ignore 15 of target's DT • PYROMANIAC Requirement: Level 12, Explosives 60 Ranks -----: 1 Perk Effect: Fire-based weapons (flamer, shishkabob, etc.) do +50% damage • 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. • LIGHT STEP Requirement: Level 14, PER 6, AGL 6 Ranks -----: 1 Perk Effect: Won't trigger floor-based traps or mines • 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) • WEAPON HANDLING Requirement: Level 16, STR<10 Ranks -----: 1 Perk Effect: Weapons' STR requirements -2 • 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 • WALKER INSTINCT Requirement: Level 18, Survival 50 [Lonesome Road DLC] Ranks -----: 1 Perk Effect: PER/AGL +1 while outdoors • 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 • NINJA Requirement: Level 20, Melee Weapons 80, Sneak 80 Ranks -----: 1 Perk Effect: Melee/Unarmed attacks' crit chance +15%, and sneak attack crits do +25% damage • 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) • SLAYER Requirement: Level 24, AGL 7, Unarmed 90 Ranks -----: 1 Perk Effect: Melee/Unarmed attack speed +30% • LESSONS LEARNED Requirement: Level 26, INT 6 [Lonesome Road DLC] Ranks -----: 1 Perk Effect: +1% XP gained per level (i.e. Level 26 gives 26% bonus) • NERVES OF STEEL Requirement: Level 26, AGL 7 Ranks -----: 1 Perk Effect: Faster AP regeneration • TUNNEL RUNNER Requirement: Level 26, AGL 8 [Lonesome Road DLC] Ranks -----: 1 Perk Effect: Sneaking in light or no armor increases crouch-walking speed • RAD ABSORPTION Requirement: Level 28, END 7 Ranks -----: 1 Perk Effect: Radiation level slowly decreases over time • ROUGHIN' IT Requirement: Level 28, Survival 100 [Lonesome Road DLC] Ranks -----: 1 Perk Effect: Get well-rested XP bonus from any outdoor bed • BURDEN TO BEAR Requirement: Level 30, STR 6, END 6 [Lonesome Road DLC] Ranks -----: 1 Perk Effect: Carrying capacity +50 lbs. • 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 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) ________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| [CMPP] COMPANION PERKS |-------------------------------------------------------------- ________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 | |ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 ________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| [CHLP] CHALLENGE PERKS |-------------------------------------------------------------- ________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 | |______________________|___|________________________________________________| ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| [GNRP] GUN RUNNERS' ARSENAL PERKS |--------------------------------------------------- ___________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. • Bottlecap Mine, efficient - Explosives 85 - Cherry Bomb (3), Bottlecap (8), Lunchbox, Sensor Module • Fat Mine - Explosives 80 - Mini Nuke, Scrap Electronics, Scrap Metal, Sensor Module • MFC Cluster - Explosives 70 - Microfusion Cell (18), Scrap Electronics (2), Duct Tape • MFC Grenade - Explosives 50 - Microfusion Cell (3) • Nuka-Grenade - Explosives 60 - Abraxo Cleaner, Nuka-Cola Quartz, Tin Can, Turpentine • Time Bomb, high yield - Explosives 70 - Dynamite (6), Duct Tape, Egg Timer, Scrap Electronics • Tin Grenade - Explosives 25 - Pistol Powder (50), Duct Tape, Tin Can ______________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| [NRMD] UNARMED PERKS |---------------------------------------------------------------- ______________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Certain NPCs can teach a player special unarmed maneuvers, executed by doing a power attack in a certain direction. _________________ _________________________________________________________ | PERK | FUNCTION | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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. ______________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| [MPLN] IMPLANT PERKS |---------------------------------------------------------------- ______________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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.] • Agility Implant • Charisma Implant • Endurance Implant • Intelligence Implant • Luck Implant • Monocyte Breeder [health restores very slowly, 1 HP/10s] • Perception Implant • Strength Implant • Sub-Dermal Armor [+4 DT] 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 | |______________|_______|____________________________________________________| _________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| [DDMN] DEAD MONEY PERKS |------------------------------------------------------------- _________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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? ____________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| [HNST] HONEST HEARTS PERKS |---------------------------------------------------------- ____________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ______________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| [OWBP] OLD WORLD BLUES PERKS |-------------------------------------------------------- ______________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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). ____________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| [LNSM] LONESOME ROAD PERKS |---------------------------------------------------------- ____________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Level-related perk recap: • 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ PLANT OVERVIEW [PLNT] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ı - 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrptn: A rotund green cactus with bright blossoms, low to the ground Function: HP +3 (5s), END -3 CraftUse: Blood Shieldı, 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 ŻŻŻŻŻŻŻŻŻŻŻ Descrptn: Tall green stalk with orange flowers Function: HP +3 (4s) CraftUse: Bitter Drink, Datura Antivenomı, Healing Poulticeı, 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻ Descrptn: Reddish mushroom Function: HP +3 (4s), Rads -10 CraftUse: Blood Shieldı, Healing Poulticeı, Hydra 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrptn: White-barked tree with droopy, white- and green-leaves Function: HP +3 (4s) CraftUse: Black Coffeeı, 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrptn: Small plant with many low-to-ground, dull blue-gray offshoots Function: HP +3 (8s) CraftUse: Large Wasteland Tequilaı, Healing Poulticeı, Homebrewed Nuka-Cola, Homebrewed Sunset Sarsaparilla, Wasteland Tequilaı 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrptn: Small green flower cluster with white petals Function: PER -2, Sacred Datura Poison CraftUse: Dark Daturaı, Datura Hideı, Daturanaı, Datura Antivenomı 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] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. SPORE PLANT PODS [HONEST HEARTS] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrptn: n/a Function: HP +11 (6s), Poison Resistance +74 CraftUse: Blood Shieldı, Datura Antivenomı 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 Hideı 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 ŻŻŻŻŻŻŻŻŻŻŻ Descrptn: Half-buried turnip-type veggie, pale-colored with green taproot Function: +3 HP (4s) CraftUse: Bitter Drink, Black Blood Sausage², Datura Antivenomı, Healing Poulticeı, 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. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ RECIPES - CAMPFIRE [RCPC] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ı - 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. ______________________ ____ ____________________________ ___ _______________ | AID RECIPES | SV | #/COMPONENTS | M | FUNCTION | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Antivenom | 40 | 1 Nightstalker Blood | 2 | Cures poison | | | | 2 Radscorpion Poison Gland | | | |----------------------+----+----------------------------+---+---------------| | Bleak Venom | 50 | 3 Bark Scorp. Poison Gland | 3 | HP -15 (10s) | | | | 1 Cazador Poison Gland | | | | | | 1 White Horsenettle | | | |----------------------+----+----------------------------+---+---------------| °| Cloud Kiss (Lethal) | 75 | 2 Abraxo Cleaner | 1 | HP -13 (13s) | | | | 3 Jar of Cloud Residue | | | | | | 1 Turpentine | | | |----------------------+----+----------------------------+---+---------------| °| Cloud Kiss (Potent) | 50 | 1 Abraxo Cleaner | 1 | HP -10 (12s) | | | | 2 Jar of Cloud Residue | | | | | | 1 Turpentine | | | |----------------------+----+----------------------------+---+---------------| °| Cloud Kiss (Weak) | 25 | 1 Abraxo Cleaner | 1 | HP -5 (10s) | | | | 1 Jar of Cloud Residue | | | |----------------------+----+----------------------------+---+---------------| ı| Dark Datura | 45 | 2 Sacred Datura Root | 1 | INT -2 | | | | 1 Turpentine | | HP -5 (12s) | |----------------------+----+----------------------------+---+---------------| ı| Datura Antivenom | 25 | 1 Broc Flower | 1 | Cures poison | | | | 1 Sacred Datura Root | | | | | | 1 Spore Plant Seeds | | | | | | 1 Xander Root | | | |----------------------+----+----------------------------+---+---------------| ı| Daturana | 65 | 1 Flour | 1 | Restore limbs | | | | 1 Purified Water | | Unarmed DMG+2 | | | | 1 Sacred Datura Root | | HP +30, AGL-4 | |----------------------+----+----------------------------+---+---------------| | Fiery Purgative | 25 | 1 Jalapeño Pepper | 1 | Cures poison | | | | 1 Vodka | | END -1 | | | | 1 White Horsenettle | | Rads -5 (10s) | |----------------------+----+----------------------------+---+---------------| | Mass Purified Water | 50 | 5 Dirty Water | 4 | HP +4 (5s) | | | | 2 Glass Pitcher | | | | | | 1 Surgical Tubing | | | |----------------------+----+----------------------------+---+---------------| | Mother Darkness | 75 | 3 Bark Scorp. Poison Gland | 3 | AGL -3 (60s) | | | | 1 Cazador Poison Gland | | PER -3 (60s) | | | | 5 White Horsenettle | | HP -8 (10s) | |----------------------+----+----------------------------+---+---------------| | Rocket* | 50 | 1 Box of Detergent | 1 | AP +30 | | | | 1 Jet | | | | | | 1 Nuka-Cola | | | |----------------------+----+----------------------------+---+---------------| | Silver Sting | 30 | 3 Bark Scorp. Poison Gland | 3 | STR -2 (60s) | | | | 1 Radscorpion Poison Gland | | HP -8 (10s) | | | | 1 White Horsenettle | | | |----------------------+----+----------------------------+---+---------------| | Snakebite Tourniquet | 30 | 1 Buffalo Gourd Seed | 1 | Autocure Psn. | | | | 1 Surgical Tubing | | Psn. Res. +85 | |----------------------+----+----------------------------+---+---------------| | Tremble | 90 | 1 Cazador Poison Gland | 3 | Guns, Explos, | | | | 2 Radscorpion Poison Gland | | Melee/E Weps, | | | | 1 White Horsenettle | | -50,HP-2(20s) | |______________________|____|____________________________|___|_______________| * - Uses Science as its prerequisite, not Survival 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 | |----------------------+----+----------------------------+---+---------------| ı| 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 | |----------------------+----+----------------------------+---+---------------| ı| 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". ______________________ ____ ____________________________ ___ _______________ | FOOD RECIPES | SV | #/COMPONENTS | M | FUNCTION | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Bighorner Steak | 50 | Bighorner Meat | 1 | STR +2/Rads+1 | | | | | | HP +4 (10s) | |----------------------+----+----------------------------+---+---------------| ²| Black Blood Sausage | 50 | 1 Blood Sausage | 1 | HP +35 (20s) | | | | 1 Mutant Cave Fungus | | | | | | 1 Wine | | | | | | 1 Xander Root | | | |----------------------+----+----------------------------+---+---------------| ı| Black Coffee | 15 | 1 Coffee Mug | 1 | HP +10 | | | | 1 Coffee Pot | | INT +4 | | | | 1 Coyote Tobacco Chew | | AGL -2 | | | | 1 Honey Mesquite Pod | | | |----------------------+----+----------------------------+---+---------------| | Bloatfly Slider | 20 | 1 Bloatfly Meat | 1 | Rads +1 | | | | 2 Prickly Pear Fruit | | HP +6 (15s) | |----------------------+----+----------------------------+---+---------------| | Brahmin Steak | 35 | 1 Brahmin Meat | 1 | STR +2/Rads+1 | | | | | | HP +4 (15s) | |----------------------+----+----------------------------+---+---------------| | Brahmin Wellington | 80 | 1 Brahmin Meat, 2 Ant Egg | 1 | +10 HP (10s) | | | | 1 Blamco Mac & Cheese | | | |----------------------+----+----------------------------+---+---------------| | Cactus Water | 30 | 1 Empty Soda Bottle | 1 | HP +4 (5s) | | | | 2 Prickly Pear Fruit | | | |----------------------+----+----------------------------+---+---------------| | Caravan Lunch | 30 | 1 Cram, 1 Pork N' Beans | 1 | HP +6 (15s) | | | | 1 Lunchbox, 1 InstaMash | | | |----------------------+----+----------------------------+---+---------------| ²| Cloned (anything) | 25 | 1 Salient Green | 1 | Cloned fruit | |----------------------+----+----------------------------+---+---------------| | Cook-Cook's | 75 | 2 Beer, 1 Fresh Potato | 1 | +4 HP (60s) | | Fiend Stew | | 1 Jalapeno Pepper | | +1 STR (120s) | | | | 1 Brahmin Meat | | | |----------------------+----+----------------------------+---+---------------| | Coyote Steak | 50 | 1 Coyote Meat | 1 | Rads +1 (3s) | | | | | | HP +4 (12s) | |----------------------+----+----------------------------+---+---------------| | Desert Salad | 55 | 1 Barrel Cactus Fruit | 1 | HP +14 (15s) | | | | 1 Brahmin Steak | | | | | | 1 Pinyon Nuts | | | |----------------------+----+----------------------------+---+---------------| | Dog Steak | 40 | 1 Dog Meat | 1 | Rads +2 | | | | | | HP +4 (10s) | |----------------------+----+----------------------------+---+---------------| | Fire Ant Fricassée | 75 | 1 Cram, 1 Flour | 1 | HP +2 (60s) | | | | 1 Fire Ant Meat | | | |----------------------+----+----------------------------+---+---------------| | Gecko Kebab | 60 | 1 Banana Yucca Fruit | 2 | Rads +1 | | | | 1 Gecko Meat | | HP +2 (40s) | | | | 1 Jalapeño Pepper | | | |----------------------+----+----------------------------+---+---------------| | Gecko Steak | 25 | 1 Gecko Meat | 1 | Rads +1 | | | | | | HP +4 (15s) | |----------------------+----+----------------------------+---+---------------| | Grilled Mantis Leg | 30 | 1 Honey Mesquite Pod | 1 | Rads +1 | | | | 1 Mantis Foreleg, 1 Wine | | HP +2 (30s) | |----------------------+----+----------------------------+---+---------------| | Homebrewed Nuka-Cola | 30 | 1 Barrel Cactus Fruit | 1 | Rads +2 | | | | 1 Bottle Cap | | HP +2 (25s) | | | | 1 Empty Soda Bottle | | | | | | 1 Nevada Agave Fruit | | | |----------------------+----+----------------------------+---+---------------| | Homebrewed Sunset | 30 | 1 Bottle Cap | 1 | HP +2 (25s) | | Sarsaparilla | | 1 Empty S. Sarspar. Bottle | | | | | | 1 Nevada Agave Fruit | | | | | | 1 Xander Root | | | |----------------------+----+----------------------------+---+---------------| | Ice Cold Nuka-Cola* | 90 | 3 Nuka-Cola | 1 | Rads +3 | | | | | | HP +4 (20s) | |----------------------+----+----------------------------+---+---------------| | Large Wasteland | 40 | 1 Large Whiskey Bottle | 1 | Psn. Res +20 | | Tequila | | 1 Nevada Agave Fruit | | DT +4, CHR +2 | | | | 2 Purified Water | | INT -6, STR+6 | |----------------------+----+----------------------------+---+---------------| | Mole Rat Stew | 65 | 1 Beer, 1 Maze | 1 | STR +2 | | | | 1 Mole Rat Meat | | HP +4 (30s) | | | | 1 Pinto Bean Pod | | | |----------------------+----+----------------------------+---+---------------| | Mushroom Cloud | 35 | 1 Gum Drops, 1 Sugar Bombs | 1 | AP +6 | | | | 1 Nighstalker Egg | | HP +6 (20s) | |----------------------+----+----------------------------+---+---------------| | Nuka-Cola Quartz* | 90 | 3 Nuka-Cola | 1 | LowLight Vis. | | | | | | DT +4 | | | | | | HP +6 (20s) | |----------------------+----+----------------------------+---+---------------| | Nuka-Cola Victory* | 90 | 3 Nuka-Cola | 1 | AP +20 | | | | | | HP +6 (20s) | |----------------------+----+----------------------------+---+---------------| ³| Rushing Water | 50 | 1 Jet | 1 | Atk Spd +50% | | | | 1 Purified Water | | HP +2 (5s) | |----------------------+----+----------------------------+---+---------------| | Rose's Wasteland | 100| 1 Blamco Mac & Cheese | 1 | HP +8 (60s) | | Omelet | | 1 Crunchy Mutfruit | | | | | | 1 Deathclaw Egg | | | | | | 1 Lakelurk Meat | | | |----------------------+----+----------------------------+---+---------------| ²| Thick Red Paste | 50 | 1 Flour, 1 Thin Red Paste | 1 | HP +19 (30s) | | | | 1 Mutant Cave Fungus | | | |----------------------+----+----------------------------+---+---------------| | Trail Mix | 25 | 1 Fresh Apple | 1 | Rads +2 | | | | 1 Fresh Pear | | AP +10 | | | | 1 Pinyon Nuts | | HP +10 (15s) | | | | 1 Sugar Bombs | | | |----------------------+----+----------------------------+---+---------------| | Wasteland Tequila | 35 | 1 Empty Whiskey Bottle | 1 | Psn. Res. +10 | | | | 1 Nevada Agave Fruit | | CHR +2/INT -4 | | | | 1 Purified Water | | STR +4 | |______________________|____|____________________________|___|_______________| * - Requires 90 Science, not 90 Survival 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ı| 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 | | |----------------------+----+----------------------------+-------------------| ı| 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 | | |----------------------+----+----------------------------+-------------------| ı| 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 | | |----------------------+----+----------------------------+-------------------| ı| 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 | | |----------------------+----+----------------------------+-------------------| ı| T. Fire Gecko Hide | 50 | 1 Fire Gecko Hide | Used to reinforce | | | | 2 Turpentine | metal and leather | | | | 1 White Horsenettle | armors | |----------------------+----+----------------------------+-------------------| ı| Tanned Gecko Hide | 25 | 1 Gecko Hide | Used to reinforce | | | | 1 Turpentine | metal and leather | | | | 1 White Horsenettle | armors | |----------------------+----+----------------------------+-------------------| ı| T. Golden Gecko Hide | 65 | 1 Golden Gecko Hide | Used to reinforce | | | | 2 Turpentine | metal and leather | | | | 1 White Horsenettle | armors | |----------------------+----+----------------------------+-------------------| ı| T. Green Gecko Hide | 70 | 1 Green Gecko Hide | Used to reinforce | | | | 3 Turpentine | metal and leather | | | | 2 White Horsenettle | armors | |----------------------+----+----------------------------+-------------------| ı| 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 _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ RECIPES - RELOADING BENCH [RCPR] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ı - 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | .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 | |---------------------+-----+-----------------------------------------------| ı| .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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | .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 | |---------------------+-----+-----------------------------------------------| ı| .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 _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ RECIPES - WORKBENCH [RCPW] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ı - 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. ________________________ ______ __________________________ _________________ | AID RECIPES | S### | #/COMPONENTS | FUNCTION | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ³| Auto-Inject Stimpak | s75 | 1 Sensor Module | AutoUse: 50% HP | | | | 1 Stimpak | HP +90 | |------------------------+------+--------------------------+-----------------| ³| Auto-Inject S. Stimpak | s100 | 1 Sensor Module | AutoUse: 25% HP | | | | 1 Super Stimpak | HP +162 | |------------------------+------+--------------------------+-----------------| ı| Datura Hide | S25 | 1 Sacred Datura Root | DT +1 | | | | 1 Wonderglue | | |------------------------+------+--------------------------+-----------------| | Doctor's Bag | M40 | 1 Forceps, 1 Scalpel | Restores all | | | | 1 Medical Brace | body parts | | | | 1 Surgical Tubing | | |------------------------+------+--------------------------+-----------------| | Stimpak | s70 | 1 Broc Flower | HP +90 | | | | 1 Empty Syringe | | | | | 1 Xander Root | | |------------------------+------+--------------------------+-----------------| | Super Stimpak | s90 | 1 Leather Belt | HP +180 | | | | 1 Mutfruit, 1 Nuka-Cola | STR -1, AGL -1 | | | | 1 Stimpak | | |------------------------+------+--------------------------+-----------------| | Weapon Repair Kit | R50 | 1 Duct Tape, 1 Wrench | Repair weapon | | | | 1 Scrap Electronics | | | | | 2 Scrap Metal | | | | | 1 Wonderglue | | |________________________|______|__________________________|_________________| * - notable values collected at Medicine 100 ________________________ _____ __________________________ __________________ | AMMO RECIPE | S## | #/COMPONENTS | AMMO CREATED PER | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 | ı| 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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. Many weapons can be created from workbenches, but most require DLC (these're listed). The Mad Bomber perk adds several improvised explosives, but this too requires DLC -- Gun Runners' Arsenal. GRA-specific bombs will have "Mad Bomber" and "GRA" parenthesized in their names, ensuring one knows where they came from. All weapons require either Explosives or Repair, except "Fist of Rawr" which requires Survival instead. _______________________ _____ ___________________________ __________________ | WEAPON RECIPES | S## | #/COMPONENTS | FUNCTION | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Bottlecap Mine | E75 | 10 Bottle Cap | STR: 1 | | | | 5 Cherry Bomb | WGT: 0.5 | | | | 1 Lunchbox | DAM: 1+200 | | | | 1 Sensor Module | | |-----------------------+-----+---------------------------+------------------| | Bottlecap Mine, | E85 | 8 Bottle Cap | STR: 1 | | Efficient | | 3 Cherry Bomb | WGT: 0.5 | | | | 1 Lunchbox | DAM: 1+400 | | (Mad Bomber) | | 1 Sensor Module | | |-----------------------+-----+---------------------------+------------------| °| Cosmic Knife (Clean) | R25 | 2 Abraxo Cleaner | STR: 1 WGT: 1 | | | | 1 Cosmic Knife | DAM: 15 DPS: 45 | | | | | Limb DMG, Crit%+ | |-----------------------+-----+---------------------------+------------------| °| Cosmic Knife Spear | R50 | 3 Abraxo Cleaner | STR: 2 WGT: 3 | | | | 3 Cosmic Knife (Clean) | DAM: 25 | | | | 1 Duct Tape | DPS: 47.4 | | | | 1 Knife Spear | Limb DMG, Crit%+ | |-----------------------+-----+---------------------------+------------------| | Cosmic Knife | R35 | 1 Cosmic Knife | STR: 1 WGT: 1 | | (Super Heated) | | 1 Forceps | DAM: 14 | | | | 1 Hot Plate | DPS: 42 | | | | 1 Pilot Light | Limb DMG, Crit%+ | |-----------------------+-----+---------------------------+------------------| | Dog Tag Fist | R30 | 20 NCR Dogtag | STR: 1 WGT: 3 | | | | | DAM: 20 | | | | | DPS: 31.6 | |-----------------------+-----+---------------------------+------------------| | Fat Mine | E80 | 1 Mini Nuke | STR: 3 | | | | 1 Scrap Electronics | WGT: 3.25 | | | | 1 Scrap Metal | DAM: 5+450 | | (Mad Bomber) | | 1 Sensor Module | | |-----------------------+-----+---------------------------+------------------| ³| Fist of Rawr | S75 | 1 Rawr's Talon | STR: 6 WGT: 10 | | | | | DAM: 50 | | | | | DPS: 97.8 | | | | | Limb DMG, Crit% | | | | | and Crit DMG+ | |-----------------------+-----+---------------------------+------------------| °| Gas Bomb | E40 | 1 Duct Tape | STR: 1 | | | | 1 Pilot Light | WGT: 5 | | | | 1 Scrap Electronics | DAM: 1+80 (2/5s) | | | | 1 Sensor Module | | |-----------------------+-----+---------------------------+------------------| °| Knife Spear | R25 | 3 Cosmic Knife | STR: 2 WGT: 3 | | | | 1 Duct Tape | DAM: 20 | | | | 1 Throwing Knife Spear | DPS: 37.9 | | | | | Bonus Limb DMG | |-----------------------+-----+---------------------------+------------------| | MFC Cluster | E70 | 18 Microfusion Cells | STR: 1 WGT: .5 | | | | 1 Duct Tape | DAM: 6+450 | | (Mad Bomber) | | 2 Scrap Electronics | DPS: 297.4 | |-----------------------+-----+---------------------------+------------------| | MFC Grenade | E50 | 3 Microfusion Cells | STR: 2 WGT: .5 | | (Mad Bomber) | | | DAM: 1+75 | |-----------------------+-----+---------------------------+------------------| | Nuka-Grenade | E60 | 1 Abraxo Cleaner | STR: 2 | | | | 1 Nuka-Cola Quartz | WGT: 0.5 | | | | 1 Turpentine | DAM: 1+350 | | (Mad Bomber) | | 1 Tin Can | | |-----------------------+-----+---------------------------+------------------| | Powder Charge | E10 | 1 Duct Tape | STR: 1 | | | | 2 Dynamite | WGT: 0.5 | | | | 1 Sensor Module | DAM: 1+75 | | | | 1 Tin Can | | |-----------------------+-----+---------------------------+------------------| | Powder Charge, | E20 | 1 Duct Tape | STR: 1 | | Efficient* | | 1 Dynamite | WGT: 0.5 | | | | 1 Sensor Module | DAM: 1+75 | | | | 1 Tin Can | | |-----------------------+-----+---------------------------+------------------| ³| Satchel Charge | E25 | 25 Lead | STR: 4 | | | | 25 Powder, Pistol | WGT: 0.8 | | | | 1 Scrap Electronics | DAM: 1+250 | | | | 1 Sensor Module | | |-----------------------+-----+---------------------------+------------------| | Time Bomb | E50 | 1 Duct Tape | STR: 1 | | | | 5 Dynamite | WGT: 0.5 | | | | 1 Egg Timer | DAM: 1+150 | | | | 1 Scrap Electronics | | |-----------------------+-----+---------------------------+------------------| | Time Bomb, High Yield | E70 | 1 Duct Tape | STR: 1 | | | | 6 Dynamite | WGT: 0.5 | | | | 1 Egg Timer | DAM: 1+400 | | (Mad Bomber) | | 1 Scrap Electronics | | |-----------------------+-----+---------------------------+------------------| | Tin Grenade | E25 | 1 Duct Tape | STR: 2 | | | | 50 Powder, Pistol | WGT: 0.5 | | (Mad Bomber) | | 1 Tin Can | DAM: 1+100 | |_______________________|_____|___________________________|__________________| * - Cosmic Knife Spear is called "Knife Spear Clean" in-game * - "Powder Charge, Efficient" recipe unlocked with Hand Loader perk _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ SKILLBOOKS [SKLB] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: ı - 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] ı|_| 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] ı|_| 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] ı|_| 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] ı|_| Abandoned BoS Bunker [living quarters, near bookshelf] ı|_| 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] ı|_| 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] ı|_| 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] ı|_| 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] ı|_| 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] ı|_| 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] ı|_| 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] ı|_| 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] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ SKILLS [SKLL] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻ 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] ENERGY WEAPONS ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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] EXPLOSIVES ŻŻŻŻŻŻŻŻŻŻ Governed : Perception Magazine : Patriot's Cookbook Skillbook: Duck and Cover! 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. • Heave Ho! [LV2: STR 5, Explosives 30] • Demolition Expert [LV6: Explosives 50] • Mad Bomber [LV6: Explosives 45, Repair 45] • Grunt [LV8: Explosives 20, Guns 45] • Pyromaniac [LV12: Explosives 60] • Hit the Deck [LV12: Explosives 70] • Splash Damage [LV12: Explosives 70] GUNS ŻŻŻŻ 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] LOCKPICK ŻŻŻŻŻŻŻŻ Governed : Perception Magazine : Locksmith's Reader Skillbook: Tumblers Today 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 ŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻ Governed : Strength Magazine : Tĉles 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. • Cowboy [LV8: Guns 45, Melee Weapons 45] • Super Slam [LV8: STR 6, Melee Weapons 45] • Unstoppable Force [LV12: STR 7, Melee Weapons 90] • Ninja [LV20: Melee Weapons 80, Sneak 80] REPAIR ŻŻŻŻŻŻŻŻŻŻŻ Governed : Intelligence Magazine : Fixin' Things Skillbook: Dean's Electronics 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. • In Shining Armor [LV2: Repair 20, Science 70] • Junk Rounds [LV2: LCK 6, Repair 45] • Light Touch [LV2: AGI 6, Repair 45] • Hand Loader [LV6: Repair 70] • Mad Bomber [LV6: Explosives 45, Repair 45] • Jury Rigging [LV14: Repair 90] SCIENCE ŻŻŻŻŻŻŻŻŻŻŻ 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. • In Shining Armor [LV2: Science 70, Repair 20] • Vigilant Recycler [LV6: Science 70] • Math Wrath [LV10: Science 70] • Nerd Rage [LV10: INT 5, Science 50] • Robotics Expert [LV12: Science 50] • Computer Whiz [LV18: INT 7, Science 70] • Nuka Chemist [LV22: Science 90] SNEAK ŻŻŻŻŻŻŻŻŻŻŻ Governed : Agility Magazine : ĦLa 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 ŻŻŻŻŻŻŻŻŻŻŻ Governed : Charisma Magazine : Meeting People Skillbook: Lying, Congressional Style 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 ŻŻŻŻŻŻŻŻŻŻŻ 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] UNARMED ŻŻŻŻŻŻŻŻŻŻŻ Governed : Endurance Magazine : Boxing Times Skillbook: Pugilism Illustrated 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. • Piercing Strike [LV12: Unarmed 70] • Paralyzing Palm [LV18: Unarmed 70] • Slayer [LV24: AGI 7, Unarmed 90] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ SNOWGLOBES [SNWG] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ TRAITS [TRTS] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 intermitten 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. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ UNIQUE WEAPONS [NQWP] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 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 Vendertron'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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. AER14 PROTOTYPE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Laser Rifle Reqrmnt: STR 3 (Energy Weapons 25) Chambrd: Microfusion Cells Weight : 8.50 ClipSiz: 24 (uses 2 per shot) DAM/DPS: 35 / 105 Located: Vault 22 Missabl: no 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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.] ALL-AMERICAN ŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Marksman Carbine Reqrmnt: STR 4 (Guns 100) Chambrd: 5.56mm Rounds Weight : 6.00 ClipSiz: 24 DAM/DPS: 26 / 156 Located: Vault 34 Missabl: no 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 ŻŻŻŻŻŻŻŻŻ Variant: Missile Launcher Reqrmnt: STR 5 (Explosives 75) Chambrd: Missiles Weight : 15 ClipSiz: 1 DAM/DPS: 150 / 663.1 Located: Black Mountain Missabl: yes 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. BIG BOOMER ŻŻŻŻŻŻŻŻŻŻ Variant: Sawed-Off Shotgun Reqrmnt: STR 4 (Guns 50) Chambrd: 12 Gauge Shells Weight : 4.00 ClipSiz: 2 DAM/DPS: 120 / 309.4 Located: Gibson Scrap Yard Missabl: yes 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. BLOOD-NAP ŻŻŻŻŻŻŻŻŻ Variant: Bowie Knife Reqrmnt: STR 4 (Melee Weapons 50) Chambrd: --- Weight : 1.00 ClipSiz: --- DAM/DPS: 30 / 110.8 Located: The Courier's Mile [Lonesome Road] Missabl: no 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. BOZAR (GRA) ŻŻŻŻŻŻŻŻŻŻŻ Variant: Light Machine Gun Reqrmnt: STR 8 (Guns 100) Chambrd: 5.56mm Rounds Weight : 15 ClipSiz: 30 DAM/DPS: 19 / 285 Located: Gun Runners Missabl: no 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. BROAD MACHETE ŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Machete Reqrmnt: STR 3 (Melee Weapons 0) Chambrd: --- Weight : 1.00 ClipSiz: --- DAM/DPS: 15 / 48.5 Located: Courier's Stash DLC Missabl: no 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! CHANCE'S KNIFE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Combat Knife Reqrmnt: STR 3 (Melee Weapons 50) Chambrd: --- Weight : 1.00 ClipSiz: --- DAM/DPS: 22 / 91.4 Located: Chance's Grave Missabl: no 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. CHOPPER ŻŻŻŻŻŻŻŻŻ Variant: Cleaver Reqrmnt: STR 2 (Melee Weapons 0) Chambrd: --- Weight : 2.00 ClipSiz: --- DAM/DPS: 14 / 54.9 Located: Wolfhorn Ranch Missabl: no 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 (GRA) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Flamer Reqrmnt: STR 7 (Energy Weapons 50) Chambrd: Flamer Fuel Weight : 22.00 ClipSiz: 100 DAM/DPS: (15 + 10/6s) / 105+10 Located: Freeside Missabl: no 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 Vendertron 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. COMPLIANCE REGULATOR ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Laser Pistol Reqrmnt: STR 1 (Energy Weapons 0) Chambrd: Energy Cells (SECs) Weight : 3.00 ClipSiz: 30 DAM/DPS: 8 / 30 Located: Fallen Rock Cave [Honest Hearts] Missabl: no 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. CRAM OPENER ŻŻŻŻŻŻŻŻŻŻŻ Variant: Bladed Gauntlet Reqrmnt: STR 5 (Unarmed 25) Chambrd: --- Weight : 10 ClipSiz: --- DAM/DPS: 28 / 47.5 Located: Camp McCarran or Freeside Missabl: no (?) 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. CZ57 AVENGER ŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Minigun Reqrmnt: STR 10 (Guns 100) Chambrd: 5mm Rounds Weight : 18 ClipSiz: 120 DAM/DPS: 13 / 390 Located: Missabl: 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 ŻŻŻŻŻŻŻŻŻŻŻ Variant: Hunting Shotgun Reqrmnt: STR 5 (Guns 75) Chambrd: 12 Gauge Shells Weight : 7.50 ClipSiz: 5 DAM/DPS: 75 / 125 Located: The Thorn Missabl: yes 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. DR. MOBIUS' GLOVE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Scientist Glove Reqrmnt: STR 2 (Unarmed 35) Chambrd: --- Weight : 3.00 ClipSiz: --- DAM/DPS: 28 / 38.2 Located: X-42 Robo Warfare Facility [Old World Blues] Missabl: no 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 OF THE MANTIS KING! (GRA) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Mantis Gauntlet Reqrmnt: STR 4 (Unarmed 75) Chambrd: --- Weight : 12 ClipSiz: --- DAM/DPS: 42 / 65.7 Located: Freeside Missabl: no 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) ŻŻŻŻŻŻŻŻŻŻŻŻ 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 Vendertron 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 Vendertron also has the largest supply of mini nuke ammo and its variants! EUCLID'S C-FINDER ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: --- Reqrmnt: STR 1 (Energy Weapons 0) Chambrd: ARCHIMEDES II Charge Weight : 15 ClipSiz: 1 DAM/DPS: 0/0 Located: Freeside Missabl: no 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 ŻŻŻŻŻŻŻŻŻ 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. FIGARO ŻŻŻŻŻŻŻŻŻ Variant: Straight Razor Reqrmnt: STR 1 (Melee Weapons 0) Chambrd: --- Weight : 1.00 ClipSiz: --- DAM/DPS: 8 / 33.2 Located: Freeside Missabl: no 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 ŻŻŻŻŻŻŻŻŻŻŻŻ Variant: --- Reqrmnt: STR 6 (Unarmed 100) Chambrd: --- Weight : 10 ClipSiz: --- DAM/DPS: 50 / 97.8 Located: Workbench [Lonesome Road] Missabl: no 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. GEHENNA (GRA) ŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Shishkebab Reqrmnt: STR 6 (Melee Weapons 75) Chambrd: --- Weight : 3.00 ClipSiz: --- DAM/DPS: (42 + 5/5s) / 116.3 + 5 Located: Gun Runners Missabl: no 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. GOBI CAMPAIGN SCOUT RIFLE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Sniper Rifle Reqrmnt: STR 6 (Guns 75) Chambrd: .308 Rounds Weight : 4.50 ClipSiz: 6 DAM/DPS: 48 / 102.9 Located: Sniper's Nest Missabl: no 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 Vendertron over at Gun Runners should sell it instead. Expect to pay in the 15,000-cap ballpark. GREAT BEAR GRENADE RIFLE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Grenade Rifle Reqrmnt: STR 3 (Explosives 25) Chambrd: 40mm Grenades Weight : 5.00 ClipSiz: 1 DAM/DPS: (15+100) + 246 Located: The Long 15 [Lonesome Road] Missabl: yes 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 ŻŻŻŻŻŻŻŻŻ 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! HOLY FRAG GRENADE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Frag Grenade Reqrmnt: STR 2 (Explosives 0) Chambrd: --- Weight : 0.5 ClipSiz: --- DAM/DPS: 1+800 Located: Camp Searchlight Missabl: yes 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. KNOCK-KNOCK ŻŻŻŻŻŻŻŻŻŻŻ Variant: Fire Axe Reqrmnt: STR 5 (Melee Weapons 75) Chambrd: --- Weight : 8.00 ClipSiz: --- DAM/DPS: 66 / 118.8 Located: Camp Searchlight Missabl: no 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻ Variant: Machete Reqrmnt: STR 3 (Melee Weapons 25) Chambrd: --- Weight : 2.00 ClipSiz: --- DAM/DPS: 18 / 62.3 Located: Nelson Missabl: no 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 (GRA) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: 12.7mm Pistol Reqrmnt: STR 8 (Guns 75) Chambrd: 12.7mm Rounds Weight : 3.20 ClipSiz: 7 DAM/DPS: 45 / 146.3 Located: Mick & Ralph's (store in Freeside) Missabl: no 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻ 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. MEDICINE STICK (GRA) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Brush Gun Reqrmnt: STR 6 (Guns 100) Chambrd: .45-70 Gov't Weight : 11 ClipSiz: 8 DAM/DPS: 78 / 108 Located: Gun Runners Missabl: no 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. MERCENARY'S GRENADE RIFLE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Grenade Rifle Reqrmnt: STR 3 (Explosives 0) Chambrd: 40mm Grenades Weight : 5.50 ClipSiz: 1 DAM/DPS: (2+100) / 218.6 Located: Courier's Stash DLC Missabl: no 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. MERCY ŻŻŻŻŻŻŻŻŻ Variant: Grenade Machinegun Reqrmnt: STR 8 (Explosives 100) Chambrd: 40mm Grenades Weight : 15.00 ClipSiz: 18 DAM/DPS: (5+100) / 325.5 Located: Dead Wind Cavern Missabl: no 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. MF HYPERBREEDER ALPHA (GRA) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Recharger Pistol Reqrmnt: STR 2 (Energy Weapons 50) Chambrd: MF Breeder Weight : 7.00 ClipSiz: 10 DAM/DPS: 25 / 175 Located: Novac Missabl: no 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! NEPHI'S GOLF DRIVER ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: 9 Iron Reqrmnt: STR 2 (Melee Weapons 25) Chambrd: --- Weight : 1.00 ClipSiz: --- DAM/DPS: 30 / 67.5 Located: Driver Nephi's possession Missabl: no 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.] NUKA-BREAKER (GRA) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Rebar Club Reqrmnt: STR 9 (Melee Weapons 50) Chambrd: --- Weight : 8.00 ClipSiz: --- DAM/DPS: 50 / 72 Located: Freeside Missabl: no 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. OH, BABY! ŻŻŻŻŻŻŻŻŻ Variant: Super Sledge Reqrmnt: STR 8 (Melee Weapons 100) Chambrd: --- Weight : 20 ClipSiz: --- DAM/DPS: 80 / 138.9 Located: Charleston Cave Missabl: no 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 ŻŻŻŻŻŻŻŻŻ 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 (GRA) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Hunting Rifle Reqrmnt: STR 6 (Guns 50) Chambrd: .308 Rounds Weight : 6.20 ClipSiz: 3 DAM/DPS: 55 / 65.1 Located: Novac Missabl: no 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻ Variant: Laser Pistol Reqrmnt: STR 1 (Energy Weapons 0) Chambrd: Energy Cells (SECs) Weight : 3.00 ClipSiz: 10 (5 per shot) DAM/DPS: 75 / 150 Located: Sunset Sarsaparilla Headquarters Missabl: no 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! PULSE GUN ŻŻŻŻŻŻŻŻŻ Variant: --- Reqrmnt: STR 2 (Energy Weapons 25) Chambrd: Energy Cells (SECs) Weight : 2.00 ClipSiz: 25 (uses 5 per shot) DAM/DPS: 5 / 5.2 Located: Vault 34 Missabl: no 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. PUSHY ŻŻŻŻŻŻŻŻŻ Variant: Displacer Glove Reqrmnt: STR 2 (Unarmed 100) Chambrd: --- Weight : 6.00 ClipSiz: --- DAM/DPS: 60 / 88.4 Located: Ruby Hill Mine Missabl: no 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. Q-35 MATTER MODULATOR ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Plasma Rifle Reqrmnt: STR 2 (Energy Weapons 25) Chambrd: Microfusion Cells Weight : 7 ClipSiz: 12 DAM/DPS: 40 / 96 Located: REPCONN Headquarters Missabl: no 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. RATSLAYER ŻŻŻŻŻŻŻŻŻ Variant: Varmint Rifle Reqrmnt: STR 3 (Guns 0) Chambrd: 5.56mm Rounds Weight : 4.50 ClipSiz: 8 DAM/DPS: 23 / 30 Located: Broc Flower Cave Missabl: no 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. RED VICTORY GRENADE RIFLE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Grenade Rifle Reqrmnt: STR 3 (Explosives 25) Chambrd: 40mm Grenades Weight : 4.00 ClipSiz: 1 DAM/DPS: (2+100) / 327.9 Located: Dry Wells [Lonesome Road] Missabl: yes 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. SHE'S EMBRACE ŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Yao Guai Gauntlet Reqrmnt: STR 4 (Unarmed 50) Chambrd: --- Weight : 10 ClipSiz: --- DAM/DPS: 25 / 44 Located: White Bird's Cave [Honest Hearts] Missabl: yes 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 (GRA) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: 10mm Submachine Gun Reqrmnt: STR 5 (Guns 50) Chambrd: 10mm Rounds Weight : 5.00 ClipSiz: 40 DAM/DPS: 22 / 220 Located: Gun Runners Missabl: no 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 Vendertron at the Gun Runners compound. [It's a little SW of Freeside's East Gate, in case one hasn't visited there.] SPRTEL-WOOD 9700 (GRA) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Gatling Laser Reqrmnt: STR 6 (Energy Weapons 100) Chambrd: Electron Charge Packs Weight : 15.00 ClipSiz: 90 DAM/DPS: 16 / 320 Located: Freeside Missabl: no 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 Vendertron, for roughly the same price (20,000+ caps at high Barter). STURDY CARAVAN SHOTGUN ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Caravan Shotgun Reqrmnt: STR 3 (Guns 0) Chambrd: 20 Gauge Shells Weight : 3.00 ClipSiz: 2 DAM/DPS: 50 / 160.7 Located: Courier's Stash DLC Missabl: no 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻ 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). THIS MACHINE ŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Battle Rifle Reqrmnt: STR 6 (Guns 75) Chambrd: .308 Rounds Weight : 9.50 ClipSiz: 8 DAM/DPS: 55 / 117.9 Located: Camp McCarran Missabl: yes 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 shell with a delightful 'click'. 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 Vendertron's hands at the Gun Runners compound. THUMP-THUMP ŻŻŻŻŻŻŻŻŻŻŻ Variant: Grenade Rifle Reqrmnt: STR 3 (Explosives 25) Chambrd: 40mm Grenades Weight : 5.50 ClipSiz: 1 DAM/DPS: (2+100) / 284.1 Located: Nellis Array Missabl: no 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. TWO-STEP GOODBYE (GRA) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: Ballistic Fist Reqrmnt: STR 9 (Unarmed 100) Chambrd: --- Weight : 6.00 ClipSiz: --- DAM/DPS: 70 / 76.4 Located: Gun Runners Missabl: no 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. Vendertron, the robot at the Gun Runners kiosk, sells the item, and it ain't cheap -- expect to pay 20,000+ even in favorable circumstances. VANCE'S 9MM SUBMACHINE GUN ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: 9mm Submachine Gun Reqrmnt: STR 3 (Guns 25) Chambrd: 9mm Round Weight : 4.00 ClipSiz: 60 DAM/DPS: 17 / 221 Located: Wins Hideout Missabl: no 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. WEATHERED 10MM PISTOL ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Variant: 10mm Pistol Reqrmnt: STR 4 (Guns 0) Chambrd: 10mm Rounds Weight : 3.00 ClipSiz: 12 DAM/DPS: 24 / 66 Located: Player's inventory Missabl: no 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). X-2 ANTENNA ŻŻŻŻŻŻŻŻŻŻŻ Variant: --- Reqrmnt: STR 7 (Melee Weapons 75) Chambrd: --- Weight : 15 ClipSiz: --- DAM/DPS: 65 / 70.4 Located: X-2 Transmitter Antenna Array [Old World Blues] Missabl: no 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 ŻŻŻŻŻŻŻŻŻ 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.] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ UNMARKED QUESTS [NMRK] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. [UA04] ACCESS POWERS ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: n/a Prereq -: n/a Missable: no Reward -: Q-35 Matter Modulator 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! ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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.] [UB01] BARTON THE FINK ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Barton Thorn [Goodsprings Source] Prereq -: n/a Missable: Yes [Barton slain before giving quest] Reward -: n/a 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. • Gomorrah - Dealer stands on soft 17s / Blackjack pays 3:2 - 2250 won: Brahmin Steak (2) - 4500 won: Jet, Mentats, Wine (2) - 6750 won: reinforced Combat Armor 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. [UB04] BOUNTY KILLER ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Colonel Hsu [Camp McCarran] Prereq -: n/a Missable: yes [Hsu slain] Reward -: NCR fame (Anders safely returns to McCarran) : 350 XP, NCR fame, 300 caps (proof of Motor-Runner's death shown) 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 [UC02] CLAWS MENDED ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: n/a Prereq -: n/a Missable: yes [Snuffles slain] Reward -: NCR fame 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. 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. 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. [UF01] FIGHT NIGHT ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Red Lucy [The Thorn] Prereq -: n/a Missable: yes [Red Lucy slain] Reward -: variable caps 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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) [UH01] HARDER, BETTER, FASTER, STRONGER ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Dr. Usunagi [New Vegas Medical Clinic] Prereq -: n/a Missable: yes [Usunagi slain] Reward -: stat-boosting implants 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.] • Agility Implant • Charisma Implant • Endurance Implant • Intelligence Implant • Luck Implant • Monocyte Breeder [health restores very slowly, .1 HP/s] • Perception Implant • Strength Implant • Sub-Dermal Armor [+4 DT] 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 can find 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. [UK01] KEITH'S CARAVAN CHARADE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Captain Parker [Aerotech Office Park] Prereq -: n/a Missable: yes [Parker slain] Reward -: 150 XP, 150 caps 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 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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.] 1) Two disobedient slaves 2) Captive NCR trooper (Sergeant Andrews) 3) Captive NCR ranger (Stella) 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. [UM01] MEETING AN EQUAL ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Jules [North Vegas Square] Prereq -: n/a Missable: yes [Jules slain] Reward -: .44 Magnum SWC (Hand Load) schematic 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. [UP01] PAPERS, PLEASE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Ralph [Mick & Ralph's at Freeside] Prereq -: n/a Missable: yes [Ralph slain] Reward -: Counterfeit Passport 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! [US02] SILUS TREATMENT ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Lt. Carrie Boyd [Camp McCarran] Prereq -: n/a Missable: yes [Boyd or Hsu slain] Reward -: 325 XP, 300 caps, NCR fame (Silus intimidated/tricked via dialogue) : 250 XP, 175 caps, NCR fame (Silus beaten) : 250 XP (Silus given pistol) : NCR infamy (Silus slain) 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. [US03] STRAUS CALLS ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Ada Straus [Novac] Prereq -: n/a Missable: yes [Ada Straus slain] Reward -: n/a 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. [UT01] TAGS OF OUR FALLEN ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: Quartermaster Mayes [Camp Forlorn Hope] Prereq -: n/a Missable: yes [Mayes slain] Reward -: 100 XP, Beer (6) -or- Good karma 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. 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. [UT03] TREASURE HUNT ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Client -: n/a Prereq -: n/a Missable: no Reward -: listed items 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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, capable 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ WEAPON MODS [WPNM] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! ı - Gun Runners' Arsenal (GRA) add-on ² - Courier's Stash add-on 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ı| Laser Pistol | Laser Pistol Combat Sights | Adds iron sights | | | Laser Pistol Focus Optics | +3 Damage | | | Laser Pistol Recycler | 4th shot is free | |----------------------+--------------------------------+-------------------| ı| Plasma Defender | Plasma Def. Hi-Cap Terminal | Clip capacity +32 | | | Plasma Def. Scope | Adds scope | | | Plasma Def. Sheath Stabilizer | Decreases spread | |----------------------+--------------------------------+-------------------| ı| 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 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 | |------------------------+------------------------------+-------------------| ı| 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 | |________________________|______________________________|___________________| All of the game's two-handed explosive rifle types fire 40mm 'nades, except the GRA-added APW, firing titular 25mms like heavy weapons do. ___________________________ ___________________________ ___________________ | GRENADE RIFLES | MOD | EFFECT | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ı| 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 | | | |___________________________|___________________________|___________________| ____________________ __________________________________ ___________________ | HEAVY WEAPONRY | MOD | EFFECT | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 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 | |____________________|__________________________________|___________________| ______________________ ______________________________ _____________________ | MELEE WEAPONS | MOD | EFFECT | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ı| 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 | |----------------------+------------------------------+---------------------| ı| Chainsaw | Chainsaw Alloy Frame | Weight -8 | | | Chainsaw Carbide Teeth | +15 Damage | | | Chainsaw HD Chain | Wpn condition x1.5 | |----------------------+------------------------------+---------------------| ı| Katana | Katana Authentic Blade | +4 Damage | | | Katana Balanced Grip | Ups attack rate | | | Katana Protective Sheath | Wpn condition x1.5 | |----------------------+------------------------------+---------------------| ı| Power Fist | Power Fist Chromed Tubes | Wpn condition x2.0 | | | Power Fist Hi-Cap Valves | +8 Damage | | | Power Fist Ported Chambers | Ups attack rate | |----------------------+------------------------------+---------------------| ı| 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% | |______________________|______________________________|_____________________| _______________________ ______________________________ ____________________ | PISTOL | MOD | EFFECT | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | .45 Auto Pistol | .45 AP HD Slide | Gun condition x1.5 | | | .45 AP Silencer | Damps firing sound | |-----------------------+------------------------------+--------------------| | 9mm Pistol | 9mm Pistol Extended Mags | Clip capacity +7 | | | 9mm Pistol Scope | Adds scope | |-----------------------+------------------------------+--------------------| | 10mm Pistol | 10mm Pistol Extended Mags | Clip capacity +4 | ²| Weathered 10mm Pistol | 10mm Pistol Laser Sight | Decreases spread | | | 10mm Pistol Silencer | Damps firing sound | |_______________________|______________________________|____________________| .45 Pistol is added in the Honest Hearts DLC and Mojave vendors (Vendertron 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. ______________________ ______________________________ _____________________ | REVOLVER | MOD | EFFECT | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | .357 Magnum Revolver | .357 Revolver HD Cylinder | Gun condition x1.5 | | | .357 Revolver Long Barrel | +3 Damage | |----------------------+------------------------------+---------------------| | .44 Magnum Revolver | .44 Revolver Heavy Frame | Gun condition x1.5 | | | .44 Revolver Scope | Adds scope | |----------------------+------------------------------+---------------------| ı| Hunting Revolver | Hunting Rev. 6-Shot Cylinder | Clip capacity +1 | | | Hunting Rev. Match Barrel | Decreases spread | |______________________|______________________________|_____________________| _____________________ _______________________________ _____________________ | RIFLES | MOD | EFFECT | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ı| Anti-Materiel Rifle | Anti-Mat. Rifle CF Parts | Weight -7 | | | Anti-Mat. Rifle Custom Bolt | Ups rate of fire | | | Anti-Mat. Rifle Suppressor | Damps firing sound | |---------------------)-------------------------------+---------------------| | Assault Carbine (Assault Carb. Extended Magazines| Clip capacity +6 | |---------------------)-------------------------------+---------------------| ı| Assault Carbine | Assault Carb. Ext. Mags | Clip capacity +6 | | | Assault Carb. Forged Receiver | Gun condition x1.33 | | | Assault Carb. Light Bolt | Ups rate of fire | |---------------------+-------------------------------+---------------------| | Automatic Rifle | Auto. Rifle Upgr. Internals | Ups rate of fire | |---------------------+-------------------------------+---------------------| | Brush Gun | Brush Gun Forged Receiver | Gun condition x1.5 | |---------------------+-------------------------------+---------------------| | Cowboy Repeater | Cby. Rep. Custom Action | Ups rate of fire | | | Cby. Rep. Long Tube | Clip capacity +4 | | | Cby. Rep. Maple Stock | Weight -1.5 | |---------------------+-------------------------------+---------------------| | Hunting Rifle | Hunting Rifle Custom Action | Ups rate of fire | | | Hunting Rifle Extended Mag | Clip capacity +4 | | | Hunting Rifle Scope | Adds hi-power scope | |---------------------+-------------------------------+---------------------| | Light Machine Gun | Light MG Expanded Drums | Clip capacity +110 | |---------------------+-------------------------------+---------------------| | Service Rifle | Svc. Rifle Forged Receiver | Gun condition x1.5 | | | Svc. Rifle Upgraded Springs | Ups rate of fire | |---------------------+-------------------------------(---------------------| | Sniper Rifle | Sniper Rifle Carbon Fiber Parts) Weight -5 | | | Sniper Rifle Suppressor ( Damps firing sound | |---------------------+-------------------------------+---------------------| | Trail Carbine | Trail Carbine Scope | Adds scope | |---------------------+-------------------------------+---------------------| | Varmint Rifle | Varmint Rifle Extended Mags | Clip capacity +3 | | | Varmint Rifle Night Scope | Adds night scope | | | Varmint Rifle Silencer | Damps firing sound | |_____________________|_______________________________|_____________________| 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. _______________________ _____________________________ _____________________ | SHOTGUNS | MOD | EFFECT | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Hunting Shotgun | Hunting Shotgun Choke | Decreases spread | | | Hunting Shotgun Long Tube | Clip capacity +3 | |_______________________|_____________________________|_____________________| _______________________ _____________________________ _____________________ | SUBMACHINE GUNS | MOD | EFFECT | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |.45 Auto Submachine Gun| .44 Auto SMG Comp. | Decreases spread | | | .44 Auto SMG Drums | Clip capacity +20 | |-----------------------+-----------------------------+---------------------| | 9mm Submachine Gun | 9mm SMG Drums | Clip capacity +30 | | | 9mm SMG Light Bolt | Ups rate of fire | |-----------------------+-----------------------------+---------------------| | 10mm Submachine Gun | 10mm SMG Extended Mags | Clip capacity +10 | | | 10mm SMG Recoil Comp. | Decreases spread | |-----------------------+-----------------------------+---------------------| | 12.7mm Submachine Gun |12.7mm Submachine Gun Silencer Damps firing sound | |-----------------------+-----------------------------+---------------------| ı| 12.7mm Submachine Gun | 12.7mm SMG Laser Sight | Decreases spread | | | 12.7mm SMG Stacked Magazine | Clip capacity +6 | | | 12.7mm SMG Suppressor | Damps firing sound | |-----------------------+-----------------------------+---------------------| | Silenced .22 SMG | Silenced .22 SMG Exp. Drums | Clip capacity +60 | |_______________________|_____________________________|_____________________| 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' Vendertron 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. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ VII. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [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 vendertron 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. • Vendertron (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 weapons 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) carries 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, Vendertron, and so on instead, though. [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. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ VIII. UPDATES & CONTRIBUTORS [UPDT] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 07-27-12 ---------------------------------+ Started walkthrough 11-13-12 ---------------------------------+ Finished walkthrough THANKS TO... ŻŻŻŻŻŻŻŻŻŻŻŻ • 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • 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. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ IX. LEGALITY [LGLT] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. Allowed Sites: Disallowed Sites: • Gametalk.com • cheatcc.com • GameFAQs.com • gamershell.com • MyCheats.com • Neoseeker.com • Gamesradar.com • Supercheats.com • Cheathappens.com • Honestgamers.com • Chaptercheats.com E-mail me for permissions ~ • Cavesofnarshe.com shotgunnova (a+) gmail (d0t) com. _______________________________________________________________________________ GET YOUR MIND OFF Document İ Shotgunnova, 1997-2012 (and countin'!) WINTERTIME, YOU Fallout namesake İ respective owners AIN'T GOIN' NOWHERE E N D O F D O C U M E N T